DayZ 1.30
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◆ HandleItemFalling()

void bsbDebugPrint::HandleItemFalling ( ConstructionPart part)
protected

См. определение в файле BaseBuildingBase.c строка 2564

2566{
2567 const string ANIMATION_DEPLOYED = "Deployed";
2568
2569 float m_ConstructionKitHealth; //stored health value for used construction kit
2570
2571 bool m_HasBase;
2572 //variables for synchronization of base building parts (2x31 is the current limit)
2573 int m_SyncParts01; //synchronization for already built parts (31 parts)
2574 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2575 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2576 int m_InteractedPartId; //construction part id that an action was performed on
2577 int m_PerformedActionId; //action id that was performed on a construction part
2578 protected ref ConstructionBasic m_Construction;
2579
2580 //Sounds
2581 //build
2582 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2583 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2584 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2585 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2586 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2587 //dismantle
2588 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2589 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2590 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2591 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2592 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2593
2594 protected EffectSound m_Sound;
2595
2599
2600 // Constructor
2601 void BaseBuildingBase()
2602 {
2604
2605 //synchronized variables
2606 RegisterNetSyncVariableInt( "m_SyncParts01" );
2607 RegisterNetSyncVariableInt( "m_SyncParts02" );
2608 RegisterNetSyncVariableInt( "m_SyncParts03" );
2609 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2610 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2611 RegisterNetSyncVariableBool( "m_HasBase" );
2612
2613 //Construction init
2614 ConstructionInit();
2615
2616 if (ConfigIsExisting("hybridAttachments"))
2617 {
2619 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2620 }
2621 if (ConfigIsExisting("mountables"))
2622 {
2624 ConfigGetTextArray("mountables", m_Mountables);
2625 }
2626
2627 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2628 SetAllowDamage(true);
2629 }
2630
2631 override string GetInvulnerabilityTypeString()
2632 {
2633 return "disableBaseDamage";
2634 }
2635
2636 override bool CanObstruct()
2637 {
2638 return true;
2639 }
2640
2641 override int GetHideIconMask()
2642 {
2643 return EInventoryIconVisibility.HIDE_VICINITY;
2644 }
2645
2646 override void InitItemSounds()
2647 {
2648 super.InitItemSounds();
2649
2651 SoundParameters params = new SoundParameters();
2652 params.m_Loop = true;
2653
2654 if (GetFoldSoundset() != string.Empty)
2655 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2656 if (GetLoopFoldSoundset() != string.Empty)
2657 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2658 }
2659
2660 override string GetFoldSoundset()
2661 {
2662 return "putDown_FenceKit_SoundSet";
2663 }
2664
2665 override string GetLoopFoldSoundset()
2666 {
2667 return "Shelter_Site_Build_Loop_SoundSet";
2668 }
2669
2670 // --- SYNCHRONIZATION
2672 {
2673 if ( g_Game.IsServer() )
2674 {
2675 SetSynchDirty();
2676 }
2677 }
2678
2679 override void OnVariablesSynchronized()
2680 {
2681 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2682 super.OnVariablesSynchronized();
2683
2684 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2685 }
2686
2687 protected void OnSynchronizedClient()
2688 {
2689 //update parts
2691
2692 //update action on part
2694
2695 //update visuals (client)
2696 UpdateVisuals();
2697 }
2698
2699 //parts synchronization
2700 void RegisterPartForSync( int part_id )
2701 {
2702 //part_id must starts from index = 1
2703 int offset;
2704 int mask;
2705
2706 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2707 {
2708 offset = part_id - 1;
2709 mask = 1 << offset;
2710
2711 m_SyncParts01 = m_SyncParts01 | mask;
2712 }
2713 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2714 {
2715 offset = ( part_id % 32 );
2716 mask = 1 << offset;
2717
2718 m_SyncParts02 = m_SyncParts02 | mask;
2719 }
2720 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2721 {
2722 offset = ( part_id % 63 );
2723 mask = 1 << offset;
2724
2725 m_SyncParts03 = m_SyncParts03 | mask;
2726 }
2727 }
2728
2729 void UnregisterPartForSync( int part_id )
2730 {
2731 //part_id must starts from index = 1
2732 int offset;
2733 int mask;
2734
2735 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2736 {
2737 offset = part_id - 1;
2738 mask = 1 << offset;
2739
2740 m_SyncParts01 = m_SyncParts01 & ~mask;
2741 }
2742 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2743 {
2744 offset = ( part_id % 32 );
2745 mask = 1 << offset;
2746
2747 m_SyncParts02 = m_SyncParts02 & ~mask;
2748 }
2749 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2750 {
2751 offset = ( part_id % 63 );
2752 mask = 1 << offset;
2753
2754 m_SyncParts03 = m_SyncParts03 & ~mask;
2755 }
2756 }
2757
2758 bool IsPartBuildInSyncData( int part_id )
2759 {
2760 //part_id must starts from index = 1
2761 int offset;
2762 int mask;
2763
2764 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2765 {
2766 offset = part_id - 1;
2767 mask = 1 << offset;
2768
2769 if ( ( m_SyncParts01 & mask ) > 0 )
2770 {
2771 return true;
2772 }
2773 }
2774 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2775 {
2776 offset = ( part_id % 32 );
2777 mask = 1 << offset;
2778
2779 if ( ( m_SyncParts02 & mask ) > 0 )
2780 {
2781 return true;
2782 }
2783 }
2784 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2785 {
2786 offset = ( part_id % 63 );
2787 mask = 1 << offset;
2788
2789 if ( ( m_SyncParts03 & mask ) > 0 )
2790 {
2791 return true;
2792 }
2793 }
2794
2795 return false;
2796 }
2797
2798 protected void RegisterActionForSync( int part_id, int action_id )
2799 {
2800 m_InteractedPartId = part_id;
2801 m_PerformedActionId = action_id;
2802 }
2803
2804 protected void ResetActionSyncData()
2805 {
2806 //reset data
2807 m_InteractedPartId = -1;
2809 }
2810
2811 protected void SetActionFromSyncData()
2812 {
2813 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2814 {
2816 int build_action_id = m_PerformedActionId;
2817
2818 switch( build_action_id )
2819 {
2820 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2821 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2822 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2823 }
2824 }
2825 }
2826 //------
2827
2829 {
2830 string key = part.GetPartName();
2831 bool is_base = part.IsBase();
2832 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2833 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2834 if ( is_part_built_sync )
2835 {
2836 if ( !part.IsBuilt() )
2837 {
2838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2839 GetConstruction().AddToConstructedParts( key );
2840 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2841
2842 if (is_base)
2843 {
2845 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2846 }
2847 }
2848 }
2849 else
2850 {
2851 if ( part.IsBuilt() )
2852 {
2853 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2854 GetConstruction().RemoveFromConstructedParts( key );
2855 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2856
2857 if (is_base)
2858 {
2860 AddProxyPhysics( ANIMATION_DEPLOYED );
2861 }
2862 }
2863 }
2864
2865 //check slot lock for material attachments
2866 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2867 }
2868
2869 //set construction parts based on synchronized data
2871 {
2872 Construction construction = GetConstruction();
2873 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2874
2875 for ( int i = 0; i < construction_parts.Count(); ++i )
2876 {
2877 string key = construction_parts.GetKey( i );
2878 ConstructionPart value = construction_parts.Get( key );
2879 SetPartFromSyncData(value);
2880 }
2881
2882 //regenerate navmesh
2883 UpdateNavmesh();
2884 }
2885
2886 protected ConstructionPart GetConstructionPartById( int id )
2887 {
2888 Construction construction = GetConstruction();
2889 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2890
2891 for ( int i = 0; i < construction_parts.Count(); ++i )
2892 {
2893 string key = construction_parts.GetKey( i );
2894 ConstructionPart value = construction_parts.Get( key );
2895
2896 if ( value.GetId() == id )
2897 {
2898 return value;
2899 }
2900 }
2901
2902 return NULL;
2903 }
2904 //
2905
2906 //Base
2907 bool HasBase()
2908 {
2909 return m_HasBase;
2910 }
2911
2912 void SetBaseState( bool has_base )
2913 {
2914 m_HasBase = has_base;
2915 }
2916
2917 override bool IsDeployable()
2918 {
2919 return true;
2920 }
2921
2922 bool IsOpened()
2923 {
2924 return false;
2925 }
2926
2927 //--- CONSTRUCTION KIT
2929 {
2930 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2931 if ( m_ConstructionKitHealth > 0 )
2932 {
2933 construction_kit.SetHealth( m_ConstructionKitHealth );
2934 }
2935
2936 return construction_kit;
2937 }
2938
2939 void CreateConstructionKitInHands(notnull PlayerBase player)
2940 {
2941 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2942 if ( m_ConstructionKitHealth > 0 )
2943 {
2944 construction_kit.SetHealth( m_ConstructionKitHealth );
2945 }
2946 }
2947
2948 protected vector GetKitSpawnPosition()
2949 {
2950 return GetPosition();
2951 }
2952
2953 protected string GetConstructionKitType()
2954 {
2955 return "";
2956 }
2957
2958 void DestroyConstructionKit( ItemBase construction_kit )
2959 {
2960 m_ConstructionKitHealth = construction_kit.GetHealth();
2961 g_Game.ObjectDelete( construction_kit );
2962 }
2963
2964 //--- CONSTRUCTION
2965 void DestroyConstruction()
2966 {
2967 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2968 g_Game.ObjectDelete( this );
2969 }
2970
2971 // --- EVENTS
2972 override void EEDelete(EntityAI parent)
2973 {
2974 super.EEDelete(parent);
2975
2976 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2977 {
2978 areaDamage.Destroy();
2979 }
2980
2981 }
2982
2983 override void OnStoreSave( ParamsWriteContext ctx )
2984 {
2985 super.OnStoreSave( ctx );
2986
2987 //sync parts 01
2988 ctx.Write( m_SyncParts01 );
2989 ctx.Write( m_SyncParts02 );
2990 ctx.Write( m_SyncParts03 );
2991
2992 ctx.Write( m_HasBase );
2993 }
2994
2995 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2996 {
2997 if ( !super.OnStoreLoad( ctx, version ) )
2998 return false;
2999
3000 //--- Base building data ---
3001 //Restore synced parts data
3002 if ( !ctx.Read( m_SyncParts01 ) )
3003 {
3004 m_SyncParts01 = 0; //set default
3005 return false;
3006 }
3007 if ( !ctx.Read( m_SyncParts02 ) )
3008 {
3009 m_SyncParts02 = 0; //set default
3010 return false;
3011 }
3012 if ( !ctx.Read( m_SyncParts03 ) )
3013 {
3014 m_SyncParts03 = 0; //set default
3015 return false;
3016 }
3017
3018 //has base
3019 if ( !ctx.Read( m_HasBase ) )
3020 {
3021 m_HasBase = false;
3022 return false;
3023 }
3024 //---
3025
3026 return true;
3027 }
3028
3029 override void AfterStoreLoad()
3030 {
3031 super.AfterStoreLoad();
3032
3034 {
3036 }
3037 }
3038
3040 {
3041 //update server data
3043
3044 //set base state
3045 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
3046 SetBaseState( part.IsBuilt() ) ;
3047
3048 //synchronize after load
3050 }
3051
3052 override void OnCreatePhysics()
3053 {
3054 super.OnCreatePhysics();
3055
3056 ConstructionInit();
3058 }
3059
3060 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3061 {
3063 return;
3064
3065 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3066 }
3067
3068 override void EEOnAfterLoad()
3069 {
3071 {
3072 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3073 }
3074
3075 super.EEOnAfterLoad();
3076 }
3077
3078 override void EEItemAttached( EntityAI item, string slot_name )
3079 {
3080 super.EEItemAttached( item, slot_name );
3081
3082 CheckForHybridAttachments( item, slot_name );
3083 UpdateVisuals();
3084 UpdateAttachmentPhysics( slot_name, false );
3085 }
3086
3087 override void EEItemDetached( EntityAI item, string slot_name )
3088 {
3089 super.EEItemDetached( item, slot_name );
3090
3091 UpdateVisuals();
3092 UpdateAttachmentPhysics( slot_name, false );
3093 }
3094
3095 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3096 {
3097 string slot_name = InventorySlots.GetSlotName( slotId );
3098 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3099
3100 UpdateAttachmentVisuals( slot_name, locked );
3101 UpdateAttachmentPhysics( slot_name, locked );
3102 }
3103
3104 //ignore out of reach condition
3105 override bool IgnoreOutOfReachCondition()
3106 {
3107 return true;
3108 }
3109
3110 //CONSTRUCTION EVENTS
3111 //Build
3112 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3113 {
3114 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3115
3116 //check base state
3117 if (construtionPart.IsBase())
3118 {
3119 SetBaseState(true);
3120
3121 //spawn kit
3123 }
3124
3125 //register constructed parts for synchronization
3126 RegisterPartForSync(construtionPart.GetId());
3127
3128 //register action that was performed on part
3129 RegisterActionForSync(construtionPart.GetId(), action_id);
3130
3131 //synchronize
3133
3134 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3135
3136 UpdateNavmesh();
3137
3138 //update visuals
3139 UpdateVisuals();
3140
3141 //reset action sync data
3142 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3143 }
3144
3145 void OnPartBuiltClient(string part_name, int action_id)
3146 {
3147 //play sound
3148 SoundBuildStart( part_name );
3149 }
3150
3151 //Dismantle
3152 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3153 {
3154 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3155 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3156
3157 //register constructed parts for synchronization
3158 UnregisterPartForSync(construtionPart.GetId());
3159
3160 //register action that was performed on part
3161 RegisterActionForSync(construtionPart.GetId(), action_id);
3162
3163 //synchronize
3165
3166 // server part of sync, client will be synced from SetPartsFromSyncData
3167 SetPartFromSyncData(construtionPart);
3168
3169 UpdateNavmesh();
3170
3171 //update visuals
3172 UpdateVisuals();
3173
3174 //reset action sync data
3175 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3176
3177 //check base state
3178 if (construtionPart.IsBase())
3179 {
3180 //Destroy construction
3181 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3182 }
3183 }
3184
3185 void OnPartDismantledClient( string part_name, int action_id )
3186 {
3187 //play sound
3188 SoundDismantleStart( part_name );
3189 }
3190
3191 //Destroy
3192 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3193 {
3194 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3195 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3196
3197 //register constructed parts for synchronization
3198 UnregisterPartForSync(construtionPart.GetId());
3199
3200 //register action that was performed on part
3201 RegisterActionForSync(construtionPart.GetId(), action_id);
3202
3203 //synchronize
3205
3206 // server part of sync, client will be synced from SetPartsFromSyncData
3207 SetPartFromSyncData(construtionPart);
3208
3209 UpdateNavmesh();
3210
3211 //update visuals
3212 UpdateVisuals();
3213
3214 //reset action sync data
3215 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3216
3217 //check base state
3218 if (construtionPart.IsBase())
3219 {
3220 //Destroy construction
3221 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3222 }
3223 }
3224
3225 void OnPartDestroyedClient( string part_name, int action_id )
3226 {
3227 //play sound
3228 SoundDestroyStart( part_name );
3229 }
3230
3231 // --- UPDATE
3232 void InitBaseState()
3233 {
3234 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3235
3236 InitVisuals();
3237 UpdateNavmesh(); //regenerate navmesh
3238 }
3239
3240 void InitVisuals()
3241 {
3242 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3243 //check base
3244 if ( !HasBase() )
3245 {
3246 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3247 }
3248 else
3249 {
3250 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3251 }
3252
3253 GetConstruction().InitVisuals();
3254 }
3255
3256 void UpdateVisuals()
3257 {
3258 array<string> attachmentSlots = new array<string>;
3259
3260 GetAttachmentSlots(this, attachmentSlots);
3261 foreach (string slotName : attachmentSlots)
3262 {
3264 }
3265
3266 //check base
3267 if (!HasBase())
3268 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3269 else
3270 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3271
3272 GetConstruction().UpdateVisuals();
3273 }
3274
3275 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3276 {
3277 string slotNameMounted = slot_name + "_Mounted";
3278 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3279
3280 if (attachment)
3281 {
3282 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3283 if (barbedWire && barbedWire.IsMounted())
3284 CreateAreaDamage(slotNameMounted);
3285 else
3286 DestroyAreaDamage(slotNameMounted);
3287
3288 if (is_locked)
3289 {
3290 SetAnimationPhase(slotNameMounted, 0);
3291 SetAnimationPhase(slot_name, 1);
3292 }
3293 else
3294 {
3295 SetAnimationPhase(slotNameMounted, 1);
3296 SetAnimationPhase(slot_name, 0);
3297 }
3298 }
3299 else
3300 {
3301 SetAnimationPhase(slotNameMounted, 1);
3302 SetAnimationPhase(slot_name, 1);
3303
3304 DestroyAreaDamage(slotNameMounted);
3305 }
3306 }
3307
3308 // avoid calling this function on frequent occasions, it's a massive performance hit
3309 void UpdatePhysics()
3310 {
3312 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3313
3314 array<string> attachmentSlots = new array<string>;
3315 GetAttachmentSlots(this, attachmentSlots);
3316
3318 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3319
3320 foreach (string slotName : attachmentSlots)
3321 {
3323 }
3324
3325 //check base
3326 if (!HasBase())
3327 {
3329 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3330
3331 AddProxyPhysics(ANIMATION_DEPLOYED);
3332 }
3333 else
3334 {
3336 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3337
3338 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3339 }
3340
3341 GetConstruction().UpdatePhysics();
3342 UpdateNavmesh();
3343 }
3344
3345 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3346 {
3347 //checks for invalid appends; hotfix
3348 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3349 return;
3350 //----------------------------------
3351 string slot_name_mounted = slot_name + "_Mounted";
3352 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3353
3354 //remove proxy physics
3355 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3356 RemoveProxyPhysics( slot_name_mounted );
3357 RemoveProxyPhysics( slot_name );
3358
3359 if ( attachment )
3360 {
3361 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3362 if ( is_locked )
3363 {
3364 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3365 AddProxyPhysics( slot_name_mounted );
3366 }
3367 else
3368 {
3369 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3370 AddProxyPhysics( slot_name );
3371 }
3372 }
3373 }
3374
3375 protected void UpdateNavmesh()
3376 {
3377 SetAffectPathgraph( true, false );
3378 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3379 }
3380
3381 override bool CanUseConstruction()
3382 {
3383 return true;
3384 }
3385
3386 override bool CanUseConstructionBuild()
3387 {
3388 return true;
3389 }
3390
3391 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3392 {
3393 if ( attachment )
3394 {
3395 InventoryLocation inventory_location = new InventoryLocation;
3396 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3397
3398 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3399 }
3400
3401 return false;
3402 }
3403
3404 protected bool IsAttachmentSlotLocked( string slot_name )
3405 {
3406 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3407 }
3408
3409 //--- ATTACHMENT SLOTS
3410 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3411 {
3412 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3413 if ( g_Game.ConfigIsExisting( config_path ) )
3414 {
3415 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3416 }
3417 }
3418
3419 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3420 {
3421 return true;
3422 }
3423
3424 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3425 {
3426 return true;
3427 }
3428
3429 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3430 {
3431 return true;
3432 }
3433
3434 // --- INIT
3436 {
3437 m_Construction = new Construction(this);
3438 return m_Construction;
3439 }
3440
3442 {
3443 return m_Construction;
3444 }
3445
3447 {
3448 return Construction.Cast(m_Construction);
3449 }
3450
3452 {
3453 int attachment_count = GetInventory().AttachmentCount();
3454 if ( attachment_count > 0 )
3455 {
3456 if ( HasBase() && attachment_count == 1 )
3457 {
3458 return false;
3459 }
3460
3461 return true;
3462 }
3463
3464 return false;
3465 }
3466
3467 override bool ShowZonesHealth()
3468 {
3469 return true;
3470 }
3471
3472 override bool IsTakeable()
3473 {
3474 return false;
3475 }
3476
3477 //this into/outo parent.Cargo
3478 override bool CanPutInCargo( EntityAI parent )
3479 {
3480 return false;
3481 }
3482
3483 override bool CanRemoveFromCargo( EntityAI parent )
3484 {
3485 return false;
3486 }
3487
3488 //hands
3489 override bool CanPutIntoHands( EntityAI parent )
3490 {
3491 return false;
3492 }
3493
3494 //--- ACTION CONDITIONS
3495 //direction
3496 override bool IsFacingPlayer( PlayerBase player, string selection )
3497 {
3498 return true;
3499 }
3500
3501 override bool IsPlayerInside( PlayerBase player, string selection )
3502 {
3503 return true;
3504 }
3505
3508 {
3509 return false;
3510 }
3511
3512 //roof check
3513 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3514 {
3515 return false;
3516 }
3517
3518 //selection->player distance check
3519 bool HasProperDistance( string selection, PlayerBase player )
3520 {
3521 return true;
3522 }
3523
3524 //folding
3526 {
3527 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3528 {
3529 return false;
3530 }
3531
3532 return true;
3533 }
3534
3536 {
3539
3540 return item;
3541 }
3542
3543 //Damage triggers (barbed wire)
3544 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3545 {
3546 if ( g_Game && g_Game.IsServer() )
3547 {
3548 //destroy area damage if some already exists
3549 DestroyAreaDamage( slot_name );
3550
3551 //create new area damage
3553 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3554
3555 vector min_max[2];
3556 if ( MemoryPointExists( slot_name + "_min" ) )
3557 {
3558 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3559 }
3560 if ( MemoryPointExists( slot_name + "_max" ) )
3561 {
3562 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3563 }
3564
3565 //get proper trigger extents (min<max)
3566 vector extents[2];
3567 GetConstruction().GetTriggerExtents( min_max, extents );
3568
3569 //get box center
3570 vector center;
3571 center = GetConstruction().GetBoxCenter( min_max );
3572 center = ModelToWorld( center );
3573
3574 //rotate center if needed
3576 CalcDamageAreaRotation( rotation_angle, center, orientation );
3577
3578 areaDamage.SetExtents( extents[0], extents[1] );
3579 areaDamage.SetAreaPosition( center );
3580 areaDamage.SetAreaOrientation( orientation );
3581 areaDamage.SetLoopInterval( 1.0 );
3582 areaDamage.SetDeferDuration( 0.2 );
3583 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3584 areaDamage.SetAmmoName( "BarbedWireHit" );
3585 areaDamage.Spawn();
3586
3587 m_DamageTriggers.Insert( slot_name, areaDamage );
3588 }
3589 }
3590
3591 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3592 {
3593 if ( angle_deg != 0 )
3594 {
3595 //orientation
3596 orientation[0] = orientation[0] - angle_deg;
3597
3598 //center
3599 vector rotate_axis;
3600 if ( MemoryPointExists( "rotate_axis" ) )
3601 {
3602 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3603 }
3604 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];
3605 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];
3606 center[0] = r_center_x;
3607 center[2] = r_center_z;
3608 }
3609 }
3610
3611 void DestroyAreaDamage( string slot_name )
3612 {
3613 if (g_Game && g_Game.IsServer())
3614 {
3616 if (m_DamageTriggers.Find(slot_name, areaDamage))
3617 {
3618 if (areaDamage)
3619 {
3620 areaDamage.Destroy();
3621 }
3622
3623 m_DamageTriggers.Remove( slot_name );
3624 }
3625 }
3626 }
3627
3628 override bool IsIgnoredByConstruction()
3629 {
3630 return true;
3631 }
3632
3633 //================================================================
3634 // SOUNDS
3635 //================================================================
3636 protected void SoundBuildStart( string part_name )
3637 {
3638 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3639 }
3640
3641 protected void SoundDismantleStart( string part_name )
3642 {
3643 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3644 }
3645
3646 protected void SoundDestroyStart( string part_name )
3647 {
3648 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3649 }
3650
3651 protected string GetBuildSoundByMaterial( string part_name )
3652 {
3653 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3654
3655 switch ( material_type )
3656 {
3657 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3658 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3659 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3660 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3661 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3662 }
3663
3664 return "";
3665 }
3666
3667 protected string GetDismantleSoundByMaterial( string part_name )
3668 {
3669 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3670
3671 switch ( material_type )
3672 {
3673 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3674 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3675 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3676 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3677 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3678 }
3679
3680 return "";
3681 }
3682
3683 //misc
3684 void CheckForHybridAttachments( EntityAI item, string slot_name )
3685 {
3686 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3687 {
3688 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3689 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3690 {
3691 SetHealth(slot_name,"Health",item.GetHealth());
3692 }
3693 }
3694 }
3695
3696 override int GetDamageSystemVersionChange()
3697 {
3698 return 111;
3699 }
3700
3701 override void SetActions()
3702 {
3703 super.SetActions();
3704
3708 }
3709
3710 protected void DestroyConstructedParts()
3711 {
3712 Construction construction = GetConstruction();
3713 if (!construction)
3714 return;
3715
3716 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3717 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3718 {
3719 ConstructionPart part = constructionParts.GetElement(i);
3720 if (part && part.IsBuilt() && !part.IsUtilityPart())
3721 {
3722 construction.DestroyPartServer(null, part.GetPartName(), -1);
3723 }
3724 }
3725 }
3726
3727 protected void HandleFallingForConstructedParts()
3728 {
3729 Construction construction = GetConstruction();
3730 if (!construction)
3731 return;
3732
3733 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3734 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3735 {
3736 ConstructionPart part = constructionParts.GetElement(i);
3737 if (part && part.IsBuilt() && !part.IsUtilityPart())
3738 {
3739 construction.HandleEntityFalling(part.GetPartName());
3740 }
3741 }
3742 }
3743
3745 override void OnItemFallRebuilding()
3746 {
3747 if (!g_Game.IsServer())
3748 return;
3749
3752
3753 if (DestroyOnFall())
3754 {
3756 {
3758 }
3759 else
3760 {
3762 {
3764 }
3765 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3766 }
3767 }
3768 }
3769
3771 {
3772 if (HasAnyAttachmentsOrCargo())
3773 {
3775 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3776 }
3777 }
3778
3779 //================================================================
3780 // DEBUG
3781 //================================================================
3782
3785 {
3786 return null;
3787 }
3788
3789 override void OnDebugSpawn()
3790 {
3791 FullyBuild();
3792 }
3793
3794 void FullyBuild()
3795 {
3797 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3798
3799 Man p;
3800
3801 #ifdef SERVER
3802 array<Man> players = new array<Man>;
3803 g_Game.GetWorld().GetPlayerList(players);
3804 if (players.Count())
3805 p = players[0];
3806 #else
3807 p = g_Game.GetPlayer();
3808 #endif
3809
3810 foreach (ConstructionPart part : parts)
3811 {
3812 bool excluded = false;
3813 string partName = part.GetPartName();
3814 if (excludes)
3815 {
3816 foreach (string exclude : excludes)
3817 {
3818 if (partName.Contains(exclude))
3819 {
3820 excluded = true;
3821 break;
3822 }
3823 }
3824 }
3825
3826 if (!excluded)
3827 {
3828 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3829 }
3830 }
3831
3832 GetConstruction().UpdateVisuals();
3833 }
3834
3836 //Deprecated code playpen//
3838 [Obsolete("handled in the Construction component directly")]
3839 protected void HandleItemFalling(ConstructionPart part)
3840 {
3841 }
3842
3843 [Obsolete("handled in the Construction component directly")]
3844 protected void ItemFall(vector min, vector max)
3845 {
3846 }
3847
3848 [Obsolete("obsolete debug method")]
3849 protected void DebugCustomState()
3850 {
3851 }
3852}
3853
3854void bsbDebugPrint (string s)
3855{
3856#ifdef BSB_DEBUG
3857 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3858#else
3859 //Print("" + s); // comment/uncomment to hide/see debug logs
3860#endif
3861}
3862void bsbDebugSpam (string s)
3863{
3864#ifdef BSB_DEBUG_SPAM
3865 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3866#else
3867 //Print("" + s); // comment/uncomment to hide/see debug logs
3868#endif
3869}
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