DayZ 1.30
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◆ IsTakeable()

override bool bsbDebugPrint::IsTakeable ( )
protected

См. определение в файле BaseBuildingBase.c строка 2197

2199{
2200 const string ANIMATION_DEPLOYED = "Deployed";
2201
2202 float m_ConstructionKitHealth; //stored health value for used construction kit
2203
2204 bool m_HasBase;
2205 //variables for synchronization of base building parts (2x31 is the current limit)
2206 int m_SyncParts01; //synchronization for already built parts (31 parts)
2207 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2208 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2209 int m_InteractedPartId; //construction part id that an action was performed on
2210 int m_PerformedActionId; //action id that was performed on a construction part
2211 protected ref ConstructionBasic m_Construction;
2212
2213 //Sounds
2214 //build
2215 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2216 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2217 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2218 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2219 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2220 //dismantle
2221 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2222 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2223 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2224 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2225 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2226
2227 protected EffectSound m_Sound;
2228
2232
2233 // Constructor
2234 void BaseBuildingBase()
2235 {
2237
2238 //synchronized variables
2239 RegisterNetSyncVariableInt( "m_SyncParts01" );
2240 RegisterNetSyncVariableInt( "m_SyncParts02" );
2241 RegisterNetSyncVariableInt( "m_SyncParts03" );
2242 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2243 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2244 RegisterNetSyncVariableBool( "m_HasBase" );
2245
2246 //Construction init
2247 ConstructionInit();
2248
2249 if (ConfigIsExisting("hybridAttachments"))
2250 {
2252 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2253 }
2254 if (ConfigIsExisting("mountables"))
2255 {
2257 ConfigGetTextArray("mountables", m_Mountables);
2258 }
2259
2260 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2261 SetAllowDamage(true);
2262 }
2263
2264 override string GetInvulnerabilityTypeString()
2265 {
2266 return "disableBaseDamage";
2267 }
2268
2269 override bool CanObstruct()
2270 {
2271 return true;
2272 }
2273
2274 override int GetHideIconMask()
2275 {
2276 return EInventoryIconVisibility.HIDE_VICINITY;
2277 }
2278
2279 override void InitItemSounds()
2280 {
2281 super.InitItemSounds();
2282
2284 SoundParameters params = new SoundParameters();
2285 params.m_Loop = true;
2286
2287 if (GetFoldSoundset() != string.Empty)
2288 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2289 if (GetLoopFoldSoundset() != string.Empty)
2290 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2291 }
2292
2293 override string GetFoldSoundset()
2294 {
2295 return "putDown_FenceKit_SoundSet";
2296 }
2297
2298 override string GetLoopFoldSoundset()
2299 {
2300 return "Shelter_Site_Build_Loop_SoundSet";
2301 }
2302
2303 // --- SYNCHRONIZATION
2305 {
2306 if ( g_Game.IsServer() )
2307 {
2308 SetSynchDirty();
2309 }
2310 }
2311
2312 override void OnVariablesSynchronized()
2313 {
2314 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2315 super.OnVariablesSynchronized();
2316
2317 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2318 }
2319
2320 protected void OnSynchronizedClient()
2321 {
2322 //update parts
2324
2325 //update action on part
2327
2328 //update visuals (client)
2329 UpdateVisuals();
2330 }
2331
2332 //parts synchronization
2333 void RegisterPartForSync( int part_id )
2334 {
2335 //part_id must starts from index = 1
2336 int offset;
2337 int mask;
2338
2339 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2340 {
2341 offset = part_id - 1;
2342 mask = 1 << offset;
2343
2344 m_SyncParts01 = m_SyncParts01 | mask;
2345 }
2346 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2347 {
2348 offset = ( part_id % 32 );
2349 mask = 1 << offset;
2350
2351 m_SyncParts02 = m_SyncParts02 | mask;
2352 }
2353 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2354 {
2355 offset = ( part_id % 63 );
2356 mask = 1 << offset;
2357
2358 m_SyncParts03 = m_SyncParts03 | mask;
2359 }
2360 }
2361
2362 void UnregisterPartForSync( int part_id )
2363 {
2364 //part_id must starts from index = 1
2365 int offset;
2366 int mask;
2367
2368 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2369 {
2370 offset = part_id - 1;
2371 mask = 1 << offset;
2372
2373 m_SyncParts01 = m_SyncParts01 & ~mask;
2374 }
2375 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2376 {
2377 offset = ( part_id % 32 );
2378 mask = 1 << offset;
2379
2380 m_SyncParts02 = m_SyncParts02 & ~mask;
2381 }
2382 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2383 {
2384 offset = ( part_id % 63 );
2385 mask = 1 << offset;
2386
2387 m_SyncParts03 = m_SyncParts03 & ~mask;
2388 }
2389 }
2390
2391 bool IsPartBuildInSyncData( int part_id )
2392 {
2393 //part_id must starts from index = 1
2394 int offset;
2395 int mask;
2396
2397 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2398 {
2399 offset = part_id - 1;
2400 mask = 1 << offset;
2401
2402 if ( ( m_SyncParts01 & mask ) > 0 )
2403 {
2404 return true;
2405 }
2406 }
2407 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2408 {
2409 offset = ( part_id % 32 );
2410 mask = 1 << offset;
2411
2412 if ( ( m_SyncParts02 & mask ) > 0 )
2413 {
2414 return true;
2415 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2423 {
2424 return true;
2425 }
2426 }
2427
2428 return false;
2429 }
2430
2431 protected void RegisterActionForSync( int part_id, int action_id )
2432 {
2433 m_InteractedPartId = part_id;
2434 m_PerformedActionId = action_id;
2435 }
2436
2437 protected void ResetActionSyncData()
2438 {
2439 //reset data
2440 m_InteractedPartId = -1;
2442 }
2443
2444 protected void SetActionFromSyncData()
2445 {
2446 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2447 {
2449 int build_action_id = m_PerformedActionId;
2450
2451 switch( build_action_id )
2452 {
2453 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2454 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2455 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2456 }
2457 }
2458 }
2459 //------
2460
2462 {
2463 string key = part.GetPartName();
2464 bool is_base = part.IsBase();
2465 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2466 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2467 if ( is_part_built_sync )
2468 {
2469 if ( !part.IsBuilt() )
2470 {
2471 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2472 GetConstruction().AddToConstructedParts( key );
2473 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2474
2475 if (is_base)
2476 {
2478 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2479 }
2480 }
2481 }
2482 else
2483 {
2484 if ( part.IsBuilt() )
2485 {
2486 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2487 GetConstruction().RemoveFromConstructedParts( key );
2488 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2489
2490 if (is_base)
2491 {
2493 AddProxyPhysics( ANIMATION_DEPLOYED );
2494 }
2495 }
2496 }
2497
2498 //check slot lock for material attachments
2499 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2500 }
2501
2502 //set construction parts based on synchronized data
2504 {
2505 Construction construction = GetConstruction();
2506 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2507
2508 for ( int i = 0; i < construction_parts.Count(); ++i )
2509 {
2510 string key = construction_parts.GetKey( i );
2511 ConstructionPart value = construction_parts.Get( key );
2512 SetPartFromSyncData(value);
2513 }
2514
2515 //regenerate navmesh
2516 UpdateNavmesh();
2517 }
2518
2519 protected ConstructionPart GetConstructionPartById( int id )
2520 {
2521 Construction construction = GetConstruction();
2522 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2523
2524 for ( int i = 0; i < construction_parts.Count(); ++i )
2525 {
2526 string key = construction_parts.GetKey( i );
2527 ConstructionPart value = construction_parts.Get( key );
2528
2529 if ( value.GetId() == id )
2530 {
2531 return value;
2532 }
2533 }
2534
2535 return NULL;
2536 }
2537 //
2538
2539 //Base
2540 bool HasBase()
2541 {
2542 return m_HasBase;
2543 }
2544
2545 void SetBaseState( bool has_base )
2546 {
2547 m_HasBase = has_base;
2548 }
2549
2550 override bool IsDeployable()
2551 {
2552 return true;
2553 }
2554
2555 bool IsOpened()
2556 {
2557 return false;
2558 }
2559
2560 //--- CONSTRUCTION KIT
2562 {
2563 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2564 if ( m_ConstructionKitHealth > 0 )
2565 {
2566 construction_kit.SetHealth( m_ConstructionKitHealth );
2567 }
2568
2569 return construction_kit;
2570 }
2571
2572 void CreateConstructionKitInHands(notnull PlayerBase player)
2573 {
2574 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2575 if ( m_ConstructionKitHealth > 0 )
2576 {
2577 construction_kit.SetHealth( m_ConstructionKitHealth );
2578 }
2579 }
2580
2581 protected vector GetKitSpawnPosition()
2582 {
2583 return GetPosition();
2584 }
2585
2586 protected string GetConstructionKitType()
2587 {
2588 return "";
2589 }
2590
2591 void DestroyConstructionKit( ItemBase construction_kit )
2592 {
2593 m_ConstructionKitHealth = construction_kit.GetHealth();
2594 g_Game.ObjectDelete( construction_kit );
2595 }
2596
2597 //--- CONSTRUCTION
2598 void DestroyConstruction()
2599 {
2600 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2601 g_Game.ObjectDelete( this );
2602 }
2603
2604 // --- EVENTS
2605 override void EEDelete(EntityAI parent)
2606 {
2607 super.EEDelete(parent);
2608
2609 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2610 {
2611 areaDamage.Destroy();
2612 }
2613
2614 }
2615
2616 override void OnStoreSave( ParamsWriteContext ctx )
2617 {
2618 super.OnStoreSave( ctx );
2619
2620 //sync parts 01
2621 ctx.Write( m_SyncParts01 );
2622 ctx.Write( m_SyncParts02 );
2623 ctx.Write( m_SyncParts03 );
2624
2625 ctx.Write( m_HasBase );
2626 }
2627
2628 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2629 {
2630 if ( !super.OnStoreLoad( ctx, version ) )
2631 return false;
2632
2633 //--- Base building data ---
2634 //Restore synced parts data
2635 if ( !ctx.Read( m_SyncParts01 ) )
2636 {
2637 m_SyncParts01 = 0; //set default
2638 return false;
2639 }
2640 if ( !ctx.Read( m_SyncParts02 ) )
2641 {
2642 m_SyncParts02 = 0; //set default
2643 return false;
2644 }
2645 if ( !ctx.Read( m_SyncParts03 ) )
2646 {
2647 m_SyncParts03 = 0; //set default
2648 return false;
2649 }
2650
2651 //has base
2652 if ( !ctx.Read( m_HasBase ) )
2653 {
2654 m_HasBase = false;
2655 return false;
2656 }
2657 //---
2658
2659 return true;
2660 }
2661
2662 override void AfterStoreLoad()
2663 {
2664 super.AfterStoreLoad();
2665
2667 {
2669 }
2670 }
2671
2673 {
2674 //update server data
2676
2677 //set base state
2678 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2679 SetBaseState( part.IsBuilt() ) ;
2680
2681 //synchronize after load
2683 }
2684
2685 override void OnCreatePhysics()
2686 {
2687 super.OnCreatePhysics();
2688
2689 ConstructionInit();
2691 }
2692
2693 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2694 {
2696 return;
2697
2698 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2699 }
2700
2701 override void EEOnAfterLoad()
2702 {
2704 {
2705 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2706 }
2707
2708 super.EEOnAfterLoad();
2709 }
2710
2711 override void EEItemAttached( EntityAI item, string slot_name )
2712 {
2713 super.EEItemAttached( item, slot_name );
2714
2715 CheckForHybridAttachments( item, slot_name );
2716 UpdateVisuals();
2717 UpdateAttachmentPhysics( slot_name, false );
2718 }
2719
2720 override void EEItemDetached( EntityAI item, string slot_name )
2721 {
2722 super.EEItemDetached( item, slot_name );
2723
2724 UpdateVisuals();
2725 UpdateAttachmentPhysics( slot_name, false );
2726 }
2727
2728 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2729 {
2730 string slot_name = InventorySlots.GetSlotName( slotId );
2731 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2732
2733 UpdateAttachmentVisuals( slot_name, locked );
2734 UpdateAttachmentPhysics( slot_name, locked );
2735 }
2736
2737 //ignore out of reach condition
2738 override bool IgnoreOutOfReachCondition()
2739 {
2740 return true;
2741 }
2742
2743 //CONSTRUCTION EVENTS
2744 //Build
2745 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2746 {
2747 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2748
2749 //check base state
2750 if (construtionPart.IsBase())
2751 {
2752 SetBaseState(true);
2753
2754 //spawn kit
2756 }
2757
2758 //register constructed parts for synchronization
2759 RegisterPartForSync(construtionPart.GetId());
2760
2761 //register action that was performed on part
2762 RegisterActionForSync(construtionPart.GetId(), action_id);
2763
2764 //synchronize
2766
2767 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2768
2769 UpdateNavmesh();
2770
2771 //update visuals
2772 UpdateVisuals();
2773
2774 //reset action sync data
2775 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2776 }
2777
2778 void OnPartBuiltClient(string part_name, int action_id)
2779 {
2780 //play sound
2781 SoundBuildStart( part_name );
2782 }
2783
2784 //Dismantle
2785 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2786 {
2787 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2788 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2789
2790 //register constructed parts for synchronization
2791 UnregisterPartForSync(construtionPart.GetId());
2792
2793 //register action that was performed on part
2794 RegisterActionForSync(construtionPart.GetId(), action_id);
2795
2796 //synchronize
2798
2799 // server part of sync, client will be synced from SetPartsFromSyncData
2800 SetPartFromSyncData(construtionPart);
2801
2802 UpdateNavmesh();
2803
2804 //update visuals
2805 UpdateVisuals();
2806
2807 //reset action sync data
2808 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2809
2810 //check base state
2811 if (construtionPart.IsBase())
2812 {
2813 //Destroy construction
2814 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2815 }
2816 }
2817
2818 void OnPartDismantledClient( string part_name, int action_id )
2819 {
2820 //play sound
2821 SoundDismantleStart( part_name );
2822 }
2823
2824 //Destroy
2825 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2826 {
2827 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2828 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2829
2830 //register constructed parts for synchronization
2831 UnregisterPartForSync(construtionPart.GetId());
2832
2833 //register action that was performed on part
2834 RegisterActionForSync(construtionPart.GetId(), action_id);
2835
2836 //synchronize
2838
2839 // server part of sync, client will be synced from SetPartsFromSyncData
2840 SetPartFromSyncData(construtionPart);
2841
2842 UpdateNavmesh();
2843
2844 //update visuals
2845 UpdateVisuals();
2846
2847 //reset action sync data
2848 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2849
2850 //check base state
2851 if (construtionPart.IsBase())
2852 {
2853 //Destroy construction
2854 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2855 }
2856 }
2857
2858 void OnPartDestroyedClient( string part_name, int action_id )
2859 {
2860 //play sound
2861 SoundDestroyStart( part_name );
2862 }
2863
2864 // --- UPDATE
2865 void InitBaseState()
2866 {
2867 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2868
2869 InitVisuals();
2870 UpdateNavmesh(); //regenerate navmesh
2871 }
2872
2873 void InitVisuals()
2874 {
2875 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2876 //check base
2877 if ( !HasBase() )
2878 {
2879 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2880 }
2881 else
2882 {
2883 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2884 }
2885
2886 GetConstruction().InitVisuals();
2887 }
2888
2889 void UpdateVisuals()
2890 {
2891 array<string> attachmentSlots = new array<string>;
2892
2893 GetAttachmentSlots(this, attachmentSlots);
2894 foreach (string slotName : attachmentSlots)
2895 {
2897 }
2898
2899 //check base
2900 if (!HasBase())
2901 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2902 else
2903 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2904
2905 GetConstruction().UpdateVisuals();
2906 }
2907
2908 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2909 {
2910 string slotNameMounted = slot_name + "_Mounted";
2911 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2912
2913 if (attachment)
2914 {
2915 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2916 if (barbedWire && barbedWire.IsMounted())
2917 CreateAreaDamage(slotNameMounted);
2918 else
2919 DestroyAreaDamage(slotNameMounted);
2920
2921 if (is_locked)
2922 {
2923 SetAnimationPhase(slotNameMounted, 0);
2924 SetAnimationPhase(slot_name, 1);
2925 }
2926 else
2927 {
2928 SetAnimationPhase(slotNameMounted, 1);
2929 SetAnimationPhase(slot_name, 0);
2930 }
2931 }
2932 else
2933 {
2934 SetAnimationPhase(slotNameMounted, 1);
2935 SetAnimationPhase(slot_name, 1);
2936
2937 DestroyAreaDamage(slotNameMounted);
2938 }
2939 }
2940
2941 // avoid calling this function on frequent occasions, it's a massive performance hit
2942 void UpdatePhysics()
2943 {
2945 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2946
2947 array<string> attachmentSlots = new array<string>;
2948 GetAttachmentSlots(this, attachmentSlots);
2949
2951 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2952
2953 foreach (string slotName : attachmentSlots)
2954 {
2956 }
2957
2958 //check base
2959 if (!HasBase())
2960 {
2962 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2963
2964 AddProxyPhysics(ANIMATION_DEPLOYED);
2965 }
2966 else
2967 {
2969 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2970
2971 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2972 }
2973
2974 GetConstruction().UpdatePhysics();
2975 UpdateNavmesh();
2976 }
2977
2978 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2979 {
2980 //checks for invalid appends; hotfix
2981 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2982 return;
2983 //----------------------------------
2984 string slot_name_mounted = slot_name + "_Mounted";
2985 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2986
2987 //remove proxy physics
2988 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2989 RemoveProxyPhysics( slot_name_mounted );
2990 RemoveProxyPhysics( slot_name );
2991
2992 if ( attachment )
2993 {
2994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2995 if ( is_locked )
2996 {
2997 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2998 AddProxyPhysics( slot_name_mounted );
2999 }
3000 else
3001 {
3002 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3003 AddProxyPhysics( slot_name );
3004 }
3005 }
3006 }
3007
3008 protected void UpdateNavmesh()
3009 {
3010 SetAffectPathgraph( true, false );
3011 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3012 }
3013
3014 override bool CanUseConstruction()
3015 {
3016 return true;
3017 }
3018
3019 override bool CanUseConstructionBuild()
3020 {
3021 return true;
3022 }
3023
3024 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3025 {
3026 if ( attachment )
3027 {
3028 InventoryLocation inventory_location = new InventoryLocation;
3029 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3030
3031 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3032 }
3033
3034 return false;
3035 }
3036
3037 protected bool IsAttachmentSlotLocked( string slot_name )
3038 {
3039 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3040 }
3041
3042 //--- ATTACHMENT SLOTS
3043 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3044 {
3045 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3046 if ( g_Game.ConfigIsExisting( config_path ) )
3047 {
3048 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3049 }
3050 }
3051
3052 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3053 {
3054 return true;
3055 }
3056
3057 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3058 {
3059 return true;
3060 }
3061
3062 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3063 {
3064 return true;
3065 }
3066
3067 // --- INIT
3069 {
3070 m_Construction = new Construction(this);
3071 return m_Construction;
3072 }
3073
3075 {
3076 return m_Construction;
3077 }
3078
3080 {
3081 return Construction.Cast(m_Construction);
3082 }
3083
3085 {
3086 int attachment_count = GetInventory().AttachmentCount();
3087 if ( attachment_count > 0 )
3088 {
3089 if ( HasBase() && attachment_count == 1 )
3090 {
3091 return false;
3092 }
3093
3094 return true;
3095 }
3096
3097 return false;
3098 }
3099
3100 override bool ShowZonesHealth()
3101 {
3102 return true;
3103 }
3104
3105 override bool IsTakeable()
3106 {
3107 return false;
3108 }
3109
3110 //this into/outo parent.Cargo
3111 override bool CanPutInCargo( EntityAI parent )
3112 {
3113 return false;
3114 }
3115
3116 override bool CanRemoveFromCargo( EntityAI parent )
3117 {
3118 return false;
3119 }
3120
3121 //hands
3122 override bool CanPutIntoHands( EntityAI parent )
3123 {
3124 return false;
3125 }
3126
3127 //--- ACTION CONDITIONS
3128 //direction
3129 override bool IsFacingPlayer( PlayerBase player, string selection )
3130 {
3131 return true;
3132 }
3133
3134 override bool IsPlayerInside( PlayerBase player, string selection )
3135 {
3136 return true;
3137 }
3138
3141 {
3142 return false;
3143 }
3144
3145 //roof check
3146 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3147 {
3148 return false;
3149 }
3150
3151 //selection->player distance check
3152 bool HasProperDistance( string selection, PlayerBase player )
3153 {
3154 return true;
3155 }
3156
3157 //folding
3159 {
3160 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3161 {
3162 return false;
3163 }
3164
3165 return true;
3166 }
3167
3169 {
3172
3173 return item;
3174 }
3175
3176 //Damage triggers (barbed wire)
3177 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3178 {
3179 if ( g_Game && g_Game.IsServer() )
3180 {
3181 //destroy area damage if some already exists
3182 DestroyAreaDamage( slot_name );
3183
3184 //create new area damage
3186 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3187
3188 vector min_max[2];
3189 if ( MemoryPointExists( slot_name + "_min" ) )
3190 {
3191 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3192 }
3193 if ( MemoryPointExists( slot_name + "_max" ) )
3194 {
3195 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3196 }
3197
3198 //get proper trigger extents (min<max)
3199 vector extents[2];
3200 GetConstruction().GetTriggerExtents( min_max, extents );
3201
3202 //get box center
3203 vector center;
3204 center = GetConstruction().GetBoxCenter( min_max );
3205 center = ModelToWorld( center );
3206
3207 //rotate center if needed
3209 CalcDamageAreaRotation( rotation_angle, center, orientation );
3210
3211 areaDamage.SetExtents( extents[0], extents[1] );
3212 areaDamage.SetAreaPosition( center );
3213 areaDamage.SetAreaOrientation( orientation );
3214 areaDamage.SetLoopInterval( 1.0 );
3215 areaDamage.SetDeferDuration( 0.2 );
3216 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3217 areaDamage.SetAmmoName( "BarbedWireHit" );
3218 areaDamage.Spawn();
3219
3220 m_DamageTriggers.Insert( slot_name, areaDamage );
3221 }
3222 }
3223
3224 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3225 {
3226 if ( angle_deg != 0 )
3227 {
3228 //orientation
3229 orientation[0] = orientation[0] - angle_deg;
3230
3231 //center
3232 vector rotate_axis;
3233 if ( MemoryPointExists( "rotate_axis" ) )
3234 {
3235 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3236 }
3237 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];
3238 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];
3239 center[0] = r_center_x;
3240 center[2] = r_center_z;
3241 }
3242 }
3243
3244 void DestroyAreaDamage( string slot_name )
3245 {
3246 if (g_Game && g_Game.IsServer())
3247 {
3249 if (m_DamageTriggers.Find(slot_name, areaDamage))
3250 {
3251 if (areaDamage)
3252 {
3253 areaDamage.Destroy();
3254 }
3255
3256 m_DamageTriggers.Remove( slot_name );
3257 }
3258 }
3259 }
3260
3261 override bool IsIgnoredByConstruction()
3262 {
3263 return true;
3264 }
3265
3266 //================================================================
3267 // SOUNDS
3268 //================================================================
3269 protected void SoundBuildStart( string part_name )
3270 {
3271 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3272 }
3273
3274 protected void SoundDismantleStart( string part_name )
3275 {
3276 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3277 }
3278
3279 protected void SoundDestroyStart( string part_name )
3280 {
3281 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3282 }
3283
3284 protected string GetBuildSoundByMaterial( string part_name )
3285 {
3286 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3287
3288 switch ( material_type )
3289 {
3290 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3291 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3292 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3293 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3294 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3295 }
3296
3297 return "";
3298 }
3299
3300 protected string GetDismantleSoundByMaterial( string part_name )
3301 {
3302 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3303
3304 switch ( material_type )
3305 {
3306 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3307 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3308 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3309 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3310 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3311 }
3312
3313 return "";
3314 }
3315
3316 //misc
3317 void CheckForHybridAttachments( EntityAI item, string slot_name )
3318 {
3319 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3320 {
3321 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3322 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3323 {
3324 SetHealth(slot_name,"Health",item.GetHealth());
3325 }
3326 }
3327 }
3328
3329 override int GetDamageSystemVersionChange()
3330 {
3331 return 111;
3332 }
3333
3334 override void SetActions()
3335 {
3336 super.SetActions();
3337
3341 }
3342
3343 protected void DestroyConstructedParts()
3344 {
3345 Construction construction = GetConstruction();
3346 if (!construction)
3347 return;
3348
3349 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3350 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3351 {
3352 ConstructionPart part = constructionParts.GetElement(i);
3353 if (part && part.IsBuilt() && !part.IsUtilityPart())
3354 {
3355 construction.DestroyPartServer(null, part.GetPartName(), -1);
3356 }
3357 }
3358 }
3359
3360 protected void HandleFallingForConstructedParts()
3361 {
3362 Construction construction = GetConstruction();
3363 if (!construction)
3364 return;
3365
3366 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3367 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3368 {
3369 ConstructionPart part = constructionParts.GetElement(i);
3370 if (part && part.IsBuilt() && !part.IsUtilityPart())
3371 {
3372 construction.HandleEntityFalling(part.GetPartName());
3373 }
3374 }
3375 }
3376
3378 override void OnItemFallRebuilding()
3379 {
3380 if (!g_Game.IsServer())
3381 return;
3382
3385
3386 if (DestroyOnFall())
3387 {
3389 {
3391 }
3392 else
3393 {
3395 {
3397 }
3398 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3399 }
3400 }
3401 }
3402
3404 {
3405 if (HasAnyAttachmentsOrCargo())
3406 {
3408 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3409 }
3410 }
3411
3412 //================================================================
3413 // DEBUG
3414 //================================================================
3415
3418 {
3419 return null;
3420 }
3421
3422 override void OnDebugSpawn()
3423 {
3424 FullyBuild();
3425 }
3426
3427 void FullyBuild()
3428 {
3430 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3431
3432 Man p;
3433
3434 #ifdef SERVER
3435 array<Man> players = new array<Man>;
3436 g_Game.GetWorld().GetPlayerList(players);
3437 if (players.Count())
3438 p = players[0];
3439 #else
3440 p = g_Game.GetPlayer();
3441 #endif
3442
3443 foreach (ConstructionPart part : parts)
3444 {
3445 bool excluded = false;
3446 string partName = part.GetPartName();
3447 if (excludes)
3448 {
3449 foreach (string exclude : excludes)
3450 {
3451 if (partName.Contains(exclude))
3452 {
3453 excluded = true;
3454 break;
3455 }
3456 }
3457 }
3458
3459 if (!excluded)
3460 {
3461 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3462 }
3463 }
3464
3465 GetConstruction().UpdateVisuals();
3466 }
3467
3469 //Deprecated code playpen//
3471 [Obsolete("handled in the Construction component directly")]
3472 protected void HandleItemFalling(ConstructionPart part)
3473 {
3474 }
3475
3476 [Obsolete("handled in the Construction component directly")]
3477 protected void ItemFall(vector min, vector max)
3478 {
3479 }
3480
3481 [Obsolete("obsolete debug method")]
3482 protected void DebugCustomState()
3483 {
3484 }
3485}
3486
3487void bsbDebugPrint (string s)
3488{
3489#ifdef BSB_DEBUG
3490 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3491#else
3492 //Print("" + s); // comment/uncomment to hide/see debug logs
3493#endif
3494}
3495void bsbDebugSpam (string s)
3496{
3497#ifdef BSB_DEBUG_SPAM
3498 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3499#else
3500 //Print("" + s); // comment/uncomment to hide/see debug logs
3501#endif
3502}
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