DayZ 1.30
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◆ MustBeBuiltFromOutside()

bool bsbDebugPrint::MustBeBuiltFromOutside ( )
protected

Some buildings can only be built from outside.

См. определение в файле BaseBuildingBase.c строка 2232

2234{
2235 const string ANIMATION_DEPLOYED = "Deployed";
2236
2237 float m_ConstructionKitHealth; //stored health value for used construction kit
2238
2239 bool m_HasBase;
2240 //variables for synchronization of base building parts (2x31 is the current limit)
2241 int m_SyncParts01; //synchronization for already built parts (31 parts)
2242 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2243 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2244 int m_InteractedPartId; //construction part id that an action was performed on
2245 int m_PerformedActionId; //action id that was performed on a construction part
2246 protected ref ConstructionBasic m_Construction;
2247
2248 //Sounds
2249 //build
2250 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2251 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2252 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2253 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2254 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2255 //dismantle
2256 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2257 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2258 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2259 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2260 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2261
2262 protected EffectSound m_Sound;
2263
2267
2268 // Constructor
2269 void BaseBuildingBase()
2270 {
2272
2273 //synchronized variables
2274 RegisterNetSyncVariableInt( "m_SyncParts01" );
2275 RegisterNetSyncVariableInt( "m_SyncParts02" );
2276 RegisterNetSyncVariableInt( "m_SyncParts03" );
2277 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2278 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2279 RegisterNetSyncVariableBool( "m_HasBase" );
2280
2281 //Construction init
2282 ConstructionInit();
2283
2284 if (ConfigIsExisting("hybridAttachments"))
2285 {
2287 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2288 }
2289 if (ConfigIsExisting("mountables"))
2290 {
2292 ConfigGetTextArray("mountables", m_Mountables);
2293 }
2294
2295 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2296 SetAllowDamage(true);
2297 }
2298
2299 override string GetInvulnerabilityTypeString()
2300 {
2301 return "disableBaseDamage";
2302 }
2303
2304 override bool CanObstruct()
2305 {
2306 return true;
2307 }
2308
2309 override int GetHideIconMask()
2310 {
2311 return EInventoryIconVisibility.HIDE_VICINITY;
2312 }
2313
2314 override void InitItemSounds()
2315 {
2316 super.InitItemSounds();
2317
2319 SoundParameters params = new SoundParameters();
2320 params.m_Loop = true;
2321
2322 if (GetFoldSoundset() != string.Empty)
2323 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2324 if (GetLoopFoldSoundset() != string.Empty)
2325 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2326 }
2327
2328 override string GetFoldSoundset()
2329 {
2330 return "putDown_FenceKit_SoundSet";
2331 }
2332
2333 override string GetLoopFoldSoundset()
2334 {
2335 return "Shelter_Site_Build_Loop_SoundSet";
2336 }
2337
2338 // --- SYNCHRONIZATION
2340 {
2341 if ( g_Game.IsServer() )
2342 {
2343 SetSynchDirty();
2344 }
2345 }
2346
2347 override void OnVariablesSynchronized()
2348 {
2349 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2350 super.OnVariablesSynchronized();
2351
2352 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2353 }
2354
2355 protected void OnSynchronizedClient()
2356 {
2357 //update parts
2359
2360 //update action on part
2362
2363 //update visuals (client)
2364 UpdateVisuals();
2365 }
2366
2367 //parts synchronization
2368 void RegisterPartForSync( int part_id )
2369 {
2370 //part_id must starts from index = 1
2371 int offset;
2372 int mask;
2373
2374 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2375 {
2376 offset = part_id - 1;
2377 mask = 1 << offset;
2378
2379 m_SyncParts01 = m_SyncParts01 | mask;
2380 }
2381 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2382 {
2383 offset = ( part_id % 32 );
2384 mask = 1 << offset;
2385
2386 m_SyncParts02 = m_SyncParts02 | mask;
2387 }
2388 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2389 {
2390 offset = ( part_id % 63 );
2391 mask = 1 << offset;
2392
2393 m_SyncParts03 = m_SyncParts03 | mask;
2394 }
2395 }
2396
2397 void UnregisterPartForSync( int part_id )
2398 {
2399 //part_id must starts from index = 1
2400 int offset;
2401 int mask;
2402
2403 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2404 {
2405 offset = part_id - 1;
2406 mask = 1 << offset;
2407
2408 m_SyncParts01 = m_SyncParts01 & ~mask;
2409 }
2410 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2411 {
2412 offset = ( part_id % 32 );
2413 mask = 1 << offset;
2414
2415 m_SyncParts02 = m_SyncParts02 & ~mask;
2416 }
2417 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2418 {
2419 offset = ( part_id % 63 );
2420 mask = 1 << offset;
2421
2422 m_SyncParts03 = m_SyncParts03 & ~mask;
2423 }
2424 }
2425
2426 bool IsPartBuildInSyncData( int part_id )
2427 {
2428 //part_id must starts from index = 1
2429 int offset;
2430 int mask;
2431
2432 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2433 {
2434 offset = part_id - 1;
2435 mask = 1 << offset;
2436
2437 if ( ( m_SyncParts01 & mask ) > 0 )
2438 {
2439 return true;
2440 }
2441 }
2442 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2443 {
2444 offset = ( part_id % 32 );
2445 mask = 1 << offset;
2446
2447 if ( ( m_SyncParts02 & mask ) > 0 )
2448 {
2449 return true;
2450 }
2451 }
2452 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2453 {
2454 offset = ( part_id % 63 );
2455 mask = 1 << offset;
2456
2457 if ( ( m_SyncParts03 & mask ) > 0 )
2458 {
2459 return true;
2460 }
2461 }
2462
2463 return false;
2464 }
2465
2466 protected void RegisterActionForSync( int part_id, int action_id )
2467 {
2468 m_InteractedPartId = part_id;
2469 m_PerformedActionId = action_id;
2470 }
2471
2472 protected void ResetActionSyncData()
2473 {
2474 //reset data
2475 m_InteractedPartId = -1;
2477 }
2478
2479 protected void SetActionFromSyncData()
2480 {
2481 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2482 {
2484 int build_action_id = m_PerformedActionId;
2485
2486 switch( build_action_id )
2487 {
2488 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2489 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2490 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2491 }
2492 }
2493 }
2494 //------
2495
2497 {
2498 string key = part.GetPartName();
2499 bool is_base = part.IsBase();
2500 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2501 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2502 if ( is_part_built_sync )
2503 {
2504 if ( !part.IsBuilt() )
2505 {
2506 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2507 GetConstruction().AddToConstructedParts( key );
2508 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2509
2510 if (is_base)
2511 {
2513 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2514 }
2515 }
2516 }
2517 else
2518 {
2519 if ( part.IsBuilt() )
2520 {
2521 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2522 GetConstruction().RemoveFromConstructedParts( key );
2523 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2524
2525 if (is_base)
2526 {
2528 AddProxyPhysics( ANIMATION_DEPLOYED );
2529 }
2530 }
2531 }
2532
2533 //check slot lock for material attachments
2534 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2535 }
2536
2537 //set construction parts based on synchronized data
2539 {
2540 Construction construction = GetConstruction();
2541 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2542
2543 for ( int i = 0; i < construction_parts.Count(); ++i )
2544 {
2545 string key = construction_parts.GetKey( i );
2546 ConstructionPart value = construction_parts.Get( key );
2547 SetPartFromSyncData(value);
2548 }
2549
2550 //regenerate navmesh
2551 UpdateNavmesh();
2552 }
2553
2554 protected ConstructionPart GetConstructionPartById( int id )
2555 {
2556 Construction construction = GetConstruction();
2557 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2558
2559 for ( int i = 0; i < construction_parts.Count(); ++i )
2560 {
2561 string key = construction_parts.GetKey( i );
2562 ConstructionPart value = construction_parts.Get( key );
2563
2564 if ( value.GetId() == id )
2565 {
2566 return value;
2567 }
2568 }
2569
2570 return NULL;
2571 }
2572 //
2573
2574 //Base
2575 bool HasBase()
2576 {
2577 return m_HasBase;
2578 }
2579
2580 void SetBaseState( bool has_base )
2581 {
2582 m_HasBase = has_base;
2583 }
2584
2585 override bool IsDeployable()
2586 {
2587 return true;
2588 }
2589
2590 bool IsOpened()
2591 {
2592 return false;
2593 }
2594
2595 //--- CONSTRUCTION KIT
2597 {
2598 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2599 if ( m_ConstructionKitHealth > 0 )
2600 {
2601 construction_kit.SetHealth( m_ConstructionKitHealth );
2602 }
2603
2604 return construction_kit;
2605 }
2606
2607 void CreateConstructionKitInHands(notnull PlayerBase player)
2608 {
2609 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2610 if ( m_ConstructionKitHealth > 0 )
2611 {
2612 construction_kit.SetHealth( m_ConstructionKitHealth );
2613 }
2614 }
2615
2616 protected vector GetKitSpawnPosition()
2617 {
2618 return GetPosition();
2619 }
2620
2621 protected string GetConstructionKitType()
2622 {
2623 return "";
2624 }
2625
2626 void DestroyConstructionKit( ItemBase construction_kit )
2627 {
2628 m_ConstructionKitHealth = construction_kit.GetHealth();
2629 g_Game.ObjectDelete( construction_kit );
2630 }
2631
2632 //--- CONSTRUCTION
2633 void DestroyConstruction()
2634 {
2635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2636 g_Game.ObjectDelete( this );
2637 }
2638
2639 // --- EVENTS
2640 override void EEDelete(EntityAI parent)
2641 {
2642 super.EEDelete(parent);
2643
2644 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2645 {
2646 areaDamage.Destroy();
2647 }
2648
2649 }
2650
2651 override void OnStoreSave( ParamsWriteContext ctx )
2652 {
2653 super.OnStoreSave( ctx );
2654
2655 //sync parts 01
2656 ctx.Write( m_SyncParts01 );
2657 ctx.Write( m_SyncParts02 );
2658 ctx.Write( m_SyncParts03 );
2659
2660 ctx.Write( m_HasBase );
2661 }
2662
2663 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2664 {
2665 if ( !super.OnStoreLoad( ctx, version ) )
2666 return false;
2667
2668 //--- Base building data ---
2669 //Restore synced parts data
2670 if ( !ctx.Read( m_SyncParts01 ) )
2671 {
2672 m_SyncParts01 = 0; //set default
2673 return false;
2674 }
2675 if ( !ctx.Read( m_SyncParts02 ) )
2676 {
2677 m_SyncParts02 = 0; //set default
2678 return false;
2679 }
2680 if ( !ctx.Read( m_SyncParts03 ) )
2681 {
2682 m_SyncParts03 = 0; //set default
2683 return false;
2684 }
2685
2686 //has base
2687 if ( !ctx.Read( m_HasBase ) )
2688 {
2689 m_HasBase = false;
2690 return false;
2691 }
2692 //---
2693
2694 return true;
2695 }
2696
2697 override void AfterStoreLoad()
2698 {
2699 super.AfterStoreLoad();
2700
2702 {
2704 }
2705 }
2706
2708 {
2709 //update server data
2711
2712 //set base state
2713 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2714 SetBaseState( part.IsBuilt() ) ;
2715
2716 //synchronize after load
2718 }
2719
2720 override void OnCreatePhysics()
2721 {
2722 super.OnCreatePhysics();
2723
2724 ConstructionInit();
2726 }
2727
2728 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2729 {
2731 return;
2732
2733 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2734 }
2735
2736 override void EEOnAfterLoad()
2737 {
2739 {
2740 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2741 }
2742
2743 super.EEOnAfterLoad();
2744 }
2745
2746 override void EEItemAttached( EntityAI item, string slot_name )
2747 {
2748 super.EEItemAttached( item, slot_name );
2749
2750 CheckForHybridAttachments( item, slot_name );
2751 UpdateVisuals();
2752 UpdateAttachmentPhysics( slot_name, false );
2753 }
2754
2755 override void EEItemDetached( EntityAI item, string slot_name )
2756 {
2757 super.EEItemDetached( item, slot_name );
2758
2759 UpdateVisuals();
2760 UpdateAttachmentPhysics( slot_name, false );
2761 }
2762
2763 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2764 {
2765 string slot_name = InventorySlots.GetSlotName( slotId );
2766 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2767
2768 UpdateAttachmentVisuals( slot_name, locked );
2769 UpdateAttachmentPhysics( slot_name, locked );
2770 }
2771
2772 //ignore out of reach condition
2773 override bool IgnoreOutOfReachCondition()
2774 {
2775 return true;
2776 }
2777
2778 //CONSTRUCTION EVENTS
2779 //Build
2780 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2781 {
2782 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2783
2784 //check base state
2785 if (construtionPart.IsBase())
2786 {
2787 SetBaseState(true);
2788
2789 //spawn kit
2791 }
2792
2793 //register constructed parts for synchronization
2794 RegisterPartForSync(construtionPart.GetId());
2795
2796 //register action that was performed on part
2797 RegisterActionForSync(construtionPart.GetId(), action_id);
2798
2799 //synchronize
2801
2802 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2803
2804 UpdateNavmesh();
2805
2806 //update visuals
2807 UpdateVisuals();
2808
2809 //reset action sync data
2810 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2811 }
2812
2813 void OnPartBuiltClient(string part_name, int action_id)
2814 {
2815 //play sound
2816 SoundBuildStart( part_name );
2817 }
2818
2819 //Dismantle
2820 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2821 {
2822 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2823 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2824
2825 //register constructed parts for synchronization
2826 UnregisterPartForSync(construtionPart.GetId());
2827
2828 //register action that was performed on part
2829 RegisterActionForSync(construtionPart.GetId(), action_id);
2830
2831 //synchronize
2833
2834 // server part of sync, client will be synced from SetPartsFromSyncData
2835 SetPartFromSyncData(construtionPart);
2836
2837 UpdateNavmesh();
2838
2839 //update visuals
2840 UpdateVisuals();
2841
2842 //reset action sync data
2843 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2844
2845 //check base state
2846 if (construtionPart.IsBase())
2847 {
2848 //Destroy construction
2849 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2850 }
2851 }
2852
2853 void OnPartDismantledClient( string part_name, int action_id )
2854 {
2855 //play sound
2856 SoundDismantleStart( part_name );
2857 }
2858
2859 //Destroy
2860 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2861 {
2862 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2863 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2864
2865 //register constructed parts for synchronization
2866 UnregisterPartForSync(construtionPart.GetId());
2867
2868 //register action that was performed on part
2869 RegisterActionForSync(construtionPart.GetId(), action_id);
2870
2871 //synchronize
2873
2874 // server part of sync, client will be synced from SetPartsFromSyncData
2875 SetPartFromSyncData(construtionPart);
2876
2877 UpdateNavmesh();
2878
2879 //update visuals
2880 UpdateVisuals();
2881
2882 //reset action sync data
2883 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2884
2885 //check base state
2886 if (construtionPart.IsBase())
2887 {
2888 //Destroy construction
2889 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2890 }
2891 }
2892
2893 void OnPartDestroyedClient( string part_name, int action_id )
2894 {
2895 //play sound
2896 SoundDestroyStart( part_name );
2897 }
2898
2899 // --- UPDATE
2900 void InitBaseState()
2901 {
2902 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2903
2904 InitVisuals();
2905 UpdateNavmesh(); //regenerate navmesh
2906 }
2907
2908 void InitVisuals()
2909 {
2910 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2911 //check base
2912 if ( !HasBase() )
2913 {
2914 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2915 }
2916 else
2917 {
2918 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2919 }
2920
2921 GetConstruction().InitVisuals();
2922 }
2923
2924 void UpdateVisuals()
2925 {
2926 array<string> attachmentSlots = new array<string>;
2927
2928 GetAttachmentSlots(this, attachmentSlots);
2929 foreach (string slotName : attachmentSlots)
2930 {
2932 }
2933
2934 //check base
2935 if (!HasBase())
2936 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2937 else
2938 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2939
2940 GetConstruction().UpdateVisuals();
2941 }
2942
2943 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2944 {
2945 string slotNameMounted = slot_name + "_Mounted";
2946 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2947
2948 if (attachment)
2949 {
2950 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2951 if (barbedWire && barbedWire.IsMounted())
2952 CreateAreaDamage(slotNameMounted);
2953 else
2954 DestroyAreaDamage(slotNameMounted);
2955
2956 if (is_locked)
2957 {
2958 SetAnimationPhase(slotNameMounted, 0);
2959 SetAnimationPhase(slot_name, 1);
2960 }
2961 else
2962 {
2963 SetAnimationPhase(slotNameMounted, 1);
2964 SetAnimationPhase(slot_name, 0);
2965 }
2966 }
2967 else
2968 {
2969 SetAnimationPhase(slotNameMounted, 1);
2970 SetAnimationPhase(slot_name, 1);
2971
2972 DestroyAreaDamage(slotNameMounted);
2973 }
2974 }
2975
2976 // avoid calling this function on frequent occasions, it's a massive performance hit
2977 void UpdatePhysics()
2978 {
2980 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2981
2982 array<string> attachmentSlots = new array<string>;
2983 GetAttachmentSlots(this, attachmentSlots);
2984
2986 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2987
2988 foreach (string slotName : attachmentSlots)
2989 {
2991 }
2992
2993 //check base
2994 if (!HasBase())
2995 {
2997 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2998
2999 AddProxyPhysics(ANIMATION_DEPLOYED);
3000 }
3001 else
3002 {
3004 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3005
3006 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3007 }
3008
3009 GetConstruction().UpdatePhysics();
3010 UpdateNavmesh();
3011 }
3012
3013 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3014 {
3015 //checks for invalid appends; hotfix
3016 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3017 return;
3018 //----------------------------------
3019 string slot_name_mounted = slot_name + "_Mounted";
3020 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3021
3022 //remove proxy physics
3023 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3024 RemoveProxyPhysics( slot_name_mounted );
3025 RemoveProxyPhysics( slot_name );
3026
3027 if ( attachment )
3028 {
3029 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3030 if ( is_locked )
3031 {
3032 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3033 AddProxyPhysics( slot_name_mounted );
3034 }
3035 else
3036 {
3037 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3038 AddProxyPhysics( slot_name );
3039 }
3040 }
3041 }
3042
3043 protected void UpdateNavmesh()
3044 {
3045 SetAffectPathgraph( true, false );
3046 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3047 }
3048
3049 override bool CanUseConstruction()
3050 {
3051 return true;
3052 }
3053
3054 override bool CanUseConstructionBuild()
3055 {
3056 return true;
3057 }
3058
3059 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3060 {
3061 if ( attachment )
3062 {
3063 InventoryLocation inventory_location = new InventoryLocation;
3064 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3065
3066 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3067 }
3068
3069 return false;
3070 }
3071
3072 protected bool IsAttachmentSlotLocked( string slot_name )
3073 {
3074 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3075 }
3076
3077 //--- ATTACHMENT SLOTS
3078 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3079 {
3080 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3081 if ( g_Game.ConfigIsExisting( config_path ) )
3082 {
3083 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3084 }
3085 }
3086
3087 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3088 {
3089 return true;
3090 }
3091
3092 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3093 {
3094 return true;
3095 }
3096
3097 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3098 {
3099 return true;
3100 }
3101
3102 // --- INIT
3104 {
3105 m_Construction = new Construction(this);
3106 return m_Construction;
3107 }
3108
3110 {
3111 return m_Construction;
3112 }
3113
3115 {
3116 return Construction.Cast(m_Construction);
3117 }
3118
3120 {
3121 int attachment_count = GetInventory().AttachmentCount();
3122 if ( attachment_count > 0 )
3123 {
3124 if ( HasBase() && attachment_count == 1 )
3125 {
3126 return false;
3127 }
3128
3129 return true;
3130 }
3131
3132 return false;
3133 }
3134
3135 override bool ShowZonesHealth()
3136 {
3137 return true;
3138 }
3139
3140 override bool IsTakeable()
3141 {
3142 return false;
3143 }
3144
3145 //this into/outo parent.Cargo
3146 override bool CanPutInCargo( EntityAI parent )
3147 {
3148 return false;
3149 }
3150
3151 override bool CanRemoveFromCargo( EntityAI parent )
3152 {
3153 return false;
3154 }
3155
3156 //hands
3157 override bool CanPutIntoHands( EntityAI parent )
3158 {
3159 return false;
3160 }
3161
3162 //--- ACTION CONDITIONS
3163 //direction
3164 override bool IsFacingPlayer( PlayerBase player, string selection )
3165 {
3166 return true;
3167 }
3168
3169 override bool IsPlayerInside( PlayerBase player, string selection )
3170 {
3171 return true;
3172 }
3173
3176 {
3177 return false;
3178 }
3179
3180 //roof check
3181 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3182 {
3183 return false;
3184 }
3185
3186 //selection->player distance check
3187 bool HasProperDistance( string selection, PlayerBase player )
3188 {
3189 return true;
3190 }
3191
3192 //folding
3194 {
3195 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3196 {
3197 return false;
3198 }
3199
3200 return true;
3201 }
3202
3204 {
3207
3208 return item;
3209 }
3210
3211 //Damage triggers (barbed wire)
3212 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3213 {
3214 if ( g_Game && g_Game.IsServer() )
3215 {
3216 //destroy area damage if some already exists
3217 DestroyAreaDamage( slot_name );
3218
3219 //create new area damage
3221 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3222
3223 vector min_max[2];
3224 if ( MemoryPointExists( slot_name + "_min" ) )
3225 {
3226 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3227 }
3228 if ( MemoryPointExists( slot_name + "_max" ) )
3229 {
3230 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3231 }
3232
3233 //get proper trigger extents (min<max)
3234 vector extents[2];
3235 GetConstruction().GetTriggerExtents( min_max, extents );
3236
3237 //get box center
3238 vector center;
3239 center = GetConstruction().GetBoxCenter( min_max );
3240 center = ModelToWorld( center );
3241
3242 //rotate center if needed
3244 CalcDamageAreaRotation( rotation_angle, center, orientation );
3245
3246 areaDamage.SetExtents( extents[0], extents[1] );
3247 areaDamage.SetAreaPosition( center );
3248 areaDamage.SetAreaOrientation( orientation );
3249 areaDamage.SetLoopInterval( 1.0 );
3250 areaDamage.SetDeferDuration( 0.2 );
3251 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3252 areaDamage.SetAmmoName( "BarbedWireHit" );
3253 areaDamage.Spawn();
3254
3255 m_DamageTriggers.Insert( slot_name, areaDamage );
3256 }
3257 }
3258
3259 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3260 {
3261 if ( angle_deg != 0 )
3262 {
3263 //orientation
3264 orientation[0] = orientation[0] - angle_deg;
3265
3266 //center
3267 vector rotate_axis;
3268 if ( MemoryPointExists( "rotate_axis" ) )
3269 {
3270 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3271 }
3272 float r_center_x = ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) - ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[0];
3273 float r_center_z = ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) + ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[2];
3274 center[0] = r_center_x;
3275 center[2] = r_center_z;
3276 }
3277 }
3278
3279 void DestroyAreaDamage( string slot_name )
3280 {
3281 if (g_Game && g_Game.IsServer())
3282 {
3284 if (m_DamageTriggers.Find(slot_name, areaDamage))
3285 {
3286 if (areaDamage)
3287 {
3288 areaDamage.Destroy();
3289 }
3290
3291 m_DamageTriggers.Remove( slot_name );
3292 }
3293 }
3294 }
3295
3296 override bool IsIgnoredByConstruction()
3297 {
3298 return true;
3299 }
3300
3301 //================================================================
3302 // SOUNDS
3303 //================================================================
3304 protected void SoundBuildStart( string part_name )
3305 {
3306 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3307 }
3308
3309 protected void SoundDismantleStart( string part_name )
3310 {
3311 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3312 }
3313
3314 protected void SoundDestroyStart( string part_name )
3315 {
3316 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3317 }
3318
3319 protected string GetBuildSoundByMaterial( string part_name )
3320 {
3321 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3322
3323 switch ( material_type )
3324 {
3325 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3326 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3327 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3328 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3329 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3330 }
3331
3332 return "";
3333 }
3334
3335 protected string GetDismantleSoundByMaterial( string part_name )
3336 {
3337 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3338
3339 switch ( material_type )
3340 {
3341 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3342 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3343 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3344 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3345 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3346 }
3347
3348 return "";
3349 }
3350
3351 //misc
3352 void CheckForHybridAttachments( EntityAI item, string slot_name )
3353 {
3354 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3355 {
3356 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3357 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3358 {
3359 SetHealth(slot_name,"Health",item.GetHealth());
3360 }
3361 }
3362 }
3363
3364 override int GetDamageSystemVersionChange()
3365 {
3366 return 111;
3367 }
3368
3369 override void SetActions()
3370 {
3371 super.SetActions();
3372
3376 }
3377
3378 protected void DestroyConstructedParts()
3379 {
3380 Construction construction = GetConstruction();
3381 if (!construction)
3382 return;
3383
3384 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3385 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3386 {
3387 ConstructionPart part = constructionParts.GetElement(i);
3388 if (part && part.IsBuilt() && !part.IsUtilityPart())
3389 {
3390 construction.DestroyPartServer(null, part.GetPartName(), -1);
3391 }
3392 }
3393 }
3394
3395 protected void HandleFallingForConstructedParts()
3396 {
3397 Construction construction = GetConstruction();
3398 if (!construction)
3399 return;
3400
3401 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3402 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3403 {
3404 ConstructionPart part = constructionParts.GetElement(i);
3405 if (part && part.IsBuilt() && !part.IsUtilityPart())
3406 {
3407 construction.HandleEntityFalling(part.GetPartName());
3408 }
3409 }
3410 }
3411
3413 override void OnItemFallRebuilding()
3414 {
3415 if (!g_Game.IsServer())
3416 return;
3417
3420
3421 if (DestroyOnFall())
3422 {
3424 {
3426 }
3427 else
3428 {
3430 {
3432 }
3433 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3434 }
3435 }
3436 }
3437
3439 {
3440 if (HasAnyAttachmentsOrCargo())
3441 {
3443 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3444 }
3445 }
3446
3447 //================================================================
3448 // DEBUG
3449 //================================================================
3450
3453 {
3454 return null;
3455 }
3456
3457 override void OnDebugSpawn()
3458 {
3459 FullyBuild();
3460 }
3461
3462 void FullyBuild()
3463 {
3465 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3466
3467 Man p;
3468
3469 #ifdef SERVER
3470 array<Man> players = new array<Man>;
3471 g_Game.GetWorld().GetPlayerList(players);
3472 if (players.Count())
3473 p = players[0];
3474 #else
3475 p = g_Game.GetPlayer();
3476 #endif
3477
3478 foreach (ConstructionPart part : parts)
3479 {
3480 bool excluded = false;
3481 string partName = part.GetPartName();
3482 if (excludes)
3483 {
3484 foreach (string exclude : excludes)
3485 {
3486 if (partName.Contains(exclude))
3487 {
3488 excluded = true;
3489 break;
3490 }
3491 }
3492 }
3493
3494 if (!excluded)
3495 {
3496 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3497 }
3498 }
3499
3500 GetConstruction().UpdateVisuals();
3501 }
3502
3504 //Deprecated code playpen//
3506 [Obsolete("handled in the Construction component directly")]
3507 protected void HandleItemFalling(ConstructionPart part)
3508 {
3509 }
3510
3511 [Obsolete("handled in the Construction component directly")]
3512 protected void ItemFall(vector min, vector max)
3513 {
3514 }
3515
3516 [Obsolete("obsolete debug method")]
3517 protected void DebugCustomState()
3518 {
3519 }
3520}
3521
3522void bsbDebugPrint (string s)
3523{
3524#ifdef BSB_DEBUG
3525 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3526#else
3527 //Print("" + s); // comment/uncomment to hide/see debug logs
3528#endif
3529}
3530void bsbDebugSpam (string s)
3531{
3532#ifdef BSB_DEBUG_SPAM
3533 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3534#else
3535 //Print("" + s); // comment/uncomment to hide/see debug logs
3536#endif
3537}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8