DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ SetActions()

override void bsbDebugPrint::SetActions ( )
protected

См. определение в файле BaseBuildingBase.c строка 2426

2428{
2429 const string ANIMATION_DEPLOYED = "Deployed";
2430
2431 float m_ConstructionKitHealth; //stored health value for used construction kit
2432
2433 bool m_HasBase;
2434 //variables for synchronization of base building parts (2x31 is the current limit)
2435 int m_SyncParts01; //synchronization for already built parts (31 parts)
2436 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2437 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2438 int m_InteractedPartId; //construction part id that an action was performed on
2439 int m_PerformedActionId; //action id that was performed on a construction part
2440 protected ref ConstructionBasic m_Construction;
2441
2442 //Sounds
2443 //build
2444 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2445 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2446 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2447 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2448 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2449 //dismantle
2450 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2451 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2452 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2453 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2454 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2455
2456 protected EffectSound m_Sound;
2457
2461
2462 // Constructor
2463 void BaseBuildingBase()
2464 {
2466
2467 //synchronized variables
2468 RegisterNetSyncVariableInt( "m_SyncParts01" );
2469 RegisterNetSyncVariableInt( "m_SyncParts02" );
2470 RegisterNetSyncVariableInt( "m_SyncParts03" );
2471 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2472 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2473 RegisterNetSyncVariableBool( "m_HasBase" );
2474
2475 //Construction init
2476 ConstructionInit();
2477
2478 if (ConfigIsExisting("hybridAttachments"))
2479 {
2481 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2482 }
2483 if (ConfigIsExisting("mountables"))
2484 {
2486 ConfigGetTextArray("mountables", m_Mountables);
2487 }
2488
2489 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2490 SetAllowDamage(true);
2491 }
2492
2493 override string GetInvulnerabilityTypeString()
2494 {
2495 return "disableBaseDamage";
2496 }
2497
2498 override bool CanObstruct()
2499 {
2500 return true;
2501 }
2502
2503 override int GetHideIconMask()
2504 {
2505 return EInventoryIconVisibility.HIDE_VICINITY;
2506 }
2507
2508 override void InitItemSounds()
2509 {
2510 super.InitItemSounds();
2511
2513 SoundParameters params = new SoundParameters();
2514 params.m_Loop = true;
2515
2516 if (GetFoldSoundset() != string.Empty)
2517 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2518 if (GetLoopFoldSoundset() != string.Empty)
2519 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2520 }
2521
2522 override string GetFoldSoundset()
2523 {
2524 return "putDown_FenceKit_SoundSet";
2525 }
2526
2527 override string GetLoopFoldSoundset()
2528 {
2529 return "Shelter_Site_Build_Loop_SoundSet";
2530 }
2531
2532 // --- SYNCHRONIZATION
2534 {
2535 if ( g_Game.IsServer() )
2536 {
2537 SetSynchDirty();
2538 }
2539 }
2540
2541 override void OnVariablesSynchronized()
2542 {
2543 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2544 super.OnVariablesSynchronized();
2545
2546 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2547 }
2548
2549 protected void OnSynchronizedClient()
2550 {
2551 //update parts
2553
2554 //update action on part
2556
2557 //update visuals (client)
2558 UpdateVisuals();
2559 }
2560
2561 //parts synchronization
2562 void RegisterPartForSync( int part_id )
2563 {
2564 //part_id must starts from index = 1
2565 int offset;
2566 int mask;
2567
2568 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2569 {
2570 offset = part_id - 1;
2571 mask = 1 << offset;
2572
2573 m_SyncParts01 = m_SyncParts01 | mask;
2574 }
2575 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2576 {
2577 offset = ( part_id % 32 );
2578 mask = 1 << offset;
2579
2580 m_SyncParts02 = m_SyncParts02 | mask;
2581 }
2582 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2583 {
2584 offset = ( part_id % 63 );
2585 mask = 1 << offset;
2586
2587 m_SyncParts03 = m_SyncParts03 | mask;
2588 }
2589 }
2590
2591 void UnregisterPartForSync( int part_id )
2592 {
2593 //part_id must starts from index = 1
2594 int offset;
2595 int mask;
2596
2597 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2598 {
2599 offset = part_id - 1;
2600 mask = 1 << offset;
2601
2602 m_SyncParts01 = m_SyncParts01 & ~mask;
2603 }
2604 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2605 {
2606 offset = ( part_id % 32 );
2607 mask = 1 << offset;
2608
2609 m_SyncParts02 = m_SyncParts02 & ~mask;
2610 }
2611 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2612 {
2613 offset = ( part_id % 63 );
2614 mask = 1 << offset;
2615
2616 m_SyncParts03 = m_SyncParts03 & ~mask;
2617 }
2618 }
2619
2620 bool IsPartBuildInSyncData( int part_id )
2621 {
2622 //part_id must starts from index = 1
2623 int offset;
2624 int mask;
2625
2626 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2627 {
2628 offset = part_id - 1;
2629 mask = 1 << offset;
2630
2631 if ( ( m_SyncParts01 & mask ) > 0 )
2632 {
2633 return true;
2634 }
2635 }
2636 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2637 {
2638 offset = ( part_id % 32 );
2639 mask = 1 << offset;
2640
2641 if ( ( m_SyncParts02 & mask ) > 0 )
2642 {
2643 return true;
2644 }
2645 }
2646 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2647 {
2648 offset = ( part_id % 63 );
2649 mask = 1 << offset;
2650
2651 if ( ( m_SyncParts03 & mask ) > 0 )
2652 {
2653 return true;
2654 }
2655 }
2656
2657 return false;
2658 }
2659
2660 protected void RegisterActionForSync( int part_id, int action_id )
2661 {
2662 m_InteractedPartId = part_id;
2663 m_PerformedActionId = action_id;
2664 }
2665
2666 protected void ResetActionSyncData()
2667 {
2668 //reset data
2669 m_InteractedPartId = -1;
2671 }
2672
2673 protected void SetActionFromSyncData()
2674 {
2675 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2676 {
2678 int build_action_id = m_PerformedActionId;
2679
2680 switch( build_action_id )
2681 {
2682 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2683 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2684 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2685 }
2686 }
2687 }
2688 //------
2689
2691 {
2692 string key = part.GetPartName();
2693 bool is_base = part.IsBase();
2694 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2695 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2696 if ( is_part_built_sync )
2697 {
2698 if ( !part.IsBuilt() )
2699 {
2700 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2701 GetConstruction().AddToConstructedParts( key );
2702 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2703
2704 if (is_base)
2705 {
2707 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2708 }
2709 }
2710 }
2711 else
2712 {
2713 if ( part.IsBuilt() )
2714 {
2715 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2716 GetConstruction().RemoveFromConstructedParts( key );
2717 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2718
2719 if (is_base)
2720 {
2722 AddProxyPhysics( ANIMATION_DEPLOYED );
2723 }
2724 }
2725 }
2726
2727 //check slot lock for material attachments
2728 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2729 }
2730
2731 //set construction parts based on synchronized data
2733 {
2734 Construction construction = GetConstruction();
2735 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2736
2737 for ( int i = 0; i < construction_parts.Count(); ++i )
2738 {
2739 string key = construction_parts.GetKey( i );
2740 ConstructionPart value = construction_parts.Get( key );
2741 SetPartFromSyncData(value);
2742 }
2743
2744 //regenerate navmesh
2745 UpdateNavmesh();
2746 }
2747
2748 protected ConstructionPart GetConstructionPartById( int id )
2749 {
2750 Construction construction = GetConstruction();
2751 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2752
2753 for ( int i = 0; i < construction_parts.Count(); ++i )
2754 {
2755 string key = construction_parts.GetKey( i );
2756 ConstructionPart value = construction_parts.Get( key );
2757
2758 if ( value.GetId() == id )
2759 {
2760 return value;
2761 }
2762 }
2763
2764 return NULL;
2765 }
2766 //
2767
2768 //Base
2769 bool HasBase()
2770 {
2771 return m_HasBase;
2772 }
2773
2774 void SetBaseState( bool has_base )
2775 {
2776 m_HasBase = has_base;
2777 }
2778
2779 override bool IsDeployable()
2780 {
2781 return true;
2782 }
2783
2784 bool IsOpened()
2785 {
2786 return false;
2787 }
2788
2789 //--- CONSTRUCTION KIT
2791 {
2792 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2793 if ( m_ConstructionKitHealth > 0 )
2794 {
2795 construction_kit.SetHealth( m_ConstructionKitHealth );
2796 }
2797
2798 return construction_kit;
2799 }
2800
2801 void CreateConstructionKitInHands(notnull PlayerBase player)
2802 {
2803 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2804 if ( m_ConstructionKitHealth > 0 )
2805 {
2806 construction_kit.SetHealth( m_ConstructionKitHealth );
2807 }
2808 }
2809
2810 protected vector GetKitSpawnPosition()
2811 {
2812 return GetPosition();
2813 }
2814
2815 protected string GetConstructionKitType()
2816 {
2817 return "";
2818 }
2819
2820 void DestroyConstructionKit( ItemBase construction_kit )
2821 {
2822 m_ConstructionKitHealth = construction_kit.GetHealth();
2823 g_Game.ObjectDelete( construction_kit );
2824 }
2825
2826 //--- CONSTRUCTION
2827 void DestroyConstruction()
2828 {
2829 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2830 g_Game.ObjectDelete( this );
2831 }
2832
2833 // --- EVENTS
2834 override void EEDelete(EntityAI parent)
2835 {
2836 super.EEDelete(parent);
2837
2838 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2839 {
2840 areaDamage.Destroy();
2841 }
2842
2843 }
2844
2845 override void OnStoreSave( ParamsWriteContext ctx )
2846 {
2847 super.OnStoreSave( ctx );
2848
2849 //sync parts 01
2850 ctx.Write( m_SyncParts01 );
2851 ctx.Write( m_SyncParts02 );
2852 ctx.Write( m_SyncParts03 );
2853
2854 ctx.Write( m_HasBase );
2855 }
2856
2857 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2858 {
2859 if ( !super.OnStoreLoad( ctx, version ) )
2860 return false;
2861
2862 //--- Base building data ---
2863 //Restore synced parts data
2864 if ( !ctx.Read( m_SyncParts01 ) )
2865 {
2866 m_SyncParts01 = 0; //set default
2867 return false;
2868 }
2869 if ( !ctx.Read( m_SyncParts02 ) )
2870 {
2871 m_SyncParts02 = 0; //set default
2872 return false;
2873 }
2874 if ( !ctx.Read( m_SyncParts03 ) )
2875 {
2876 m_SyncParts03 = 0; //set default
2877 return false;
2878 }
2879
2880 //has base
2881 if ( !ctx.Read( m_HasBase ) )
2882 {
2883 m_HasBase = false;
2884 return false;
2885 }
2886 //---
2887
2888 return true;
2889 }
2890
2891 override void AfterStoreLoad()
2892 {
2893 super.AfterStoreLoad();
2894
2896 {
2898 }
2899 }
2900
2902 {
2903 //update server data
2905
2906 //set base state
2907 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2908 SetBaseState( part.IsBuilt() ) ;
2909
2910 //synchronize after load
2912 }
2913
2914 override void OnCreatePhysics()
2915 {
2916 super.OnCreatePhysics();
2917
2918 ConstructionInit();
2920 }
2921
2922 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2923 {
2925 return;
2926
2927 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2928 }
2929
2930 override void EEOnAfterLoad()
2931 {
2933 {
2934 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2935 }
2936
2937 super.EEOnAfterLoad();
2938 }
2939
2940 override void EEItemAttached( EntityAI item, string slot_name )
2941 {
2942 super.EEItemAttached( item, slot_name );
2943
2944 CheckForHybridAttachments( item, slot_name );
2945 UpdateVisuals();
2946 UpdateAttachmentPhysics( slot_name, false );
2947 }
2948
2949 override void EEItemDetached( EntityAI item, string slot_name )
2950 {
2951 super.EEItemDetached( item, slot_name );
2952
2953 UpdateVisuals();
2954 UpdateAttachmentPhysics( slot_name, false );
2955 }
2956
2957 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2958 {
2959 string slot_name = InventorySlots.GetSlotName( slotId );
2960 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2961
2962 UpdateAttachmentVisuals( slot_name, locked );
2963 UpdateAttachmentPhysics( slot_name, locked );
2964 }
2965
2966 //ignore out of reach condition
2967 override bool IgnoreOutOfReachCondition()
2968 {
2969 return true;
2970 }
2971
2972 //CONSTRUCTION EVENTS
2973 //Build
2974 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2975 {
2976 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2977
2978 //check base state
2979 if (construtionPart.IsBase())
2980 {
2981 SetBaseState(true);
2982
2983 //spawn kit
2985 }
2986
2987 //register constructed parts for synchronization
2988 RegisterPartForSync(construtionPart.GetId());
2989
2990 //register action that was performed on part
2991 RegisterActionForSync(construtionPart.GetId(), action_id);
2992
2993 //synchronize
2995
2996 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2997
2998 UpdateNavmesh();
2999
3000 //update visuals
3001 UpdateVisuals();
3002
3003 //reset action sync data
3004 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3005 }
3006
3007 void OnPartBuiltClient(string part_name, int action_id)
3008 {
3009 //play sound
3010 SoundBuildStart( part_name );
3011 }
3012
3013 //Dismantle
3014 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3015 {
3016 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3017 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3018
3019 //register constructed parts for synchronization
3020 UnregisterPartForSync(construtionPart.GetId());
3021
3022 //register action that was performed on part
3023 RegisterActionForSync(construtionPart.GetId(), action_id);
3024
3025 //synchronize
3027
3028 // server part of sync, client will be synced from SetPartsFromSyncData
3029 SetPartFromSyncData(construtionPart);
3030
3031 UpdateNavmesh();
3032
3033 //update visuals
3034 UpdateVisuals();
3035
3036 //reset action sync data
3037 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3038
3039 //check base state
3040 if (construtionPart.IsBase())
3041 {
3042 //Destroy construction
3043 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3044 }
3045 }
3046
3047 void OnPartDismantledClient( string part_name, int action_id )
3048 {
3049 //play sound
3050 SoundDismantleStart( part_name );
3051 }
3052
3053 //Destroy
3054 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3055 {
3056 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3057 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3058
3059 //register constructed parts for synchronization
3060 UnregisterPartForSync(construtionPart.GetId());
3061
3062 //register action that was performed on part
3063 RegisterActionForSync(construtionPart.GetId(), action_id);
3064
3065 //synchronize
3067
3068 // server part of sync, client will be synced from SetPartsFromSyncData
3069 SetPartFromSyncData(construtionPart);
3070
3071 UpdateNavmesh();
3072
3073 //update visuals
3074 UpdateVisuals();
3075
3076 //reset action sync data
3077 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3078
3079 //check base state
3080 if (construtionPart.IsBase())
3081 {
3082 //Destroy construction
3083 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3084 }
3085 }
3086
3087 void OnPartDestroyedClient( string part_name, int action_id )
3088 {
3089 //play sound
3090 SoundDestroyStart( part_name );
3091 }
3092
3093 // --- UPDATE
3094 void InitBaseState()
3095 {
3096 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3097
3098 InitVisuals();
3099 UpdateNavmesh(); //regenerate navmesh
3100 }
3101
3102 void InitVisuals()
3103 {
3104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3105 //check base
3106 if ( !HasBase() )
3107 {
3108 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3109 }
3110 else
3111 {
3112 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3113 }
3114
3115 GetConstruction().InitVisuals();
3116 }
3117
3118 void UpdateVisuals()
3119 {
3120 array<string> attachmentSlots = new array<string>;
3121
3122 GetAttachmentSlots(this, attachmentSlots);
3123 foreach (string slotName : attachmentSlots)
3124 {
3126 }
3127
3128 //check base
3129 if (!HasBase())
3130 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3131 else
3132 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3133
3134 GetConstruction().UpdateVisuals();
3135 }
3136
3137 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3138 {
3139 string slotNameMounted = slot_name + "_Mounted";
3140 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3141
3142 if (attachment)
3143 {
3144 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3145 if (barbedWire && barbedWire.IsMounted())
3146 CreateAreaDamage(slotNameMounted);
3147 else
3148 DestroyAreaDamage(slotNameMounted);
3149
3150 if (is_locked)
3151 {
3152 SetAnimationPhase(slotNameMounted, 0);
3153 SetAnimationPhase(slot_name, 1);
3154 }
3155 else
3156 {
3157 SetAnimationPhase(slotNameMounted, 1);
3158 SetAnimationPhase(slot_name, 0);
3159 }
3160 }
3161 else
3162 {
3163 SetAnimationPhase(slotNameMounted, 1);
3164 SetAnimationPhase(slot_name, 1);
3165
3166 DestroyAreaDamage(slotNameMounted);
3167 }
3168 }
3169
3170 // avoid calling this function on frequent occasions, it's a massive performance hit
3171 void UpdatePhysics()
3172 {
3174 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3175
3176 array<string> attachmentSlots = new array<string>;
3177 GetAttachmentSlots(this, attachmentSlots);
3178
3180 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3181
3182 foreach (string slotName : attachmentSlots)
3183 {
3185 }
3186
3187 //check base
3188 if (!HasBase())
3189 {
3191 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3192
3193 AddProxyPhysics(ANIMATION_DEPLOYED);
3194 }
3195 else
3196 {
3198 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3199
3200 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3201 }
3202
3203 GetConstruction().UpdatePhysics();
3204 UpdateNavmesh();
3205 }
3206
3207 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3208 {
3209 //checks for invalid appends; hotfix
3210 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3211 return;
3212 //----------------------------------
3213 string slot_name_mounted = slot_name + "_Mounted";
3214 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3215
3216 //remove proxy physics
3217 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3218 RemoveProxyPhysics( slot_name_mounted );
3219 RemoveProxyPhysics( slot_name );
3220
3221 if ( attachment )
3222 {
3223 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3224 if ( is_locked )
3225 {
3226 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3227 AddProxyPhysics( slot_name_mounted );
3228 }
3229 else
3230 {
3231 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3232 AddProxyPhysics( slot_name );
3233 }
3234 }
3235 }
3236
3237 protected void UpdateNavmesh()
3238 {
3239 SetAffectPathgraph( true, false );
3240 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3241 }
3242
3243 override bool CanUseConstruction()
3244 {
3245 return true;
3246 }
3247
3248 override bool CanUseConstructionBuild()
3249 {
3250 return true;
3251 }
3252
3253 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3254 {
3255 if ( attachment )
3256 {
3257 InventoryLocation inventory_location = new InventoryLocation;
3258 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3259
3260 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3261 }
3262
3263 return false;
3264 }
3265
3266 protected bool IsAttachmentSlotLocked( string slot_name )
3267 {
3268 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3269 }
3270
3271 //--- ATTACHMENT SLOTS
3272 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3273 {
3274 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3275 if ( g_Game.ConfigIsExisting( config_path ) )
3276 {
3277 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3278 }
3279 }
3280
3281 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3282 {
3283 return true;
3284 }
3285
3286 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3287 {
3288 return true;
3289 }
3290
3291 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3292 {
3293 return true;
3294 }
3295
3296 // --- INIT
3298 {
3299 m_Construction = new Construction(this);
3300 return m_Construction;
3301 }
3302
3304 {
3305 return m_Construction;
3306 }
3307
3309 {
3310 return Construction.Cast(m_Construction);
3311 }
3312
3314 {
3315 int attachment_count = GetInventory().AttachmentCount();
3316 if ( attachment_count > 0 )
3317 {
3318 if ( HasBase() && attachment_count == 1 )
3319 {
3320 return false;
3321 }
3322
3323 return true;
3324 }
3325
3326 return false;
3327 }
3328
3329 override bool ShowZonesHealth()
3330 {
3331 return true;
3332 }
3333
3334 override bool IsTakeable()
3335 {
3336 return false;
3337 }
3338
3339 //this into/outo parent.Cargo
3340 override bool CanPutInCargo( EntityAI parent )
3341 {
3342 return false;
3343 }
3344
3345 override bool CanRemoveFromCargo( EntityAI parent )
3346 {
3347 return false;
3348 }
3349
3350 //hands
3351 override bool CanPutIntoHands( EntityAI parent )
3352 {
3353 return false;
3354 }
3355
3356 //--- ACTION CONDITIONS
3357 //direction
3358 override bool IsFacingPlayer( PlayerBase player, string selection )
3359 {
3360 return true;
3361 }
3362
3363 override bool IsPlayerInside( PlayerBase player, string selection )
3364 {
3365 return true;
3366 }
3367
3370 {
3371 return false;
3372 }
3373
3374 //roof check
3375 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3376 {
3377 return false;
3378 }
3379
3380 //selection->player distance check
3381 bool HasProperDistance( string selection, PlayerBase player )
3382 {
3383 return true;
3384 }
3385
3386 //folding
3388 {
3389 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3390 {
3391 return false;
3392 }
3393
3394 return true;
3395 }
3396
3398 {
3401
3402 return item;
3403 }
3404
3405 //Damage triggers (barbed wire)
3406 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3407 {
3408 if ( g_Game && g_Game.IsServer() )
3409 {
3410 //destroy area damage if some already exists
3411 DestroyAreaDamage( slot_name );
3412
3413 //create new area damage
3415 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3416
3417 vector min_max[2];
3418 if ( MemoryPointExists( slot_name + "_min" ) )
3419 {
3420 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3421 }
3422 if ( MemoryPointExists( slot_name + "_max" ) )
3423 {
3424 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3425 }
3426
3427 //get proper trigger extents (min<max)
3428 vector extents[2];
3429 GetConstruction().GetTriggerExtents( min_max, extents );
3430
3431 //get box center
3432 vector center;
3433 center = GetConstruction().GetBoxCenter( min_max );
3434 center = ModelToWorld( center );
3435
3436 //rotate center if needed
3438 CalcDamageAreaRotation( rotation_angle, center, orientation );
3439
3440 areaDamage.SetExtents( extents[0], extents[1] );
3441 areaDamage.SetAreaPosition( center );
3442 areaDamage.SetAreaOrientation( orientation );
3443 areaDamage.SetLoopInterval( 1.0 );
3444 areaDamage.SetDeferDuration( 0.2 );
3445 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3446 areaDamage.SetAmmoName( "BarbedWireHit" );
3447 areaDamage.Spawn();
3448
3449 m_DamageTriggers.Insert( slot_name, areaDamage );
3450 }
3451 }
3452
3453 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3454 {
3455 if ( angle_deg != 0 )
3456 {
3457 //orientation
3458 orientation[0] = orientation[0] - angle_deg;
3459
3460 //center
3461 vector rotate_axis;
3462 if ( MemoryPointExists( "rotate_axis" ) )
3463 {
3464 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3465 }
3466 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];
3467 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];
3468 center[0] = r_center_x;
3469 center[2] = r_center_z;
3470 }
3471 }
3472
3473 void DestroyAreaDamage( string slot_name )
3474 {
3475 if (g_Game && g_Game.IsServer())
3476 {
3478 if (m_DamageTriggers.Find(slot_name, areaDamage))
3479 {
3480 if (areaDamage)
3481 {
3482 areaDamage.Destroy();
3483 }
3484
3485 m_DamageTriggers.Remove( slot_name );
3486 }
3487 }
3488 }
3489
3490 override bool IsIgnoredByConstruction()
3491 {
3492 return true;
3493 }
3494
3495 //================================================================
3496 // SOUNDS
3497 //================================================================
3498 protected void SoundBuildStart( string part_name )
3499 {
3500 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3501 }
3502
3503 protected void SoundDismantleStart( string part_name )
3504 {
3505 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3506 }
3507
3508 protected void SoundDestroyStart( string part_name )
3509 {
3510 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3511 }
3512
3513 protected string GetBuildSoundByMaterial( string part_name )
3514 {
3515 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3516
3517 switch ( material_type )
3518 {
3519 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3520 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3521 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3522 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3523 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3524 }
3525
3526 return "";
3527 }
3528
3529 protected string GetDismantleSoundByMaterial( string part_name )
3530 {
3531 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3532
3533 switch ( material_type )
3534 {
3535 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3536 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3537 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3538 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3539 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3540 }
3541
3542 return "";
3543 }
3544
3545 //misc
3546 void CheckForHybridAttachments( EntityAI item, string slot_name )
3547 {
3548 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3549 {
3550 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3551 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3552 {
3553 SetHealth(slot_name,"Health",item.GetHealth());
3554 }
3555 }
3556 }
3557
3558 override int GetDamageSystemVersionChange()
3559 {
3560 return 111;
3561 }
3562
3563 override void SetActions()
3564 {
3565 super.SetActions();
3566
3570 }
3571
3572 protected void DestroyConstructedParts()
3573 {
3574 Construction construction = GetConstruction();
3575 if (!construction)
3576 return;
3577
3578 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3579 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3580 {
3581 ConstructionPart part = constructionParts.GetElement(i);
3582 if (part && part.IsBuilt() && !part.IsUtilityPart())
3583 {
3584 construction.DestroyPartServer(null, part.GetPartName(), -1);
3585 }
3586 }
3587 }
3588
3589 protected void HandleFallingForConstructedParts()
3590 {
3591 Construction construction = GetConstruction();
3592 if (!construction)
3593 return;
3594
3595 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3596 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3597 {
3598 ConstructionPart part = constructionParts.GetElement(i);
3599 if (part && part.IsBuilt() && !part.IsUtilityPart())
3600 {
3601 construction.HandleEntityFalling(part.GetPartName());
3602 }
3603 }
3604 }
3605
3607 override void OnItemFallRebuilding()
3608 {
3609 if (!g_Game.IsServer())
3610 return;
3611
3614
3615 if (DestroyOnFall())
3616 {
3618 {
3620 }
3621 else
3622 {
3624 {
3626 }
3627 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3628 }
3629 }
3630 }
3631
3633 {
3634 if (HasAnyAttachmentsOrCargo())
3635 {
3637 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3638 }
3639 }
3640
3641 //================================================================
3642 // DEBUG
3643 //================================================================
3644
3647 {
3648 return null;
3649 }
3650
3651 override void OnDebugSpawn()
3652 {
3653 FullyBuild();
3654 }
3655
3656 void FullyBuild()
3657 {
3659 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3660
3661 Man p;
3662
3663 #ifdef SERVER
3664 array<Man> players = new array<Man>;
3665 g_Game.GetWorld().GetPlayerList(players);
3666 if (players.Count())
3667 p = players[0];
3668 #else
3669 p = g_Game.GetPlayer();
3670 #endif
3671
3672 foreach (ConstructionPart part : parts)
3673 {
3674 bool excluded = false;
3675 string partName = part.GetPartName();
3676 if (excludes)
3677 {
3678 foreach (string exclude : excludes)
3679 {
3680 if (partName.Contains(exclude))
3681 {
3682 excluded = true;
3683 break;
3684 }
3685 }
3686 }
3687
3688 if (!excluded)
3689 {
3690 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3691 }
3692 }
3693
3694 GetConstruction().UpdateVisuals();
3695 }
3696
3698 //Deprecated code playpen//
3700 [Obsolete("handled in the Construction component directly")]
3701 protected void HandleItemFalling(ConstructionPart part)
3702 {
3703 }
3704
3705 [Obsolete("handled in the Construction component directly")]
3706 protected void ItemFall(vector min, vector max)
3707 {
3708 }
3709
3710 [Obsolete("obsolete debug method")]
3711 protected void DebugCustomState()
3712 {
3713 }
3714}
3715
3716void bsbDebugPrint (string s)
3717{
3718#ifdef BSB_DEBUG
3719 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3720#else
3721 //Print("" + s); // comment/uncomment to hide/see debug logs
3722#endif
3723}
3724void bsbDebugSpam (string s)
3725{
3726#ifdef BSB_DEBUG_SPAM
3727 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3728#else
3729 //Print("" + s); // comment/uncomment to hide/see debug logs
3730#endif
3731}
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