DayZ 1.30
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◆ EEDelete()

override void bsbDebugPrint::EEDelete ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 1697

1699{
1700 const string ANIMATION_DEPLOYED = "Deployed";
1701
1702 float m_ConstructionKitHealth; //stored health value for used construction kit
1703
1704 bool m_HasBase;
1705 //variables for synchronization of base building parts (2x31 is the current limit)
1706 int m_SyncParts01; //synchronization for already built parts (31 parts)
1707 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1708 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1709 int m_InteractedPartId; //construction part id that an action was performed on
1710 int m_PerformedActionId; //action id that was performed on a construction part
1711 protected ref ConstructionBasic m_Construction;
1712
1713 //Sounds
1714 //build
1715 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1716 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1717 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1718 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1719 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1720 //dismantle
1721 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1722 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1723 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1724 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1725 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1726
1727 protected EffectSound m_Sound;
1728
1732
1733 // Constructor
1734 void BaseBuildingBase()
1735 {
1737
1738 //synchronized variables
1739 RegisterNetSyncVariableInt( "m_SyncParts01" );
1740 RegisterNetSyncVariableInt( "m_SyncParts02" );
1741 RegisterNetSyncVariableInt( "m_SyncParts03" );
1742 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1743 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1744 RegisterNetSyncVariableBool( "m_HasBase" );
1745
1746 //Construction init
1747 ConstructionInit();
1748
1749 if (ConfigIsExisting("hybridAttachments"))
1750 {
1752 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1753 }
1754 if (ConfigIsExisting("mountables"))
1755 {
1757 ConfigGetTextArray("mountables", m_Mountables);
1758 }
1759
1760 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1761 SetAllowDamage(true);
1762 }
1763
1764 override string GetInvulnerabilityTypeString()
1765 {
1766 return "disableBaseDamage";
1767 }
1768
1769 override bool CanObstruct()
1770 {
1771 return true;
1772 }
1773
1774 override int GetHideIconMask()
1775 {
1776 return EInventoryIconVisibility.HIDE_VICINITY;
1777 }
1778
1779 override void InitItemSounds()
1780 {
1781 super.InitItemSounds();
1782
1784 SoundParameters params = new SoundParameters();
1785 params.m_Loop = true;
1786
1787 if (GetFoldSoundset() != string.Empty)
1788 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1789 if (GetLoopFoldSoundset() != string.Empty)
1790 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1791 }
1792
1793 override string GetFoldSoundset()
1794 {
1795 return "putDown_FenceKit_SoundSet";
1796 }
1797
1798 override string GetLoopFoldSoundset()
1799 {
1800 return "Shelter_Site_Build_Loop_SoundSet";
1801 }
1802
1803 // --- SYNCHRONIZATION
1805 {
1806 if ( g_Game.IsServer() )
1807 {
1808 SetSynchDirty();
1809 }
1810 }
1811
1812 override void OnVariablesSynchronized()
1813 {
1814 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1815 super.OnVariablesSynchronized();
1816
1817 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1818 }
1819
1820 protected void OnSynchronizedClient()
1821 {
1822 //update parts
1824
1825 //update action on part
1827
1828 //update visuals (client)
1829 UpdateVisuals();
1830 }
1831
1832 //parts synchronization
1833 void RegisterPartForSync( int part_id )
1834 {
1835 //part_id must starts from index = 1
1836 int offset;
1837 int mask;
1838
1839 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1840 {
1841 offset = part_id - 1;
1842 mask = 1 << offset;
1843
1844 m_SyncParts01 = m_SyncParts01 | mask;
1845 }
1846 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1847 {
1848 offset = ( part_id % 32 );
1849 mask = 1 << offset;
1850
1851 m_SyncParts02 = m_SyncParts02 | mask;
1852 }
1853 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1854 {
1855 offset = ( part_id % 63 );
1856 mask = 1 << offset;
1857
1858 m_SyncParts03 = m_SyncParts03 | mask;
1859 }
1860 }
1861
1862 void UnregisterPartForSync( int part_id )
1863 {
1864 //part_id must starts from index = 1
1865 int offset;
1866 int mask;
1867
1868 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1869 {
1870 offset = part_id - 1;
1871 mask = 1 << offset;
1872
1873 m_SyncParts01 = m_SyncParts01 & ~mask;
1874 }
1875 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1876 {
1877 offset = ( part_id % 32 );
1878 mask = 1 << offset;
1879
1880 m_SyncParts02 = m_SyncParts02 & ~mask;
1881 }
1882 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1883 {
1884 offset = ( part_id % 63 );
1885 mask = 1 << offset;
1886
1887 m_SyncParts03 = m_SyncParts03 & ~mask;
1888 }
1889 }
1890
1891 bool IsPartBuildInSyncData( int part_id )
1892 {
1893 //part_id must starts from index = 1
1894 int offset;
1895 int mask;
1896
1897 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1898 {
1899 offset = part_id - 1;
1900 mask = 1 << offset;
1901
1902 if ( ( m_SyncParts01 & mask ) > 0 )
1903 {
1904 return true;
1905 }
1906 }
1907 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1908 {
1909 offset = ( part_id % 32 );
1910 mask = 1 << offset;
1911
1912 if ( ( m_SyncParts02 & mask ) > 0 )
1913 {
1914 return true;
1915 }
1916 }
1917 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1918 {
1919 offset = ( part_id % 63 );
1920 mask = 1 << offset;
1921
1922 if ( ( m_SyncParts03 & mask ) > 0 )
1923 {
1924 return true;
1925 }
1926 }
1927
1928 return false;
1929 }
1930
1931 protected void RegisterActionForSync( int part_id, int action_id )
1932 {
1933 m_InteractedPartId = part_id;
1934 m_PerformedActionId = action_id;
1935 }
1936
1937 protected void ResetActionSyncData()
1938 {
1939 //reset data
1940 m_InteractedPartId = -1;
1942 }
1943
1944 protected void SetActionFromSyncData()
1945 {
1946 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1947 {
1949 int build_action_id = m_PerformedActionId;
1950
1951 switch( build_action_id )
1952 {
1953 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1954 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1955 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1956 }
1957 }
1958 }
1959 //------
1960
1962 {
1963 string key = part.GetPartName();
1964 bool is_base = part.IsBase();
1965 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1966 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1967 if ( is_part_built_sync )
1968 {
1969 if ( !part.IsBuilt() )
1970 {
1971 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1972 GetConstruction().AddToConstructedParts( key );
1973 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1974
1975 if (is_base)
1976 {
1978 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1979 }
1980 }
1981 }
1982 else
1983 {
1984 if ( part.IsBuilt() )
1985 {
1986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1987 GetConstruction().RemoveFromConstructedParts( key );
1988 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1989
1990 if (is_base)
1991 {
1993 AddProxyPhysics( ANIMATION_DEPLOYED );
1994 }
1995 }
1996 }
1997
1998 //check slot lock for material attachments
1999 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2000 }
2001
2002 //set construction parts based on synchronized data
2004 {
2005 Construction construction = GetConstruction();
2006 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2007
2008 for ( int i = 0; i < construction_parts.Count(); ++i )
2009 {
2010 string key = construction_parts.GetKey( i );
2011 ConstructionPart value = construction_parts.Get( key );
2012 SetPartFromSyncData(value);
2013 }
2014
2015 //regenerate navmesh
2016 UpdateNavmesh();
2017 }
2018
2019 protected ConstructionPart GetConstructionPartById( int id )
2020 {
2021 Construction construction = GetConstruction();
2022 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2023
2024 for ( int i = 0; i < construction_parts.Count(); ++i )
2025 {
2026 string key = construction_parts.GetKey( i );
2027 ConstructionPart value = construction_parts.Get( key );
2028
2029 if ( value.GetId() == id )
2030 {
2031 return value;
2032 }
2033 }
2034
2035 return NULL;
2036 }
2037 //
2038
2039 //Base
2040 bool HasBase()
2041 {
2042 return m_HasBase;
2043 }
2044
2045 void SetBaseState( bool has_base )
2046 {
2047 m_HasBase = has_base;
2048 }
2049
2050 override bool IsDeployable()
2051 {
2052 return true;
2053 }
2054
2055 bool IsOpened()
2056 {
2057 return false;
2058 }
2059
2060 //--- CONSTRUCTION KIT
2062 {
2063 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2064 if ( m_ConstructionKitHealth > 0 )
2065 {
2066 construction_kit.SetHealth( m_ConstructionKitHealth );
2067 }
2068
2069 return construction_kit;
2070 }
2071
2072 void CreateConstructionKitInHands(notnull PlayerBase player)
2073 {
2074 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2075 if ( m_ConstructionKitHealth > 0 )
2076 {
2077 construction_kit.SetHealth( m_ConstructionKitHealth );
2078 }
2079 }
2080
2081 protected vector GetKitSpawnPosition()
2082 {
2083 return GetPosition();
2084 }
2085
2086 protected string GetConstructionKitType()
2087 {
2088 return "";
2089 }
2090
2091 void DestroyConstructionKit( ItemBase construction_kit )
2092 {
2093 m_ConstructionKitHealth = construction_kit.GetHealth();
2094 g_Game.ObjectDelete( construction_kit );
2095 }
2096
2097 //--- CONSTRUCTION
2098 void DestroyConstruction()
2099 {
2100 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2101 g_Game.ObjectDelete( this );
2102 }
2103
2104 // --- EVENTS
2105 override void EEDelete(EntityAI parent)
2106 {
2107 super.EEDelete(parent);
2108
2109 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2110 {
2111 areaDamage.Destroy();
2112 }
2113
2114 }
2115
2116 override void OnStoreSave( ParamsWriteContext ctx )
2117 {
2118 super.OnStoreSave( ctx );
2119
2120 //sync parts 01
2121 ctx.Write( m_SyncParts01 );
2122 ctx.Write( m_SyncParts02 );
2123 ctx.Write( m_SyncParts03 );
2124
2125 ctx.Write( m_HasBase );
2126 }
2127
2128 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2129 {
2130 if ( !super.OnStoreLoad( ctx, version ) )
2131 return false;
2132
2133 //--- Base building data ---
2134 //Restore synced parts data
2135 if ( !ctx.Read( m_SyncParts01 ) )
2136 {
2137 m_SyncParts01 = 0; //set default
2138 return false;
2139 }
2140 if ( !ctx.Read( m_SyncParts02 ) )
2141 {
2142 m_SyncParts02 = 0; //set default
2143 return false;
2144 }
2145 if ( !ctx.Read( m_SyncParts03 ) )
2146 {
2147 m_SyncParts03 = 0; //set default
2148 return false;
2149 }
2150
2151 //has base
2152 if ( !ctx.Read( m_HasBase ) )
2153 {
2154 m_HasBase = false;
2155 return false;
2156 }
2157 //---
2158
2159 return true;
2160 }
2161
2162 override void AfterStoreLoad()
2163 {
2164 super.AfterStoreLoad();
2165
2167 {
2169 }
2170 }
2171
2173 {
2174 //update server data
2176
2177 //set base state
2178 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2179 SetBaseState( part.IsBuilt() ) ;
2180
2181 //synchronize after load
2183 }
2184
2185 override void OnCreatePhysics()
2186 {
2187 super.OnCreatePhysics();
2188
2189 ConstructionInit();
2191 }
2192
2193 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2194 {
2196 return;
2197
2198 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2199 }
2200
2201 override void EEOnAfterLoad()
2202 {
2204 {
2205 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2206 }
2207
2208 super.EEOnAfterLoad();
2209 }
2210
2211 override void EEItemAttached( EntityAI item, string slot_name )
2212 {
2213 super.EEItemAttached( item, slot_name );
2214
2215 CheckForHybridAttachments( item, slot_name );
2216 UpdateVisuals();
2217 UpdateAttachmentPhysics( slot_name, false );
2218 }
2219
2220 override void EEItemDetached( EntityAI item, string slot_name )
2221 {
2222 super.EEItemDetached( item, slot_name );
2223
2224 UpdateVisuals();
2225 UpdateAttachmentPhysics( slot_name, false );
2226 }
2227
2228 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2229 {
2230 string slot_name = InventorySlots.GetSlotName( slotId );
2231 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2232
2233 UpdateAttachmentVisuals( slot_name, locked );
2234 UpdateAttachmentPhysics( slot_name, locked );
2235 }
2236
2237 //ignore out of reach condition
2238 override bool IgnoreOutOfReachCondition()
2239 {
2240 return true;
2241 }
2242
2243 //CONSTRUCTION EVENTS
2244 //Build
2245 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2246 {
2247 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2248
2249 //check base state
2250 if (construtionPart.IsBase())
2251 {
2252 SetBaseState(true);
2253
2254 //spawn kit
2256 }
2257
2258 //register constructed parts for synchronization
2259 RegisterPartForSync(construtionPart.GetId());
2260
2261 //register action that was performed on part
2262 RegisterActionForSync(construtionPart.GetId(), action_id);
2263
2264 //synchronize
2266
2267 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2268
2269 UpdateNavmesh();
2270
2271 //update visuals
2272 UpdateVisuals();
2273
2274 //reset action sync data
2275 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2276 }
2277
2278 void OnPartBuiltClient(string part_name, int action_id)
2279 {
2280 //play sound
2281 SoundBuildStart( part_name );
2282 }
2283
2284 //Dismantle
2285 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2286 {
2287 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2288 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2289
2290 //register constructed parts for synchronization
2291 UnregisterPartForSync(construtionPart.GetId());
2292
2293 //register action that was performed on part
2294 RegisterActionForSync(construtionPart.GetId(), action_id);
2295
2296 //synchronize
2298
2299 // server part of sync, client will be synced from SetPartsFromSyncData
2300 SetPartFromSyncData(construtionPart);
2301
2302 UpdateNavmesh();
2303
2304 //update visuals
2305 UpdateVisuals();
2306
2307 //reset action sync data
2308 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2309
2310 //check base state
2311 if (construtionPart.IsBase())
2312 {
2313 //Destroy construction
2314 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2315 }
2316 }
2317
2318 void OnPartDismantledClient( string part_name, int action_id )
2319 {
2320 //play sound
2321 SoundDismantleStart( part_name );
2322 }
2323
2324 //Destroy
2325 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2326 {
2327 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2328 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2329
2330 //register constructed parts for synchronization
2331 UnregisterPartForSync(construtionPart.GetId());
2332
2333 //register action that was performed on part
2334 RegisterActionForSync(construtionPart.GetId(), action_id);
2335
2336 //synchronize
2338
2339 // server part of sync, client will be synced from SetPartsFromSyncData
2340 SetPartFromSyncData(construtionPart);
2341
2342 UpdateNavmesh();
2343
2344 //update visuals
2345 UpdateVisuals();
2346
2347 //reset action sync data
2348 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2349
2350 //check base state
2351 if (construtionPart.IsBase())
2352 {
2353 //Destroy construction
2354 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2355 }
2356 }
2357
2358 void OnPartDestroyedClient( string part_name, int action_id )
2359 {
2360 //play sound
2361 SoundDestroyStart( part_name );
2362 }
2363
2364 // --- UPDATE
2365 void InitBaseState()
2366 {
2367 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2368
2369 InitVisuals();
2370 UpdateNavmesh(); //regenerate navmesh
2371 }
2372
2373 void InitVisuals()
2374 {
2375 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2376 //check base
2377 if ( !HasBase() )
2378 {
2379 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2380 }
2381 else
2382 {
2383 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2384 }
2385
2386 GetConstruction().InitVisuals();
2387 }
2388
2389 void UpdateVisuals()
2390 {
2391 array<string> attachmentSlots = new array<string>;
2392
2393 GetAttachmentSlots(this, attachmentSlots);
2394 foreach (string slotName : attachmentSlots)
2395 {
2397 }
2398
2399 //check base
2400 if (!HasBase())
2401 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2402 else
2403 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2404
2405 GetConstruction().UpdateVisuals();
2406 }
2407
2408 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2409 {
2410 string slotNameMounted = slot_name + "_Mounted";
2411 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2412
2413 if (attachment)
2414 {
2415 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2416 if (barbedWire && barbedWire.IsMounted())
2417 CreateAreaDamage(slotNameMounted);
2418 else
2419 DestroyAreaDamage(slotNameMounted);
2420
2421 if (is_locked)
2422 {
2423 SetAnimationPhase(slotNameMounted, 0);
2424 SetAnimationPhase(slot_name, 1);
2425 }
2426 else
2427 {
2428 SetAnimationPhase(slotNameMounted, 1);
2429 SetAnimationPhase(slot_name, 0);
2430 }
2431 }
2432 else
2433 {
2434 SetAnimationPhase(slotNameMounted, 1);
2435 SetAnimationPhase(slot_name, 1);
2436
2437 DestroyAreaDamage(slotNameMounted);
2438 }
2439 }
2440
2441 // avoid calling this function on frequent occasions, it's a massive performance hit
2442 void UpdatePhysics()
2443 {
2445 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2446
2447 array<string> attachmentSlots = new array<string>;
2448 GetAttachmentSlots(this, attachmentSlots);
2449
2451 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2452
2453 foreach (string slotName : attachmentSlots)
2454 {
2456 }
2457
2458 //check base
2459 if (!HasBase())
2460 {
2462 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2463
2464 AddProxyPhysics(ANIMATION_DEPLOYED);
2465 }
2466 else
2467 {
2469 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2470
2471 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2472 }
2473
2474 GetConstruction().UpdatePhysics();
2475 UpdateNavmesh();
2476 }
2477
2478 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2479 {
2480 //checks for invalid appends; hotfix
2481 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2482 return;
2483 //----------------------------------
2484 string slot_name_mounted = slot_name + "_Mounted";
2485 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2486
2487 //remove proxy physics
2488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2489 RemoveProxyPhysics( slot_name_mounted );
2490 RemoveProxyPhysics( slot_name );
2491
2492 if ( attachment )
2493 {
2494 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2495 if ( is_locked )
2496 {
2497 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2498 AddProxyPhysics( slot_name_mounted );
2499 }
2500 else
2501 {
2502 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2503 AddProxyPhysics( slot_name );
2504 }
2505 }
2506 }
2507
2508 protected void UpdateNavmesh()
2509 {
2510 SetAffectPathgraph( true, false );
2511 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2512 }
2513
2514 override bool CanUseConstruction()
2515 {
2516 return true;
2517 }
2518
2519 override bool CanUseConstructionBuild()
2520 {
2521 return true;
2522 }
2523
2524 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2525 {
2526 if ( attachment )
2527 {
2528 InventoryLocation inventory_location = new InventoryLocation;
2529 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2530
2531 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2532 }
2533
2534 return false;
2535 }
2536
2537 protected bool IsAttachmentSlotLocked( string slot_name )
2538 {
2539 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2540 }
2541
2542 //--- ATTACHMENT SLOTS
2543 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2544 {
2545 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2546 if ( g_Game.ConfigIsExisting( config_path ) )
2547 {
2548 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2549 }
2550 }
2551
2552 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2553 {
2554 return true;
2555 }
2556
2557 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2558 {
2559 return true;
2560 }
2561
2562 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2563 {
2564 return true;
2565 }
2566
2567 // --- INIT
2569 {
2570 m_Construction = new Construction(this);
2571 return m_Construction;
2572 }
2573
2575 {
2576 return m_Construction;
2577 }
2578
2580 {
2581 return Construction.Cast(m_Construction);
2582 }
2583
2585 {
2586 int attachment_count = GetInventory().AttachmentCount();
2587 if ( attachment_count > 0 )
2588 {
2589 if ( HasBase() && attachment_count == 1 )
2590 {
2591 return false;
2592 }
2593
2594 return true;
2595 }
2596
2597 return false;
2598 }
2599
2600 override bool ShowZonesHealth()
2601 {
2602 return true;
2603 }
2604
2605 override bool IsTakeable()
2606 {
2607 return false;
2608 }
2609
2610 //this into/outo parent.Cargo
2611 override bool CanPutInCargo( EntityAI parent )
2612 {
2613 return false;
2614 }
2615
2616 override bool CanRemoveFromCargo( EntityAI parent )
2617 {
2618 return false;
2619 }
2620
2621 //hands
2622 override bool CanPutIntoHands( EntityAI parent )
2623 {
2624 return false;
2625 }
2626
2627 //--- ACTION CONDITIONS
2628 //direction
2629 override bool IsFacingPlayer( PlayerBase player, string selection )
2630 {
2631 return true;
2632 }
2633
2634 override bool IsPlayerInside( PlayerBase player, string selection )
2635 {
2636 return true;
2637 }
2638
2641 {
2642 return false;
2643 }
2644
2645 //roof check
2646 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2647 {
2648 return false;
2649 }
2650
2651 //selection->player distance check
2652 bool HasProperDistance( string selection, PlayerBase player )
2653 {
2654 return true;
2655 }
2656
2657 //folding
2659 {
2660 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2661 {
2662 return false;
2663 }
2664
2665 return true;
2666 }
2667
2669 {
2672
2673 return item;
2674 }
2675
2676 //Damage triggers (barbed wire)
2677 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2678 {
2679 if ( g_Game && g_Game.IsServer() )
2680 {
2681 //destroy area damage if some already exists
2682 DestroyAreaDamage( slot_name );
2683
2684 //create new area damage
2686 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2687
2688 vector min_max[2];
2689 if ( MemoryPointExists( slot_name + "_min" ) )
2690 {
2691 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2692 }
2693 if ( MemoryPointExists( slot_name + "_max" ) )
2694 {
2695 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2696 }
2697
2698 //get proper trigger extents (min<max)
2699 vector extents[2];
2700 GetConstruction().GetTriggerExtents( min_max, extents );
2701
2702 //get box center
2703 vector center;
2704 center = GetConstruction().GetBoxCenter( min_max );
2705 center = ModelToWorld( center );
2706
2707 //rotate center if needed
2709 CalcDamageAreaRotation( rotation_angle, center, orientation );
2710
2711 areaDamage.SetExtents( extents[0], extents[1] );
2712 areaDamage.SetAreaPosition( center );
2713 areaDamage.SetAreaOrientation( orientation );
2714 areaDamage.SetLoopInterval( 1.0 );
2715 areaDamage.SetDeferDuration( 0.2 );
2716 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2717 areaDamage.SetAmmoName( "BarbedWireHit" );
2718 areaDamage.Spawn();
2719
2720 m_DamageTriggers.Insert( slot_name, areaDamage );
2721 }
2722 }
2723
2724 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2725 {
2726 if ( angle_deg != 0 )
2727 {
2728 //orientation
2729 orientation[0] = orientation[0] - angle_deg;
2730
2731 //center
2732 vector rotate_axis;
2733 if ( MemoryPointExists( "rotate_axis" ) )
2734 {
2735 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2736 }
2737 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];
2738 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];
2739 center[0] = r_center_x;
2740 center[2] = r_center_z;
2741 }
2742 }
2743
2744 void DestroyAreaDamage( string slot_name )
2745 {
2746 if (g_Game && g_Game.IsServer())
2747 {
2749 if (m_DamageTriggers.Find(slot_name, areaDamage))
2750 {
2751 if (areaDamage)
2752 {
2753 areaDamage.Destroy();
2754 }
2755
2756 m_DamageTriggers.Remove( slot_name );
2757 }
2758 }
2759 }
2760
2761 override bool IsIgnoredByConstruction()
2762 {
2763 return true;
2764 }
2765
2766 //================================================================
2767 // SOUNDS
2768 //================================================================
2769 protected void SoundBuildStart( string part_name )
2770 {
2771 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2772 }
2773
2774 protected void SoundDismantleStart( string part_name )
2775 {
2776 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2777 }
2778
2779 protected void SoundDestroyStart( string part_name )
2780 {
2781 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2782 }
2783
2784 protected string GetBuildSoundByMaterial( string part_name )
2785 {
2786 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2787
2788 switch ( material_type )
2789 {
2790 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2791 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2792 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2793 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2794 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2795 }
2796
2797 return "";
2798 }
2799
2800 protected string GetDismantleSoundByMaterial( string part_name )
2801 {
2802 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2803
2804 switch ( material_type )
2805 {
2806 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2807 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2808 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2809 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2810 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2811 }
2812
2813 return "";
2814 }
2815
2816 //misc
2817 void CheckForHybridAttachments( EntityAI item, string slot_name )
2818 {
2819 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2820 {
2821 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2822 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2823 {
2824 SetHealth(slot_name,"Health",item.GetHealth());
2825 }
2826 }
2827 }
2828
2829 override int GetDamageSystemVersionChange()
2830 {
2831 return 111;
2832 }
2833
2834 override void SetActions()
2835 {
2836 super.SetActions();
2837
2841 }
2842
2843 protected void DestroyConstructedParts()
2844 {
2845 Construction construction = GetConstruction();
2846 if (!construction)
2847 return;
2848
2849 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2850 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2851 {
2852 ConstructionPart part = constructionParts.GetElement(i);
2853 if (part && part.IsBuilt() && !part.IsUtilityPart())
2854 {
2855 construction.DestroyPartServer(null, part.GetPartName(), -1);
2856 }
2857 }
2858 }
2859
2860 protected void HandleFallingForConstructedParts()
2861 {
2862 Construction construction = GetConstruction();
2863 if (!construction)
2864 return;
2865
2866 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2867 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2868 {
2869 ConstructionPart part = constructionParts.GetElement(i);
2870 if (part && part.IsBuilt() && !part.IsUtilityPart())
2871 {
2872 construction.HandleEntityFalling(part.GetPartName());
2873 }
2874 }
2875 }
2876
2878 override void OnItemFallRebuilding()
2879 {
2880 if (!g_Game.IsServer())
2881 return;
2882
2885
2886 if (DestroyOnFall())
2887 {
2889 {
2891 }
2892 else
2893 {
2895 {
2897 }
2898 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2899 }
2900 }
2901 }
2902
2904 {
2905 if (HasAnyAttachmentsOrCargo())
2906 {
2908 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2909 }
2910 }
2911
2912 //================================================================
2913 // DEBUG
2914 //================================================================
2915
2918 {
2919 return null;
2920 }
2921
2922 override void OnDebugSpawn()
2923 {
2924 FullyBuild();
2925 }
2926
2927 void FullyBuild()
2928 {
2930 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2931
2932 Man p;
2933
2934 #ifdef SERVER
2935 array<Man> players = new array<Man>;
2936 g_Game.GetWorld().GetPlayerList(players);
2937 if (players.Count())
2938 p = players[0];
2939 #else
2940 p = g_Game.GetPlayer();
2941 #endif
2942
2943 foreach (ConstructionPart part : parts)
2944 {
2945 bool excluded = false;
2946 string partName = part.GetPartName();
2947 if (excludes)
2948 {
2949 foreach (string exclude : excludes)
2950 {
2951 if (partName.Contains(exclude))
2952 {
2953 excluded = true;
2954 break;
2955 }
2956 }
2957 }
2958
2959 if (!excluded)
2960 {
2961 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2962 }
2963 }
2964
2965 GetConstruction().UpdateVisuals();
2966 }
2967
2969 //Deprecated code playpen//
2971 [Obsolete("handled in the Construction component directly")]
2972 protected void HandleItemFalling(ConstructionPart part)
2973 {
2974 }
2975
2976 [Obsolete("handled in the Construction component directly")]
2977 protected void ItemFall(vector min, vector max)
2978 {
2979 }
2980
2981 [Obsolete("obsolete debug method")]
2982 protected void DebugCustomState()
2983 {
2984 }
2985}
2986
2987void bsbDebugPrint (string s)
2988{
2989#ifdef BSB_DEBUG
2990 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2991#else
2992 //Print("" + s); // comment/uncomment to hide/see debug logs
2993#endif
2994}
2995void bsbDebugSpam (string s)
2996{
2997#ifdef BSB_DEBUG_SPAM
2998 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2999#else
3000 //Print("" + s); // comment/uncomment to hide/see debug logs
3001#endif
3002}
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