DayZ 1.30
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◆ CreateConstructionKitInHands()

void bsbDebugPrint::CreateConstructionKitInHands ( notnull PlayerBase player)
protected

См. определение в файле BaseBuildingBase.c строка 1664

1666{
1667 const string ANIMATION_DEPLOYED = "Deployed";
1668
1669 float m_ConstructionKitHealth; //stored health value for used construction kit
1670
1671 bool m_HasBase;
1672 //variables for synchronization of base building parts (2x31 is the current limit)
1673 int m_SyncParts01; //synchronization for already built parts (31 parts)
1674 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1675 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1676 int m_InteractedPartId; //construction part id that an action was performed on
1677 int m_PerformedActionId; //action id that was performed on a construction part
1678 protected ref ConstructionBasic m_Construction;
1679
1680 //Sounds
1681 //build
1682 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1683 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1684 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1685 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1686 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1687 //dismantle
1688 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1689 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1690 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1691 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1692 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1693
1694 protected EffectSound m_Sound;
1695
1699
1700 // Constructor
1701 void BaseBuildingBase()
1702 {
1704
1705 //synchronized variables
1706 RegisterNetSyncVariableInt( "m_SyncParts01" );
1707 RegisterNetSyncVariableInt( "m_SyncParts02" );
1708 RegisterNetSyncVariableInt( "m_SyncParts03" );
1709 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1710 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1711 RegisterNetSyncVariableBool( "m_HasBase" );
1712
1713 //Construction init
1714 ConstructionInit();
1715
1716 if (ConfigIsExisting("hybridAttachments"))
1717 {
1719 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1720 }
1721 if (ConfigIsExisting("mountables"))
1722 {
1724 ConfigGetTextArray("mountables", m_Mountables);
1725 }
1726
1727 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1728 SetAllowDamage(true);
1729 }
1730
1731 override string GetInvulnerabilityTypeString()
1732 {
1733 return "disableBaseDamage";
1734 }
1735
1736 override bool CanObstruct()
1737 {
1738 return true;
1739 }
1740
1741 override int GetHideIconMask()
1742 {
1743 return EInventoryIconVisibility.HIDE_VICINITY;
1744 }
1745
1746 override void InitItemSounds()
1747 {
1748 super.InitItemSounds();
1749
1751 SoundParameters params = new SoundParameters();
1752 params.m_Loop = true;
1753
1754 if (GetFoldSoundset() != string.Empty)
1755 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1756 if (GetLoopFoldSoundset() != string.Empty)
1757 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1758 }
1759
1760 override string GetFoldSoundset()
1761 {
1762 return "putDown_FenceKit_SoundSet";
1763 }
1764
1765 override string GetLoopFoldSoundset()
1766 {
1767 return "Shelter_Site_Build_Loop_SoundSet";
1768 }
1769
1770 // --- SYNCHRONIZATION
1772 {
1773 if ( g_Game.IsServer() )
1774 {
1775 SetSynchDirty();
1776 }
1777 }
1778
1779 override void OnVariablesSynchronized()
1780 {
1781 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1782 super.OnVariablesSynchronized();
1783
1784 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1785 }
1786
1787 protected void OnSynchronizedClient()
1788 {
1789 //update parts
1791
1792 //update action on part
1794
1795 //update visuals (client)
1796 UpdateVisuals();
1797 }
1798
1799 //parts synchronization
1800 void RegisterPartForSync( int part_id )
1801 {
1802 //part_id must starts from index = 1
1803 int offset;
1804 int mask;
1805
1806 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1807 {
1808 offset = part_id - 1;
1809 mask = 1 << offset;
1810
1811 m_SyncParts01 = m_SyncParts01 | mask;
1812 }
1813 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1814 {
1815 offset = ( part_id % 32 );
1816 mask = 1 << offset;
1817
1818 m_SyncParts02 = m_SyncParts02 | mask;
1819 }
1820 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1821 {
1822 offset = ( part_id % 63 );
1823 mask = 1 << offset;
1824
1825 m_SyncParts03 = m_SyncParts03 | mask;
1826 }
1827 }
1828
1829 void UnregisterPartForSync( int part_id )
1830 {
1831 //part_id must starts from index = 1
1832 int offset;
1833 int mask;
1834
1835 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1836 {
1837 offset = part_id - 1;
1838 mask = 1 << offset;
1839
1840 m_SyncParts01 = m_SyncParts01 & ~mask;
1841 }
1842 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1843 {
1844 offset = ( part_id % 32 );
1845 mask = 1 << offset;
1846
1847 m_SyncParts02 = m_SyncParts02 & ~mask;
1848 }
1849 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1850 {
1851 offset = ( part_id % 63 );
1852 mask = 1 << offset;
1853
1854 m_SyncParts03 = m_SyncParts03 & ~mask;
1855 }
1856 }
1857
1858 bool IsPartBuildInSyncData( int part_id )
1859 {
1860 //part_id must starts from index = 1
1861 int offset;
1862 int mask;
1863
1864 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1865 {
1866 offset = part_id - 1;
1867 mask = 1 << offset;
1868
1869 if ( ( m_SyncParts01 & mask ) > 0 )
1870 {
1871 return true;
1872 }
1873 }
1874 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1875 {
1876 offset = ( part_id % 32 );
1877 mask = 1 << offset;
1878
1879 if ( ( m_SyncParts02 & mask ) > 0 )
1880 {
1881 return true;
1882 }
1883 }
1884 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1885 {
1886 offset = ( part_id % 63 );
1887 mask = 1 << offset;
1888
1889 if ( ( m_SyncParts03 & mask ) > 0 )
1890 {
1891 return true;
1892 }
1893 }
1894
1895 return false;
1896 }
1897
1898 protected void RegisterActionForSync( int part_id, int action_id )
1899 {
1900 m_InteractedPartId = part_id;
1901 m_PerformedActionId = action_id;
1902 }
1903
1904 protected void ResetActionSyncData()
1905 {
1906 //reset data
1907 m_InteractedPartId = -1;
1909 }
1910
1911 protected void SetActionFromSyncData()
1912 {
1913 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1914 {
1916 int build_action_id = m_PerformedActionId;
1917
1918 switch( build_action_id )
1919 {
1920 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1921 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1922 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1923 }
1924 }
1925 }
1926 //------
1927
1929 {
1930 string key = part.GetPartName();
1931 bool is_base = part.IsBase();
1932 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1933 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1934 if ( is_part_built_sync )
1935 {
1936 if ( !part.IsBuilt() )
1937 {
1938 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1939 GetConstruction().AddToConstructedParts( key );
1940 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1941
1942 if (is_base)
1943 {
1945 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1946 }
1947 }
1948 }
1949 else
1950 {
1951 if ( part.IsBuilt() )
1952 {
1953 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1954 GetConstruction().RemoveFromConstructedParts( key );
1955 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1956
1957 if (is_base)
1958 {
1960 AddProxyPhysics( ANIMATION_DEPLOYED );
1961 }
1962 }
1963 }
1964
1965 //check slot lock for material attachments
1966 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1967 }
1968
1969 //set construction parts based on synchronized data
1971 {
1972 Construction construction = GetConstruction();
1973 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1974
1975 for ( int i = 0; i < construction_parts.Count(); ++i )
1976 {
1977 string key = construction_parts.GetKey( i );
1978 ConstructionPart value = construction_parts.Get( key );
1979 SetPartFromSyncData(value);
1980 }
1981
1982 //regenerate navmesh
1983 UpdateNavmesh();
1984 }
1985
1986 protected ConstructionPart GetConstructionPartById( int id )
1987 {
1988 Construction construction = GetConstruction();
1989 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1990
1991 for ( int i = 0; i < construction_parts.Count(); ++i )
1992 {
1993 string key = construction_parts.GetKey( i );
1994 ConstructionPart value = construction_parts.Get( key );
1995
1996 if ( value.GetId() == id )
1997 {
1998 return value;
1999 }
2000 }
2001
2002 return NULL;
2003 }
2004 //
2005
2006 //Base
2007 bool HasBase()
2008 {
2009 return m_HasBase;
2010 }
2011
2012 void SetBaseState( bool has_base )
2013 {
2014 m_HasBase = has_base;
2015 }
2016
2017 override bool IsDeployable()
2018 {
2019 return true;
2020 }
2021
2022 bool IsOpened()
2023 {
2024 return false;
2025 }
2026
2027 //--- CONSTRUCTION KIT
2029 {
2030 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2031 if ( m_ConstructionKitHealth > 0 )
2032 {
2033 construction_kit.SetHealth( m_ConstructionKitHealth );
2034 }
2035
2036 return construction_kit;
2037 }
2038
2039 void CreateConstructionKitInHands(notnull PlayerBase player)
2040 {
2041 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2042 if ( m_ConstructionKitHealth > 0 )
2043 {
2044 construction_kit.SetHealth( m_ConstructionKitHealth );
2045 }
2046 }
2047
2048 protected vector GetKitSpawnPosition()
2049 {
2050 return GetPosition();
2051 }
2052
2053 protected string GetConstructionKitType()
2054 {
2055 return "";
2056 }
2057
2058 void DestroyConstructionKit( ItemBase construction_kit )
2059 {
2060 m_ConstructionKitHealth = construction_kit.GetHealth();
2061 g_Game.ObjectDelete( construction_kit );
2062 }
2063
2064 //--- CONSTRUCTION
2065 void DestroyConstruction()
2066 {
2067 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2068 g_Game.ObjectDelete( this );
2069 }
2070
2071 // --- EVENTS
2072 override void EEDelete(EntityAI parent)
2073 {
2074 super.EEDelete(parent);
2075
2076 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2077 {
2078 areaDamage.Destroy();
2079 }
2080
2081 }
2082
2083 override void OnStoreSave( ParamsWriteContext ctx )
2084 {
2085 super.OnStoreSave( ctx );
2086
2087 //sync parts 01
2088 ctx.Write( m_SyncParts01 );
2089 ctx.Write( m_SyncParts02 );
2090 ctx.Write( m_SyncParts03 );
2091
2092 ctx.Write( m_HasBase );
2093 }
2094
2095 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2096 {
2097 if ( !super.OnStoreLoad( ctx, version ) )
2098 return false;
2099
2100 //--- Base building data ---
2101 //Restore synced parts data
2102 if ( !ctx.Read( m_SyncParts01 ) )
2103 {
2104 m_SyncParts01 = 0; //set default
2105 return false;
2106 }
2107 if ( !ctx.Read( m_SyncParts02 ) )
2108 {
2109 m_SyncParts02 = 0; //set default
2110 return false;
2111 }
2112 if ( !ctx.Read( m_SyncParts03 ) )
2113 {
2114 m_SyncParts03 = 0; //set default
2115 return false;
2116 }
2117
2118 //has base
2119 if ( !ctx.Read( m_HasBase ) )
2120 {
2121 m_HasBase = false;
2122 return false;
2123 }
2124 //---
2125
2126 return true;
2127 }
2128
2129 override void AfterStoreLoad()
2130 {
2131 super.AfterStoreLoad();
2132
2134 {
2136 }
2137 }
2138
2140 {
2141 //update server data
2143
2144 //set base state
2145 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2146 SetBaseState( part.IsBuilt() ) ;
2147
2148 //synchronize after load
2150 }
2151
2152 override void OnCreatePhysics()
2153 {
2154 super.OnCreatePhysics();
2155
2156 ConstructionInit();
2158 }
2159
2160 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2161 {
2163 return;
2164
2165 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2166 }
2167
2168 override void EEOnAfterLoad()
2169 {
2171 {
2172 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2173 }
2174
2175 super.EEOnAfterLoad();
2176 }
2177
2178 override void EEItemAttached( EntityAI item, string slot_name )
2179 {
2180 super.EEItemAttached( item, slot_name );
2181
2182 CheckForHybridAttachments( item, slot_name );
2183 UpdateVisuals();
2184 UpdateAttachmentPhysics( slot_name, false );
2185 }
2186
2187 override void EEItemDetached( EntityAI item, string slot_name )
2188 {
2189 super.EEItemDetached( item, slot_name );
2190
2191 UpdateVisuals();
2192 UpdateAttachmentPhysics( slot_name, false );
2193 }
2194
2195 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2196 {
2197 string slot_name = InventorySlots.GetSlotName( slotId );
2198 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2199
2200 UpdateAttachmentVisuals( slot_name, locked );
2201 UpdateAttachmentPhysics( slot_name, locked );
2202 }
2203
2204 //ignore out of reach condition
2205 override bool IgnoreOutOfReachCondition()
2206 {
2207 return true;
2208 }
2209
2210 //CONSTRUCTION EVENTS
2211 //Build
2212 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2213 {
2214 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2215
2216 //check base state
2217 if (construtionPart.IsBase())
2218 {
2219 SetBaseState(true);
2220
2221 //spawn kit
2223 }
2224
2225 //register constructed parts for synchronization
2226 RegisterPartForSync(construtionPart.GetId());
2227
2228 //register action that was performed on part
2229 RegisterActionForSync(construtionPart.GetId(), action_id);
2230
2231 //synchronize
2233
2234 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2235
2236 UpdateNavmesh();
2237
2238 //update visuals
2239 UpdateVisuals();
2240
2241 //reset action sync data
2242 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2243 }
2244
2245 void OnPartBuiltClient(string part_name, int action_id)
2246 {
2247 //play sound
2248 SoundBuildStart( part_name );
2249 }
2250
2251 //Dismantle
2252 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2253 {
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2255 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2256
2257 //register constructed parts for synchronization
2258 UnregisterPartForSync(construtionPart.GetId());
2259
2260 //register action that was performed on part
2261 RegisterActionForSync(construtionPart.GetId(), action_id);
2262
2263 //synchronize
2265
2266 // server part of sync, client will be synced from SetPartsFromSyncData
2267 SetPartFromSyncData(construtionPart);
2268
2269 UpdateNavmesh();
2270
2271 //update visuals
2272 UpdateVisuals();
2273
2274 //reset action sync data
2275 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2276
2277 //check base state
2278 if (construtionPart.IsBase())
2279 {
2280 //Destroy construction
2281 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2282 }
2283 }
2284
2285 void OnPartDismantledClient( string part_name, int action_id )
2286 {
2287 //play sound
2288 SoundDismantleStart( part_name );
2289 }
2290
2291 //Destroy
2292 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2293 {
2294 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2295 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2296
2297 //register constructed parts for synchronization
2298 UnregisterPartForSync(construtionPart.GetId());
2299
2300 //register action that was performed on part
2301 RegisterActionForSync(construtionPart.GetId(), action_id);
2302
2303 //synchronize
2305
2306 // server part of sync, client will be synced from SetPartsFromSyncData
2307 SetPartFromSyncData(construtionPart);
2308
2309 UpdateNavmesh();
2310
2311 //update visuals
2312 UpdateVisuals();
2313
2314 //reset action sync data
2315 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2316
2317 //check base state
2318 if (construtionPart.IsBase())
2319 {
2320 //Destroy construction
2321 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2322 }
2323 }
2324
2325 void OnPartDestroyedClient( string part_name, int action_id )
2326 {
2327 //play sound
2328 SoundDestroyStart( part_name );
2329 }
2330
2331 // --- UPDATE
2332 void InitBaseState()
2333 {
2334 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2335
2336 InitVisuals();
2337 UpdateNavmesh(); //regenerate navmesh
2338 }
2339
2340 void InitVisuals()
2341 {
2342 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2343 //check base
2344 if ( !HasBase() )
2345 {
2346 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2347 }
2348 else
2349 {
2350 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2351 }
2352
2353 GetConstruction().InitVisuals();
2354 }
2355
2356 void UpdateVisuals()
2357 {
2358 array<string> attachmentSlots = new array<string>;
2359
2360 GetAttachmentSlots(this, attachmentSlots);
2361 foreach (string slotName : attachmentSlots)
2362 {
2364 }
2365
2366 //check base
2367 if (!HasBase())
2368 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2369 else
2370 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2371
2372 GetConstruction().UpdateVisuals();
2373 }
2374
2375 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2376 {
2377 string slotNameMounted = slot_name + "_Mounted";
2378 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2379
2380 if (attachment)
2381 {
2382 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2383 if (barbedWire && barbedWire.IsMounted())
2384 CreateAreaDamage(slotNameMounted);
2385 else
2386 DestroyAreaDamage(slotNameMounted);
2387
2388 if (is_locked)
2389 {
2390 SetAnimationPhase(slotNameMounted, 0);
2391 SetAnimationPhase(slot_name, 1);
2392 }
2393 else
2394 {
2395 SetAnimationPhase(slotNameMounted, 1);
2396 SetAnimationPhase(slot_name, 0);
2397 }
2398 }
2399 else
2400 {
2401 SetAnimationPhase(slotNameMounted, 1);
2402 SetAnimationPhase(slot_name, 1);
2403
2404 DestroyAreaDamage(slotNameMounted);
2405 }
2406 }
2407
2408 // avoid calling this function on frequent occasions, it's a massive performance hit
2409 void UpdatePhysics()
2410 {
2412 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2413
2414 array<string> attachmentSlots = new array<string>;
2415 GetAttachmentSlots(this, attachmentSlots);
2416
2418 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2419
2420 foreach (string slotName : attachmentSlots)
2421 {
2423 }
2424
2425 //check base
2426 if (!HasBase())
2427 {
2429 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2430
2431 AddProxyPhysics(ANIMATION_DEPLOYED);
2432 }
2433 else
2434 {
2436 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2437
2438 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2439 }
2440
2441 GetConstruction().UpdatePhysics();
2442 UpdateNavmesh();
2443 }
2444
2445 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2446 {
2447 //checks for invalid appends; hotfix
2448 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2449 return;
2450 //----------------------------------
2451 string slot_name_mounted = slot_name + "_Mounted";
2452 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2453
2454 //remove proxy physics
2455 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2456 RemoveProxyPhysics( slot_name_mounted );
2457 RemoveProxyPhysics( slot_name );
2458
2459 if ( attachment )
2460 {
2461 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2462 if ( is_locked )
2463 {
2464 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2465 AddProxyPhysics( slot_name_mounted );
2466 }
2467 else
2468 {
2469 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2470 AddProxyPhysics( slot_name );
2471 }
2472 }
2473 }
2474
2475 protected void UpdateNavmesh()
2476 {
2477 SetAffectPathgraph( true, false );
2478 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2479 }
2480
2481 override bool CanUseConstruction()
2482 {
2483 return true;
2484 }
2485
2486 override bool CanUseConstructionBuild()
2487 {
2488 return true;
2489 }
2490
2491 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2492 {
2493 if ( attachment )
2494 {
2495 InventoryLocation inventory_location = new InventoryLocation;
2496 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2497
2498 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2499 }
2500
2501 return false;
2502 }
2503
2504 protected bool IsAttachmentSlotLocked( string slot_name )
2505 {
2506 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2507 }
2508
2509 //--- ATTACHMENT SLOTS
2510 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2511 {
2512 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2513 if ( g_Game.ConfigIsExisting( config_path ) )
2514 {
2515 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2516 }
2517 }
2518
2519 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2520 {
2521 return true;
2522 }
2523
2524 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2525 {
2526 return true;
2527 }
2528
2529 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2530 {
2531 return true;
2532 }
2533
2534 // --- INIT
2536 {
2537 m_Construction = new Construction(this);
2538 return m_Construction;
2539 }
2540
2542 {
2543 return m_Construction;
2544 }
2545
2547 {
2548 return Construction.Cast(m_Construction);
2549 }
2550
2552 {
2553 int attachment_count = GetInventory().AttachmentCount();
2554 if ( attachment_count > 0 )
2555 {
2556 if ( HasBase() && attachment_count == 1 )
2557 {
2558 return false;
2559 }
2560
2561 return true;
2562 }
2563
2564 return false;
2565 }
2566
2567 override bool ShowZonesHealth()
2568 {
2569 return true;
2570 }
2571
2572 override bool IsTakeable()
2573 {
2574 return false;
2575 }
2576
2577 //this into/outo parent.Cargo
2578 override bool CanPutInCargo( EntityAI parent )
2579 {
2580 return false;
2581 }
2582
2583 override bool CanRemoveFromCargo( EntityAI parent )
2584 {
2585 return false;
2586 }
2587
2588 //hands
2589 override bool CanPutIntoHands( EntityAI parent )
2590 {
2591 return false;
2592 }
2593
2594 //--- ACTION CONDITIONS
2595 //direction
2596 override bool IsFacingPlayer( PlayerBase player, string selection )
2597 {
2598 return true;
2599 }
2600
2601 override bool IsPlayerInside( PlayerBase player, string selection )
2602 {
2603 return true;
2604 }
2605
2608 {
2609 return false;
2610 }
2611
2612 //roof check
2613 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2614 {
2615 return false;
2616 }
2617
2618 //selection->player distance check
2619 bool HasProperDistance( string selection, PlayerBase player )
2620 {
2621 return true;
2622 }
2623
2624 //folding
2626 {
2627 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2628 {
2629 return false;
2630 }
2631
2632 return true;
2633 }
2634
2636 {
2639
2640 return item;
2641 }
2642
2643 //Damage triggers (barbed wire)
2644 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2645 {
2646 if ( g_Game && g_Game.IsServer() )
2647 {
2648 //destroy area damage if some already exists
2649 DestroyAreaDamage( slot_name );
2650
2651 //create new area damage
2653 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2654
2655 vector min_max[2];
2656 if ( MemoryPointExists( slot_name + "_min" ) )
2657 {
2658 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2659 }
2660 if ( MemoryPointExists( slot_name + "_max" ) )
2661 {
2662 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2663 }
2664
2665 //get proper trigger extents (min<max)
2666 vector extents[2];
2667 GetConstruction().GetTriggerExtents( min_max, extents );
2668
2669 //get box center
2670 vector center;
2671 center = GetConstruction().GetBoxCenter( min_max );
2672 center = ModelToWorld( center );
2673
2674 //rotate center if needed
2676 CalcDamageAreaRotation( rotation_angle, center, orientation );
2677
2678 areaDamage.SetExtents( extents[0], extents[1] );
2679 areaDamage.SetAreaPosition( center );
2680 areaDamage.SetAreaOrientation( orientation );
2681 areaDamage.SetLoopInterval( 1.0 );
2682 areaDamage.SetDeferDuration( 0.2 );
2683 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2684 areaDamage.SetAmmoName( "BarbedWireHit" );
2685 areaDamage.Spawn();
2686
2687 m_DamageTriggers.Insert( slot_name, areaDamage );
2688 }
2689 }
2690
2691 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2692 {
2693 if ( angle_deg != 0 )
2694 {
2695 //orientation
2696 orientation[0] = orientation[0] - angle_deg;
2697
2698 //center
2699 vector rotate_axis;
2700 if ( MemoryPointExists( "rotate_axis" ) )
2701 {
2702 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2703 }
2704 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];
2705 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];
2706 center[0] = r_center_x;
2707 center[2] = r_center_z;
2708 }
2709 }
2710
2711 void DestroyAreaDamage( string slot_name )
2712 {
2713 if (g_Game && g_Game.IsServer())
2714 {
2716 if (m_DamageTriggers.Find(slot_name, areaDamage))
2717 {
2718 if (areaDamage)
2719 {
2720 areaDamage.Destroy();
2721 }
2722
2723 m_DamageTriggers.Remove( slot_name );
2724 }
2725 }
2726 }
2727
2728 override bool IsIgnoredByConstruction()
2729 {
2730 return true;
2731 }
2732
2733 //================================================================
2734 // SOUNDS
2735 //================================================================
2736 protected void SoundBuildStart( string part_name )
2737 {
2738 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2739 }
2740
2741 protected void SoundDismantleStart( string part_name )
2742 {
2743 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2744 }
2745
2746 protected void SoundDestroyStart( string part_name )
2747 {
2748 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2749 }
2750
2751 protected string GetBuildSoundByMaterial( string part_name )
2752 {
2753 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2754
2755 switch ( material_type )
2756 {
2757 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2758 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2759 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2760 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2761 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2762 }
2763
2764 return "";
2765 }
2766
2767 protected string GetDismantleSoundByMaterial( string part_name )
2768 {
2769 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2770
2771 switch ( material_type )
2772 {
2773 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2774 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2775 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2776 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2777 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2778 }
2779
2780 return "";
2781 }
2782
2783 //misc
2784 void CheckForHybridAttachments( EntityAI item, string slot_name )
2785 {
2786 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2787 {
2788 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2789 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2790 {
2791 SetHealth(slot_name,"Health",item.GetHealth());
2792 }
2793 }
2794 }
2795
2796 override int GetDamageSystemVersionChange()
2797 {
2798 return 111;
2799 }
2800
2801 override void SetActions()
2802 {
2803 super.SetActions();
2804
2808 }
2809
2810 protected void DestroyConstructedParts()
2811 {
2812 Construction construction = GetConstruction();
2813 if (!construction)
2814 return;
2815
2816 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2817 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2818 {
2819 ConstructionPart part = constructionParts.GetElement(i);
2820 if (part && part.IsBuilt() && !part.IsUtilityPart())
2821 {
2822 construction.DestroyPartServer(null, part.GetPartName(), -1);
2823 }
2824 }
2825 }
2826
2827 protected void HandleFallingForConstructedParts()
2828 {
2829 Construction construction = GetConstruction();
2830 if (!construction)
2831 return;
2832
2833 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2834 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2835 {
2836 ConstructionPart part = constructionParts.GetElement(i);
2837 if (part && part.IsBuilt() && !part.IsUtilityPart())
2838 {
2839 construction.HandleEntityFalling(part.GetPartName());
2840 }
2841 }
2842 }
2843
2845 override void OnItemFallRebuilding()
2846 {
2847 if (!g_Game.IsServer())
2848 return;
2849
2852
2853 if (DestroyOnFall())
2854 {
2856 {
2858 }
2859 else
2860 {
2862 {
2864 }
2865 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2866 }
2867 }
2868 }
2869
2871 {
2872 if (HasAnyAttachmentsOrCargo())
2873 {
2875 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2876 }
2877 }
2878
2879 //================================================================
2880 // DEBUG
2881 //================================================================
2882
2885 {
2886 return null;
2887 }
2888
2889 override void OnDebugSpawn()
2890 {
2891 FullyBuild();
2892 }
2893
2894 void FullyBuild()
2895 {
2897 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2898
2899 Man p;
2900
2901 #ifdef SERVER
2902 array<Man> players = new array<Man>;
2903 g_Game.GetWorld().GetPlayerList(players);
2904 if (players.Count())
2905 p = players[0];
2906 #else
2907 p = g_Game.GetPlayer();
2908 #endif
2909
2910 foreach (ConstructionPart part : parts)
2911 {
2912 bool excluded = false;
2913 string partName = part.GetPartName();
2914 if (excludes)
2915 {
2916 foreach (string exclude : excludes)
2917 {
2918 if (partName.Contains(exclude))
2919 {
2920 excluded = true;
2921 break;
2922 }
2923 }
2924 }
2925
2926 if (!excluded)
2927 {
2928 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2929 }
2930 }
2931
2932 GetConstruction().UpdateVisuals();
2933 }
2934
2936 //Deprecated code playpen//
2938 [Obsolete("handled in the Construction component directly")]
2939 protected void HandleItemFalling(ConstructionPart part)
2940 {
2941 }
2942
2943 [Obsolete("handled in the Construction component directly")]
2944 protected void ItemFall(vector min, vector max)
2945 {
2946 }
2947
2948 [Obsolete("obsolete debug method")]
2949 protected void DebugCustomState()
2950 {
2951 }
2952}
2953
2954void bsbDebugPrint (string s)
2955{
2956#ifdef BSB_DEBUG
2957 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2958#else
2959 //Print("" + s); // comment/uncomment to hide/see debug logs
2960#endif
2961}
2962void bsbDebugSpam (string s)
2963{
2964#ifdef BSB_DEBUG_SPAM
2965 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2966#else
2967 //Print("" + s); // comment/uncomment to hide/see debug logs
2968#endif
2969}
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