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

◆ DestroyConstructionKit()

void bsbDebugPrint::DestroyConstructionKit ( ItemBase construction_kit)
protected

См. определение в файле BaseBuildingBase.c строка 1683

1685{
1686 const string ANIMATION_DEPLOYED = "Deployed";
1687
1688 float m_ConstructionKitHealth; //stored health value for used construction kit
1689
1690 bool m_HasBase;
1691 //variables for synchronization of base building parts (2x31 is the current limit)
1692 int m_SyncParts01; //synchronization for already built parts (31 parts)
1693 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1694 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1695 int m_InteractedPartId; //construction part id that an action was performed on
1696 int m_PerformedActionId; //action id that was performed on a construction part
1697 protected ref ConstructionBasic m_Construction;
1698
1699 //Sounds
1700 //build
1701 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1702 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1703 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1704 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1705 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1706 //dismantle
1707 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1708 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1709 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1710 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1711 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1712
1713 protected EffectSound m_Sound;
1714
1718
1719 // Constructor
1720 void BaseBuildingBase()
1721 {
1723
1724 //synchronized variables
1725 RegisterNetSyncVariableInt( "m_SyncParts01" );
1726 RegisterNetSyncVariableInt( "m_SyncParts02" );
1727 RegisterNetSyncVariableInt( "m_SyncParts03" );
1728 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1729 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1730 RegisterNetSyncVariableBool( "m_HasBase" );
1731
1732 //Construction init
1733 ConstructionInit();
1734
1735 if (ConfigIsExisting("hybridAttachments"))
1736 {
1738 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1739 }
1740 if (ConfigIsExisting("mountables"))
1741 {
1743 ConfigGetTextArray("mountables", m_Mountables);
1744 }
1745
1746 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1747 SetAllowDamage(true);
1748 }
1749
1750 override string GetInvulnerabilityTypeString()
1751 {
1752 return "disableBaseDamage";
1753 }
1754
1755 override bool CanObstruct()
1756 {
1757 return true;
1758 }
1759
1760 override int GetHideIconMask()
1761 {
1762 return EInventoryIconVisibility.HIDE_VICINITY;
1763 }
1764
1765 override void InitItemSounds()
1766 {
1767 super.InitItemSounds();
1768
1770 SoundParameters params = new SoundParameters();
1771 params.m_Loop = true;
1772
1773 if (GetFoldSoundset() != string.Empty)
1774 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1775 if (GetLoopFoldSoundset() != string.Empty)
1776 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1777 }
1778
1779 override string GetFoldSoundset()
1780 {
1781 return "putDown_FenceKit_SoundSet";
1782 }
1783
1784 override string GetLoopFoldSoundset()
1785 {
1786 return "Shelter_Site_Build_Loop_SoundSet";
1787 }
1788
1789 // --- SYNCHRONIZATION
1791 {
1792 if ( g_Game.IsServer() )
1793 {
1794 SetSynchDirty();
1795 }
1796 }
1797
1798 override void OnVariablesSynchronized()
1799 {
1800 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1801 super.OnVariablesSynchronized();
1802
1803 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1804 }
1805
1806 protected void OnSynchronizedClient()
1807 {
1808 //update parts
1810
1811 //update action on part
1813
1814 //update visuals (client)
1815 UpdateVisuals();
1816 }
1817
1818 //parts synchronization
1819 void RegisterPartForSync( int part_id )
1820 {
1821 //part_id must starts from index = 1
1822 int offset;
1823 int mask;
1824
1825 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1826 {
1827 offset = part_id - 1;
1828 mask = 1 << offset;
1829
1830 m_SyncParts01 = m_SyncParts01 | mask;
1831 }
1832 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1833 {
1834 offset = ( part_id % 32 );
1835 mask = 1 << offset;
1836
1837 m_SyncParts02 = m_SyncParts02 | mask;
1838 }
1839 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1840 {
1841 offset = ( part_id % 63 );
1842 mask = 1 << offset;
1843
1844 m_SyncParts03 = m_SyncParts03 | mask;
1845 }
1846 }
1847
1848 void UnregisterPartForSync( int part_id )
1849 {
1850 //part_id must starts from index = 1
1851 int offset;
1852 int mask;
1853
1854 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1855 {
1856 offset = part_id - 1;
1857 mask = 1 << offset;
1858
1859 m_SyncParts01 = m_SyncParts01 & ~mask;
1860 }
1861 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1862 {
1863 offset = ( part_id % 32 );
1864 mask = 1 << offset;
1865
1866 m_SyncParts02 = m_SyncParts02 & ~mask;
1867 }
1868 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1869 {
1870 offset = ( part_id % 63 );
1871 mask = 1 << offset;
1872
1873 m_SyncParts03 = m_SyncParts03 & ~mask;
1874 }
1875 }
1876
1877 bool IsPartBuildInSyncData( int part_id )
1878 {
1879 //part_id must starts from index = 1
1880 int offset;
1881 int mask;
1882
1883 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1884 {
1885 offset = part_id - 1;
1886 mask = 1 << offset;
1887
1888 if ( ( m_SyncParts01 & mask ) > 0 )
1889 {
1890 return true;
1891 }
1892 }
1893 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1894 {
1895 offset = ( part_id % 32 );
1896 mask = 1 << offset;
1897
1898 if ( ( m_SyncParts02 & mask ) > 0 )
1899 {
1900 return true;
1901 }
1902 }
1903 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1904 {
1905 offset = ( part_id % 63 );
1906 mask = 1 << offset;
1907
1908 if ( ( m_SyncParts03 & mask ) > 0 )
1909 {
1910 return true;
1911 }
1912 }
1913
1914 return false;
1915 }
1916
1917 protected void RegisterActionForSync( int part_id, int action_id )
1918 {
1919 m_InteractedPartId = part_id;
1920 m_PerformedActionId = action_id;
1921 }
1922
1923 protected void ResetActionSyncData()
1924 {
1925 //reset data
1926 m_InteractedPartId = -1;
1928 }
1929
1930 protected void SetActionFromSyncData()
1931 {
1932 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1933 {
1935 int build_action_id = m_PerformedActionId;
1936
1937 switch( build_action_id )
1938 {
1939 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1940 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1941 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1942 }
1943 }
1944 }
1945 //------
1946
1948 {
1949 string key = part.GetPartName();
1950 bool is_base = part.IsBase();
1951 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1952 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1953 if ( is_part_built_sync )
1954 {
1955 if ( !part.IsBuilt() )
1956 {
1957 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1958 GetConstruction().AddToConstructedParts( key );
1959 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1960
1961 if (is_base)
1962 {
1964 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1965 }
1966 }
1967 }
1968 else
1969 {
1970 if ( part.IsBuilt() )
1971 {
1972 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1973 GetConstruction().RemoveFromConstructedParts( key );
1974 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1975
1976 if (is_base)
1977 {
1979 AddProxyPhysics( ANIMATION_DEPLOYED );
1980 }
1981 }
1982 }
1983
1984 //check slot lock for material attachments
1985 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1986 }
1987
1988 //set construction parts based on synchronized data
1990 {
1991 Construction construction = GetConstruction();
1992 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1993
1994 for ( int i = 0; i < construction_parts.Count(); ++i )
1995 {
1996 string key = construction_parts.GetKey( i );
1997 ConstructionPart value = construction_parts.Get( key );
1998 SetPartFromSyncData(value);
1999 }
2000
2001 //regenerate navmesh
2002 UpdateNavmesh();
2003 }
2004
2005 protected ConstructionPart GetConstructionPartById( int id )
2006 {
2007 Construction construction = GetConstruction();
2008 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2009
2010 for ( int i = 0; i < construction_parts.Count(); ++i )
2011 {
2012 string key = construction_parts.GetKey( i );
2013 ConstructionPart value = construction_parts.Get( key );
2014
2015 if ( value.GetId() == id )
2016 {
2017 return value;
2018 }
2019 }
2020
2021 return NULL;
2022 }
2023 //
2024
2025 //Base
2026 bool HasBase()
2027 {
2028 return m_HasBase;
2029 }
2030
2031 void SetBaseState( bool has_base )
2032 {
2033 m_HasBase = has_base;
2034 }
2035
2036 override bool IsDeployable()
2037 {
2038 return true;
2039 }
2040
2041 bool IsOpened()
2042 {
2043 return false;
2044 }
2045
2046 //--- CONSTRUCTION KIT
2048 {
2049 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2050 if ( m_ConstructionKitHealth > 0 )
2051 {
2052 construction_kit.SetHealth( m_ConstructionKitHealth );
2053 }
2054
2055 return construction_kit;
2056 }
2057
2058 void CreateConstructionKitInHands(notnull PlayerBase player)
2059 {
2060 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2061 if ( m_ConstructionKitHealth > 0 )
2062 {
2063 construction_kit.SetHealth( m_ConstructionKitHealth );
2064 }
2065 }
2066
2067 protected vector GetKitSpawnPosition()
2068 {
2069 return GetPosition();
2070 }
2071
2072 protected string GetConstructionKitType()
2073 {
2074 return "";
2075 }
2076
2077 void DestroyConstructionKit( ItemBase construction_kit )
2078 {
2079 m_ConstructionKitHealth = construction_kit.GetHealth();
2080 g_Game.ObjectDelete( construction_kit );
2081 }
2082
2083 //--- CONSTRUCTION
2084 void DestroyConstruction()
2085 {
2086 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2087 g_Game.ObjectDelete( this );
2088 }
2089
2090 // --- EVENTS
2091 override void EEDelete(EntityAI parent)
2092 {
2093 super.EEDelete(parent);
2094
2095 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2096 {
2097 areaDamage.Destroy();
2098 }
2099
2100 }
2101
2102 override void OnStoreSave( ParamsWriteContext ctx )
2103 {
2104 super.OnStoreSave( ctx );
2105
2106 //sync parts 01
2107 ctx.Write( m_SyncParts01 );
2108 ctx.Write( m_SyncParts02 );
2109 ctx.Write( m_SyncParts03 );
2110
2111 ctx.Write( m_HasBase );
2112 }
2113
2114 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2115 {
2116 if ( !super.OnStoreLoad( ctx, version ) )
2117 return false;
2118
2119 //--- Base building data ---
2120 //Restore synced parts data
2121 if ( !ctx.Read( m_SyncParts01 ) )
2122 {
2123 m_SyncParts01 = 0; //set default
2124 return false;
2125 }
2126 if ( !ctx.Read( m_SyncParts02 ) )
2127 {
2128 m_SyncParts02 = 0; //set default
2129 return false;
2130 }
2131 if ( !ctx.Read( m_SyncParts03 ) )
2132 {
2133 m_SyncParts03 = 0; //set default
2134 return false;
2135 }
2136
2137 //has base
2138 if ( !ctx.Read( m_HasBase ) )
2139 {
2140 m_HasBase = false;
2141 return false;
2142 }
2143 //---
2144
2145 return true;
2146 }
2147
2148 override void AfterStoreLoad()
2149 {
2150 super.AfterStoreLoad();
2151
2153 {
2155 }
2156 }
2157
2159 {
2160 //update server data
2162
2163 //set base state
2164 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2165 SetBaseState( part.IsBuilt() ) ;
2166
2167 //synchronize after load
2169 }
2170
2171 override void OnCreatePhysics()
2172 {
2173 super.OnCreatePhysics();
2174
2175 ConstructionInit();
2177 }
2178
2179 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2180 {
2182 return;
2183
2184 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2185 }
2186
2187 override void EEOnAfterLoad()
2188 {
2190 {
2191 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2192 }
2193
2194 super.EEOnAfterLoad();
2195 }
2196
2197 override void EEItemAttached( EntityAI item, string slot_name )
2198 {
2199 super.EEItemAttached( item, slot_name );
2200
2201 CheckForHybridAttachments( item, slot_name );
2202 UpdateVisuals();
2203 UpdateAttachmentPhysics( slot_name, false );
2204 }
2205
2206 override void EEItemDetached( EntityAI item, string slot_name )
2207 {
2208 super.EEItemDetached( item, slot_name );
2209
2210 UpdateVisuals();
2211 UpdateAttachmentPhysics( slot_name, false );
2212 }
2213
2214 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2215 {
2216 string slot_name = InventorySlots.GetSlotName( slotId );
2217 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2218
2219 UpdateAttachmentVisuals( slot_name, locked );
2220 UpdateAttachmentPhysics( slot_name, locked );
2221 }
2222
2223 //ignore out of reach condition
2224 override bool IgnoreOutOfReachCondition()
2225 {
2226 return true;
2227 }
2228
2229 //CONSTRUCTION EVENTS
2230 //Build
2231 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2232 {
2233 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2234
2235 //check base state
2236 if (construtionPart.IsBase())
2237 {
2238 SetBaseState(true);
2239
2240 //spawn kit
2242 }
2243
2244 //register constructed parts for synchronization
2245 RegisterPartForSync(construtionPart.GetId());
2246
2247 //register action that was performed on part
2248 RegisterActionForSync(construtionPart.GetId(), action_id);
2249
2250 //synchronize
2252
2253 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2254
2255 UpdateNavmesh();
2256
2257 //update visuals
2258 UpdateVisuals();
2259
2260 //reset action sync data
2261 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2262 }
2263
2264 void OnPartBuiltClient(string part_name, int action_id)
2265 {
2266 //play sound
2267 SoundBuildStart( part_name );
2268 }
2269
2270 //Dismantle
2271 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2272 {
2273 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2274 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2275
2276 //register constructed parts for synchronization
2277 UnregisterPartForSync(construtionPart.GetId());
2278
2279 //register action that was performed on part
2280 RegisterActionForSync(construtionPart.GetId(), action_id);
2281
2282 //synchronize
2284
2285 // server part of sync, client will be synced from SetPartsFromSyncData
2286 SetPartFromSyncData(construtionPart);
2287
2288 UpdateNavmesh();
2289
2290 //update visuals
2291 UpdateVisuals();
2292
2293 //reset action sync data
2294 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2295
2296 //check base state
2297 if (construtionPart.IsBase())
2298 {
2299 //Destroy construction
2300 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2301 }
2302 }
2303
2304 void OnPartDismantledClient( string part_name, int action_id )
2305 {
2306 //play sound
2307 SoundDismantleStart( part_name );
2308 }
2309
2310 //Destroy
2311 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2312 {
2313 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2314 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2315
2316 //register constructed parts for synchronization
2317 UnregisterPartForSync(construtionPart.GetId());
2318
2319 //register action that was performed on part
2320 RegisterActionForSync(construtionPart.GetId(), action_id);
2321
2322 //synchronize
2324
2325 // server part of sync, client will be synced from SetPartsFromSyncData
2326 SetPartFromSyncData(construtionPart);
2327
2328 UpdateNavmesh();
2329
2330 //update visuals
2331 UpdateVisuals();
2332
2333 //reset action sync data
2334 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2335
2336 //check base state
2337 if (construtionPart.IsBase())
2338 {
2339 //Destroy construction
2340 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2341 }
2342 }
2343
2344 void OnPartDestroyedClient( string part_name, int action_id )
2345 {
2346 //play sound
2347 SoundDestroyStart( part_name );
2348 }
2349
2350 // --- UPDATE
2351 void InitBaseState()
2352 {
2353 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2354
2355 InitVisuals();
2356 UpdateNavmesh(); //regenerate navmesh
2357 }
2358
2359 void InitVisuals()
2360 {
2361 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2362 //check base
2363 if ( !HasBase() )
2364 {
2365 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2366 }
2367 else
2368 {
2369 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2370 }
2371
2372 GetConstruction().InitVisuals();
2373 }
2374
2375 void UpdateVisuals()
2376 {
2377 array<string> attachmentSlots = new array<string>;
2378
2379 GetAttachmentSlots(this, attachmentSlots);
2380 foreach (string slotName : attachmentSlots)
2381 {
2383 }
2384
2385 //check base
2386 if (!HasBase())
2387 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2388 else
2389 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2390
2391 GetConstruction().UpdateVisuals();
2392 }
2393
2394 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2395 {
2396 string slotNameMounted = slot_name + "_Mounted";
2397 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2398
2399 if (attachment)
2400 {
2401 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2402 if (barbedWire && barbedWire.IsMounted())
2403 CreateAreaDamage(slotNameMounted);
2404 else
2405 DestroyAreaDamage(slotNameMounted);
2406
2407 if (is_locked)
2408 {
2409 SetAnimationPhase(slotNameMounted, 0);
2410 SetAnimationPhase(slot_name, 1);
2411 }
2412 else
2413 {
2414 SetAnimationPhase(slotNameMounted, 1);
2415 SetAnimationPhase(slot_name, 0);
2416 }
2417 }
2418 else
2419 {
2420 SetAnimationPhase(slotNameMounted, 1);
2421 SetAnimationPhase(slot_name, 1);
2422
2423 DestroyAreaDamage(slotNameMounted);
2424 }
2425 }
2426
2427 // avoid calling this function on frequent occasions, it's a massive performance hit
2428 void UpdatePhysics()
2429 {
2431 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2432
2433 array<string> attachmentSlots = new array<string>;
2434 GetAttachmentSlots(this, attachmentSlots);
2435
2437 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2438
2439 foreach (string slotName : attachmentSlots)
2440 {
2442 }
2443
2444 //check base
2445 if (!HasBase())
2446 {
2448 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2449
2450 AddProxyPhysics(ANIMATION_DEPLOYED);
2451 }
2452 else
2453 {
2455 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2456
2457 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2458 }
2459
2460 GetConstruction().UpdatePhysics();
2461 UpdateNavmesh();
2462 }
2463
2464 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2465 {
2466 //checks for invalid appends; hotfix
2467 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2468 return;
2469 //----------------------------------
2470 string slot_name_mounted = slot_name + "_Mounted";
2471 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2472
2473 //remove proxy physics
2474 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2475 RemoveProxyPhysics( slot_name_mounted );
2476 RemoveProxyPhysics( slot_name );
2477
2478 if ( attachment )
2479 {
2480 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2481 if ( is_locked )
2482 {
2483 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2484 AddProxyPhysics( slot_name_mounted );
2485 }
2486 else
2487 {
2488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2489 AddProxyPhysics( slot_name );
2490 }
2491 }
2492 }
2493
2494 protected void UpdateNavmesh()
2495 {
2496 SetAffectPathgraph( true, false );
2497 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2498 }
2499
2500 override bool CanUseConstruction()
2501 {
2502 return true;
2503 }
2504
2505 override bool CanUseConstructionBuild()
2506 {
2507 return true;
2508 }
2509
2510 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2511 {
2512 if ( attachment )
2513 {
2514 InventoryLocation inventory_location = new InventoryLocation;
2515 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2516
2517 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2518 }
2519
2520 return false;
2521 }
2522
2523 protected bool IsAttachmentSlotLocked( string slot_name )
2524 {
2525 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2526 }
2527
2528 //--- ATTACHMENT SLOTS
2529 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2530 {
2531 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2532 if ( g_Game.ConfigIsExisting( config_path ) )
2533 {
2534 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2535 }
2536 }
2537
2538 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2539 {
2540 return true;
2541 }
2542
2543 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2544 {
2545 return true;
2546 }
2547
2548 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2549 {
2550 return true;
2551 }
2552
2553 // --- INIT
2555 {
2556 m_Construction = new Construction(this);
2557 return m_Construction;
2558 }
2559
2561 {
2562 return m_Construction;
2563 }
2564
2566 {
2567 return Construction.Cast(m_Construction);
2568 }
2569
2571 {
2572 int attachment_count = GetInventory().AttachmentCount();
2573 if ( attachment_count > 0 )
2574 {
2575 if ( HasBase() && attachment_count == 1 )
2576 {
2577 return false;
2578 }
2579
2580 return true;
2581 }
2582
2583 return false;
2584 }
2585
2586 override bool ShowZonesHealth()
2587 {
2588 return true;
2589 }
2590
2591 override bool IsTakeable()
2592 {
2593 return false;
2594 }
2595
2596 //this into/outo parent.Cargo
2597 override bool CanPutInCargo( EntityAI parent )
2598 {
2599 return false;
2600 }
2601
2602 override bool CanRemoveFromCargo( EntityAI parent )
2603 {
2604 return false;
2605 }
2606
2607 //hands
2608 override bool CanPutIntoHands( EntityAI parent )
2609 {
2610 return false;
2611 }
2612
2613 //--- ACTION CONDITIONS
2614 //direction
2615 override bool IsFacingPlayer( PlayerBase player, string selection )
2616 {
2617 return true;
2618 }
2619
2620 override bool IsPlayerInside( PlayerBase player, string selection )
2621 {
2622 return true;
2623 }
2624
2627 {
2628 return false;
2629 }
2630
2631 //roof check
2632 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2633 {
2634 return false;
2635 }
2636
2637 //selection->player distance check
2638 bool HasProperDistance( string selection, PlayerBase player )
2639 {
2640 return true;
2641 }
2642
2643 //folding
2645 {
2646 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2647 {
2648 return false;
2649 }
2650
2651 return true;
2652 }
2653
2655 {
2658
2659 return item;
2660 }
2661
2662 //Damage triggers (barbed wire)
2663 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2664 {
2665 if ( g_Game && g_Game.IsServer() )
2666 {
2667 //destroy area damage if some already exists
2668 DestroyAreaDamage( slot_name );
2669
2670 //create new area damage
2672 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2673
2674 vector min_max[2];
2675 if ( MemoryPointExists( slot_name + "_min" ) )
2676 {
2677 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2678 }
2679 if ( MemoryPointExists( slot_name + "_max" ) )
2680 {
2681 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2682 }
2683
2684 //get proper trigger extents (min<max)
2685 vector extents[2];
2686 GetConstruction().GetTriggerExtents( min_max, extents );
2687
2688 //get box center
2689 vector center;
2690 center = GetConstruction().GetBoxCenter( min_max );
2691 center = ModelToWorld( center );
2692
2693 //rotate center if needed
2695 CalcDamageAreaRotation( rotation_angle, center, orientation );
2696
2697 areaDamage.SetExtents( extents[0], extents[1] );
2698 areaDamage.SetAreaPosition( center );
2699 areaDamage.SetAreaOrientation( orientation );
2700 areaDamage.SetLoopInterval( 1.0 );
2701 areaDamage.SetDeferDuration( 0.2 );
2702 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2703 areaDamage.SetAmmoName( "BarbedWireHit" );
2704 areaDamage.Spawn();
2705
2706 m_DamageTriggers.Insert( slot_name, areaDamage );
2707 }
2708 }
2709
2710 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2711 {
2712 if ( angle_deg != 0 )
2713 {
2714 //orientation
2715 orientation[0] = orientation[0] - angle_deg;
2716
2717 //center
2718 vector rotate_axis;
2719 if ( MemoryPointExists( "rotate_axis" ) )
2720 {
2721 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2722 }
2723 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];
2724 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];
2725 center[0] = r_center_x;
2726 center[2] = r_center_z;
2727 }
2728 }
2729
2730 void DestroyAreaDamage( string slot_name )
2731 {
2732 if (g_Game && g_Game.IsServer())
2733 {
2735 if (m_DamageTriggers.Find(slot_name, areaDamage))
2736 {
2737 if (areaDamage)
2738 {
2739 areaDamage.Destroy();
2740 }
2741
2742 m_DamageTriggers.Remove( slot_name );
2743 }
2744 }
2745 }
2746
2747 override bool IsIgnoredByConstruction()
2748 {
2749 return true;
2750 }
2751
2752 //================================================================
2753 // SOUNDS
2754 //================================================================
2755 protected void SoundBuildStart( string part_name )
2756 {
2757 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2758 }
2759
2760 protected void SoundDismantleStart( string part_name )
2761 {
2762 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2763 }
2764
2765 protected void SoundDestroyStart( string part_name )
2766 {
2767 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2768 }
2769
2770 protected string GetBuildSoundByMaterial( string part_name )
2771 {
2772 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2773
2774 switch ( material_type )
2775 {
2776 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2777 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2778 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2779 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2780 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2781 }
2782
2783 return "";
2784 }
2785
2786 protected string GetDismantleSoundByMaterial( string part_name )
2787 {
2788 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2789
2790 switch ( material_type )
2791 {
2792 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2793 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2794 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2795 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2796 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2797 }
2798
2799 return "";
2800 }
2801
2802 //misc
2803 void CheckForHybridAttachments( EntityAI item, string slot_name )
2804 {
2805 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2806 {
2807 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2808 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2809 {
2810 SetHealth(slot_name,"Health",item.GetHealth());
2811 }
2812 }
2813 }
2814
2815 override int GetDamageSystemVersionChange()
2816 {
2817 return 111;
2818 }
2819
2820 override void SetActions()
2821 {
2822 super.SetActions();
2823
2827 }
2828
2829 protected void DestroyConstructedParts()
2830 {
2831 Construction construction = GetConstruction();
2832 if (!construction)
2833 return;
2834
2835 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2836 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2837 {
2838 ConstructionPart part = constructionParts.GetElement(i);
2839 if (part && part.IsBuilt() && !part.IsUtilityPart())
2840 {
2841 construction.DestroyPartServer(null, part.GetPartName(), -1);
2842 }
2843 }
2844 }
2845
2846 protected void HandleFallingForConstructedParts()
2847 {
2848 Construction construction = GetConstruction();
2849 if (!construction)
2850 return;
2851
2852 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2853 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2854 {
2855 ConstructionPart part = constructionParts.GetElement(i);
2856 if (part && part.IsBuilt() && !part.IsUtilityPart())
2857 {
2858 construction.HandleEntityFalling(part.GetPartName());
2859 }
2860 }
2861 }
2862
2864 override void OnItemFallRebuilding()
2865 {
2866 if (!g_Game.IsServer())
2867 return;
2868
2871
2872 if (DestroyOnFall())
2873 {
2875 {
2877 }
2878 else
2879 {
2881 {
2883 }
2884 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2885 }
2886 }
2887 }
2888
2890 {
2891 if (HasAnyAttachmentsOrCargo())
2892 {
2894 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2895 }
2896 }
2897
2898 //================================================================
2899 // DEBUG
2900 //================================================================
2901
2904 {
2905 return null;
2906 }
2907
2908 override void OnDebugSpawn()
2909 {
2910 FullyBuild();
2911 }
2912
2913 void FullyBuild()
2914 {
2916 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2917
2918 Man p;
2919
2920 #ifdef SERVER
2921 array<Man> players = new array<Man>;
2922 g_Game.GetWorld().GetPlayerList(players);
2923 if (players.Count())
2924 p = players[0];
2925 #else
2926 p = g_Game.GetPlayer();
2927 #endif
2928
2929 foreach (ConstructionPart part : parts)
2930 {
2931 bool excluded = false;
2932 string partName = part.GetPartName();
2933 if (excludes)
2934 {
2935 foreach (string exclude : excludes)
2936 {
2937 if (partName.Contains(exclude))
2938 {
2939 excluded = true;
2940 break;
2941 }
2942 }
2943 }
2944
2945 if (!excluded)
2946 {
2947 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2948 }
2949 }
2950
2951 GetConstruction().UpdateVisuals();
2952 }
2953
2955 //Deprecated code playpen//
2957 [Obsolete("handled in the Construction component directly")]
2958 protected void HandleItemFalling(ConstructionPart part)
2959 {
2960 }
2961
2962 [Obsolete("handled in the Construction component directly")]
2963 protected void ItemFall(vector min, vector max)
2964 {
2965 }
2966
2967 [Obsolete("obsolete debug method")]
2968 protected void DebugCustomState()
2969 {
2970 }
2971}
2972
2973void bsbDebugPrint (string s)
2974{
2975#ifdef BSB_DEBUG
2976 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2977#else
2978 //Print("" + s); // comment/uncomment to hide/see debug logs
2979#endif
2980}
2981void bsbDebugSpam (string s)
2982{
2983#ifdef BSB_DEBUG_SPAM
2984 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2985#else
2986 //Print("" + s); // comment/uncomment to hide/see debug logs
2987#endif
2988}
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