DayZ 1.30
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◆ CreateAreaDamage()

void bsbDebugPrint::CreateAreaDamage ( string slot_name,
float rotation_angle = 0 )
protected

См. определение в файле BaseBuildingBase.c строка 2269

2271{
2272 const string ANIMATION_DEPLOYED = "Deployed";
2273
2274 float m_ConstructionKitHealth; //stored health value for used construction kit
2275
2276 bool m_HasBase;
2277 //variables for synchronization of base building parts (2x31 is the current limit)
2278 int m_SyncParts01; //synchronization for already built parts (31 parts)
2279 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2280 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2281 int m_InteractedPartId; //construction part id that an action was performed on
2282 int m_PerformedActionId; //action id that was performed on a construction part
2283 protected ref ConstructionBasic m_Construction;
2284
2285 //Sounds
2286 //build
2287 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2288 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2289 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2290 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2291 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2292 //dismantle
2293 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2294 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2295 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2296 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2297 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2298
2299 protected EffectSound m_Sound;
2300
2304
2305 // Constructor
2306 void BaseBuildingBase()
2307 {
2309
2310 //synchronized variables
2311 RegisterNetSyncVariableInt( "m_SyncParts01" );
2312 RegisterNetSyncVariableInt( "m_SyncParts02" );
2313 RegisterNetSyncVariableInt( "m_SyncParts03" );
2314 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2315 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2316 RegisterNetSyncVariableBool( "m_HasBase" );
2317
2318 //Construction init
2319 ConstructionInit();
2320
2321 if (ConfigIsExisting("hybridAttachments"))
2322 {
2324 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2325 }
2326 if (ConfigIsExisting("mountables"))
2327 {
2329 ConfigGetTextArray("mountables", m_Mountables);
2330 }
2331
2332 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2333 SetAllowDamage(true);
2334 }
2335
2336 override string GetInvulnerabilityTypeString()
2337 {
2338 return "disableBaseDamage";
2339 }
2340
2341 override bool CanObstruct()
2342 {
2343 return true;
2344 }
2345
2346 override int GetHideIconMask()
2347 {
2348 return EInventoryIconVisibility.HIDE_VICINITY;
2349 }
2350
2351 override void InitItemSounds()
2352 {
2353 super.InitItemSounds();
2354
2356 SoundParameters params = new SoundParameters();
2357 params.m_Loop = true;
2358
2359 if (GetFoldSoundset() != string.Empty)
2360 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2361 if (GetLoopFoldSoundset() != string.Empty)
2362 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2363 }
2364
2365 override string GetFoldSoundset()
2366 {
2367 return "putDown_FenceKit_SoundSet";
2368 }
2369
2370 override string GetLoopFoldSoundset()
2371 {
2372 return "Shelter_Site_Build_Loop_SoundSet";
2373 }
2374
2375 // --- SYNCHRONIZATION
2377 {
2378 if ( g_Game.IsServer() )
2379 {
2380 SetSynchDirty();
2381 }
2382 }
2383
2384 override void OnVariablesSynchronized()
2385 {
2386 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2387 super.OnVariablesSynchronized();
2388
2389 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2390 }
2391
2392 protected void OnSynchronizedClient()
2393 {
2394 //update parts
2396
2397 //update action on part
2399
2400 //update visuals (client)
2401 UpdateVisuals();
2402 }
2403
2404 //parts synchronization
2405 void RegisterPartForSync( int part_id )
2406 {
2407 //part_id must starts from index = 1
2408 int offset;
2409 int mask;
2410
2411 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2412 {
2413 offset = part_id - 1;
2414 mask = 1 << offset;
2415
2416 m_SyncParts01 = m_SyncParts01 | mask;
2417 }
2418 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2419 {
2420 offset = ( part_id % 32 );
2421 mask = 1 << offset;
2422
2423 m_SyncParts02 = m_SyncParts02 | mask;
2424 }
2425 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2426 {
2427 offset = ( part_id % 63 );
2428 mask = 1 << offset;
2429
2430 m_SyncParts03 = m_SyncParts03 | mask;
2431 }
2432 }
2433
2434 void UnregisterPartForSync( int part_id )
2435 {
2436 //part_id must starts from index = 1
2437 int offset;
2438 int mask;
2439
2440 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2441 {
2442 offset = part_id - 1;
2443 mask = 1 << offset;
2444
2445 m_SyncParts01 = m_SyncParts01 & ~mask;
2446 }
2447 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2448 {
2449 offset = ( part_id % 32 );
2450 mask = 1 << offset;
2451
2452 m_SyncParts02 = m_SyncParts02 & ~mask;
2453 }
2454 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2455 {
2456 offset = ( part_id % 63 );
2457 mask = 1 << offset;
2458
2459 m_SyncParts03 = m_SyncParts03 & ~mask;
2460 }
2461 }
2462
2463 bool IsPartBuildInSyncData( int part_id )
2464 {
2465 //part_id must starts from index = 1
2466 int offset;
2467 int mask;
2468
2469 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2470 {
2471 offset = part_id - 1;
2472 mask = 1 << offset;
2473
2474 if ( ( m_SyncParts01 & mask ) > 0 )
2475 {
2476 return true;
2477 }
2478 }
2479 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2480 {
2481 offset = ( part_id % 32 );
2482 mask = 1 << offset;
2483
2484 if ( ( m_SyncParts02 & mask ) > 0 )
2485 {
2486 return true;
2487 }
2488 }
2489 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2490 {
2491 offset = ( part_id % 63 );
2492 mask = 1 << offset;
2493
2494 if ( ( m_SyncParts03 & mask ) > 0 )
2495 {
2496 return true;
2497 }
2498 }
2499
2500 return false;
2501 }
2502
2503 protected void RegisterActionForSync( int part_id, int action_id )
2504 {
2505 m_InteractedPartId = part_id;
2506 m_PerformedActionId = action_id;
2507 }
2508
2509 protected void ResetActionSyncData()
2510 {
2511 //reset data
2512 m_InteractedPartId = -1;
2514 }
2515
2516 protected void SetActionFromSyncData()
2517 {
2518 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2519 {
2521 int build_action_id = m_PerformedActionId;
2522
2523 switch( build_action_id )
2524 {
2525 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2526 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2527 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2528 }
2529 }
2530 }
2531 //------
2532
2534 {
2535 string key = part.GetPartName();
2536 bool is_base = part.IsBase();
2537 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2538 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2539 if ( is_part_built_sync )
2540 {
2541 if ( !part.IsBuilt() )
2542 {
2543 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2544 GetConstruction().AddToConstructedParts( key );
2545 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2546
2547 if (is_base)
2548 {
2550 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2551 }
2552 }
2553 }
2554 else
2555 {
2556 if ( part.IsBuilt() )
2557 {
2558 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2559 GetConstruction().RemoveFromConstructedParts( key );
2560 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2561
2562 if (is_base)
2563 {
2565 AddProxyPhysics( ANIMATION_DEPLOYED );
2566 }
2567 }
2568 }
2569
2570 //check slot lock for material attachments
2571 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2572 }
2573
2574 //set construction parts based on synchronized data
2576 {
2577 Construction construction = GetConstruction();
2578 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2579
2580 for ( int i = 0; i < construction_parts.Count(); ++i )
2581 {
2582 string key = construction_parts.GetKey( i );
2583 ConstructionPart value = construction_parts.Get( key );
2584 SetPartFromSyncData(value);
2585 }
2586
2587 //regenerate navmesh
2588 UpdateNavmesh();
2589 }
2590
2591 protected ConstructionPart GetConstructionPartById( int id )
2592 {
2593 Construction construction = GetConstruction();
2594 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2595
2596 for ( int i = 0; i < construction_parts.Count(); ++i )
2597 {
2598 string key = construction_parts.GetKey( i );
2599 ConstructionPart value = construction_parts.Get( key );
2600
2601 if ( value.GetId() == id )
2602 {
2603 return value;
2604 }
2605 }
2606
2607 return NULL;
2608 }
2609 //
2610
2611 //Base
2612 bool HasBase()
2613 {
2614 return m_HasBase;
2615 }
2616
2617 void SetBaseState( bool has_base )
2618 {
2619 m_HasBase = has_base;
2620 }
2621
2622 override bool IsDeployable()
2623 {
2624 return true;
2625 }
2626
2627 bool IsOpened()
2628 {
2629 return false;
2630 }
2631
2632 //--- CONSTRUCTION KIT
2634 {
2635 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2636 if ( m_ConstructionKitHealth > 0 )
2637 {
2638 construction_kit.SetHealth( m_ConstructionKitHealth );
2639 }
2640
2641 return construction_kit;
2642 }
2643
2644 void CreateConstructionKitInHands(notnull PlayerBase player)
2645 {
2646 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2647 if ( m_ConstructionKitHealth > 0 )
2648 {
2649 construction_kit.SetHealth( m_ConstructionKitHealth );
2650 }
2651 }
2652
2653 protected vector GetKitSpawnPosition()
2654 {
2655 return GetPosition();
2656 }
2657
2658 protected string GetConstructionKitType()
2659 {
2660 return "";
2661 }
2662
2663 void DestroyConstructionKit( ItemBase construction_kit )
2664 {
2665 m_ConstructionKitHealth = construction_kit.GetHealth();
2666 g_Game.ObjectDelete( construction_kit );
2667 }
2668
2669 //--- CONSTRUCTION
2670 void DestroyConstruction()
2671 {
2672 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2673 g_Game.ObjectDelete( this );
2674 }
2675
2676 // --- EVENTS
2677 override void EEDelete(EntityAI parent)
2678 {
2679 super.EEDelete(parent);
2680
2681 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2682 {
2683 areaDamage.Destroy();
2684 }
2685
2686 }
2687
2688 override void OnStoreSave( ParamsWriteContext ctx )
2689 {
2690 super.OnStoreSave( ctx );
2691
2692 //sync parts 01
2693 ctx.Write( m_SyncParts01 );
2694 ctx.Write( m_SyncParts02 );
2695 ctx.Write( m_SyncParts03 );
2696
2697 ctx.Write( m_HasBase );
2698 }
2699
2700 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2701 {
2702 if ( !super.OnStoreLoad( ctx, version ) )
2703 return false;
2704
2705 //--- Base building data ---
2706 //Restore synced parts data
2707 if ( !ctx.Read( m_SyncParts01 ) )
2708 {
2709 m_SyncParts01 = 0; //set default
2710 return false;
2711 }
2712 if ( !ctx.Read( m_SyncParts02 ) )
2713 {
2714 m_SyncParts02 = 0; //set default
2715 return false;
2716 }
2717 if ( !ctx.Read( m_SyncParts03 ) )
2718 {
2719 m_SyncParts03 = 0; //set default
2720 return false;
2721 }
2722
2723 //has base
2724 if ( !ctx.Read( m_HasBase ) )
2725 {
2726 m_HasBase = false;
2727 return false;
2728 }
2729 //---
2730
2731 return true;
2732 }
2733
2734 override void AfterStoreLoad()
2735 {
2736 super.AfterStoreLoad();
2737
2739 {
2741 }
2742 }
2743
2745 {
2746 //update server data
2748
2749 //set base state
2750 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2751 SetBaseState( part.IsBuilt() ) ;
2752
2753 //synchronize after load
2755 }
2756
2757 override void OnCreatePhysics()
2758 {
2759 super.OnCreatePhysics();
2760
2761 ConstructionInit();
2763 }
2764
2765 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2766 {
2768 return;
2769
2770 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2771 }
2772
2773 override void EEOnAfterLoad()
2774 {
2776 {
2777 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2778 }
2779
2780 super.EEOnAfterLoad();
2781 }
2782
2783 override void EEItemAttached( EntityAI item, string slot_name )
2784 {
2785 super.EEItemAttached( item, slot_name );
2786
2787 CheckForHybridAttachments( item, slot_name );
2788 UpdateVisuals();
2789 UpdateAttachmentPhysics( slot_name, false );
2790 }
2791
2792 override void EEItemDetached( EntityAI item, string slot_name )
2793 {
2794 super.EEItemDetached( item, slot_name );
2795
2796 UpdateVisuals();
2797 UpdateAttachmentPhysics( slot_name, false );
2798 }
2799
2800 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2801 {
2802 string slot_name = InventorySlots.GetSlotName( slotId );
2803 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2804
2805 UpdateAttachmentVisuals( slot_name, locked );
2806 UpdateAttachmentPhysics( slot_name, locked );
2807 }
2808
2809 //ignore out of reach condition
2810 override bool IgnoreOutOfReachCondition()
2811 {
2812 return true;
2813 }
2814
2815 //CONSTRUCTION EVENTS
2816 //Build
2817 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2818 {
2819 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2820
2821 //check base state
2822 if (construtionPart.IsBase())
2823 {
2824 SetBaseState(true);
2825
2826 //spawn kit
2828 }
2829
2830 //register constructed parts for synchronization
2831 RegisterPartForSync(construtionPart.GetId());
2832
2833 //register action that was performed on part
2834 RegisterActionForSync(construtionPart.GetId(), action_id);
2835
2836 //synchronize
2838
2839 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2840
2841 UpdateNavmesh();
2842
2843 //update visuals
2844 UpdateVisuals();
2845
2846 //reset action sync data
2847 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2848 }
2849
2850 void OnPartBuiltClient(string part_name, int action_id)
2851 {
2852 //play sound
2853 SoundBuildStart( part_name );
2854 }
2855
2856 //Dismantle
2857 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2858 {
2859 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2860 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2861
2862 //register constructed parts for synchronization
2863 UnregisterPartForSync(construtionPart.GetId());
2864
2865 //register action that was performed on part
2866 RegisterActionForSync(construtionPart.GetId(), action_id);
2867
2868 //synchronize
2870
2871 // server part of sync, client will be synced from SetPartsFromSyncData
2872 SetPartFromSyncData(construtionPart);
2873
2874 UpdateNavmesh();
2875
2876 //update visuals
2877 UpdateVisuals();
2878
2879 //reset action sync data
2880 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2881
2882 //check base state
2883 if (construtionPart.IsBase())
2884 {
2885 //Destroy construction
2886 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2887 }
2888 }
2889
2890 void OnPartDismantledClient( string part_name, int action_id )
2891 {
2892 //play sound
2893 SoundDismantleStart( part_name );
2894 }
2895
2896 //Destroy
2897 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2898 {
2899 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2900 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2901
2902 //register constructed parts for synchronization
2903 UnregisterPartForSync(construtionPart.GetId());
2904
2905 //register action that was performed on part
2906 RegisterActionForSync(construtionPart.GetId(), action_id);
2907
2908 //synchronize
2910
2911 // server part of sync, client will be synced from SetPartsFromSyncData
2912 SetPartFromSyncData(construtionPart);
2913
2914 UpdateNavmesh();
2915
2916 //update visuals
2917 UpdateVisuals();
2918
2919 //reset action sync data
2920 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2921
2922 //check base state
2923 if (construtionPart.IsBase())
2924 {
2925 //Destroy construction
2926 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2927 }
2928 }
2929
2930 void OnPartDestroyedClient( string part_name, int action_id )
2931 {
2932 //play sound
2933 SoundDestroyStart( part_name );
2934 }
2935
2936 // --- UPDATE
2937 void InitBaseState()
2938 {
2939 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2940
2941 InitVisuals();
2942 UpdateNavmesh(); //regenerate navmesh
2943 }
2944
2945 void InitVisuals()
2946 {
2947 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2948 //check base
2949 if ( !HasBase() )
2950 {
2951 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2952 }
2953 else
2954 {
2955 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2956 }
2957
2958 GetConstruction().InitVisuals();
2959 }
2960
2961 void UpdateVisuals()
2962 {
2963 array<string> attachmentSlots = new array<string>;
2964
2965 GetAttachmentSlots(this, attachmentSlots);
2966 foreach (string slotName : attachmentSlots)
2967 {
2969 }
2970
2971 //check base
2972 if (!HasBase())
2973 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2974 else
2975 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2976
2977 GetConstruction().UpdateVisuals();
2978 }
2979
2980 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2981 {
2982 string slotNameMounted = slot_name + "_Mounted";
2983 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2984
2985 if (attachment)
2986 {
2987 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2988 if (barbedWire && barbedWire.IsMounted())
2989 CreateAreaDamage(slotNameMounted);
2990 else
2991 DestroyAreaDamage(slotNameMounted);
2992
2993 if (is_locked)
2994 {
2995 SetAnimationPhase(slotNameMounted, 0);
2996 SetAnimationPhase(slot_name, 1);
2997 }
2998 else
2999 {
3000 SetAnimationPhase(slotNameMounted, 1);
3001 SetAnimationPhase(slot_name, 0);
3002 }
3003 }
3004 else
3005 {
3006 SetAnimationPhase(slotNameMounted, 1);
3007 SetAnimationPhase(slot_name, 1);
3008
3009 DestroyAreaDamage(slotNameMounted);
3010 }
3011 }
3012
3013 // avoid calling this function on frequent occasions, it's a massive performance hit
3014 void UpdatePhysics()
3015 {
3017 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3018
3019 array<string> attachmentSlots = new array<string>;
3020 GetAttachmentSlots(this, attachmentSlots);
3021
3023 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3024
3025 foreach (string slotName : attachmentSlots)
3026 {
3028 }
3029
3030 //check base
3031 if (!HasBase())
3032 {
3034 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3035
3036 AddProxyPhysics(ANIMATION_DEPLOYED);
3037 }
3038 else
3039 {
3041 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3042
3043 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3044 }
3045
3046 GetConstruction().UpdatePhysics();
3047 UpdateNavmesh();
3048 }
3049
3050 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3051 {
3052 //checks for invalid appends; hotfix
3053 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3054 return;
3055 //----------------------------------
3056 string slot_name_mounted = slot_name + "_Mounted";
3057 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3058
3059 //remove proxy physics
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3061 RemoveProxyPhysics( slot_name_mounted );
3062 RemoveProxyPhysics( slot_name );
3063
3064 if ( attachment )
3065 {
3066 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3067 if ( is_locked )
3068 {
3069 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3070 AddProxyPhysics( slot_name_mounted );
3071 }
3072 else
3073 {
3074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3075 AddProxyPhysics( slot_name );
3076 }
3077 }
3078 }
3079
3080 protected void UpdateNavmesh()
3081 {
3082 SetAffectPathgraph( true, false );
3083 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3084 }
3085
3086 override bool CanUseConstruction()
3087 {
3088 return true;
3089 }
3090
3091 override bool CanUseConstructionBuild()
3092 {
3093 return true;
3094 }
3095
3096 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3097 {
3098 if ( attachment )
3099 {
3100 InventoryLocation inventory_location = new InventoryLocation;
3101 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3102
3103 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3104 }
3105
3106 return false;
3107 }
3108
3109 protected bool IsAttachmentSlotLocked( string slot_name )
3110 {
3111 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3112 }
3113
3114 //--- ATTACHMENT SLOTS
3115 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3116 {
3117 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3118 if ( g_Game.ConfigIsExisting( config_path ) )
3119 {
3120 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3121 }
3122 }
3123
3124 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3125 {
3126 return true;
3127 }
3128
3129 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3130 {
3131 return true;
3132 }
3133
3134 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3135 {
3136 return true;
3137 }
3138
3139 // --- INIT
3141 {
3142 m_Construction = new Construction(this);
3143 return m_Construction;
3144 }
3145
3147 {
3148 return m_Construction;
3149 }
3150
3152 {
3153 return Construction.Cast(m_Construction);
3154 }
3155
3157 {
3158 int attachment_count = GetInventory().AttachmentCount();
3159 if ( attachment_count > 0 )
3160 {
3161 if ( HasBase() && attachment_count == 1 )
3162 {
3163 return false;
3164 }
3165
3166 return true;
3167 }
3168
3169 return false;
3170 }
3171
3172 override bool ShowZonesHealth()
3173 {
3174 return true;
3175 }
3176
3177 override bool IsTakeable()
3178 {
3179 return false;
3180 }
3181
3182 //this into/outo parent.Cargo
3183 override bool CanPutInCargo( EntityAI parent )
3184 {
3185 return false;
3186 }
3187
3188 override bool CanRemoveFromCargo( EntityAI parent )
3189 {
3190 return false;
3191 }
3192
3193 //hands
3194 override bool CanPutIntoHands( EntityAI parent )
3195 {
3196 return false;
3197 }
3198
3199 //--- ACTION CONDITIONS
3200 //direction
3201 override bool IsFacingPlayer( PlayerBase player, string selection )
3202 {
3203 return true;
3204 }
3205
3206 override bool IsPlayerInside( PlayerBase player, string selection )
3207 {
3208 return true;
3209 }
3210
3213 {
3214 return false;
3215 }
3216
3217 //roof check
3218 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3219 {
3220 return false;
3221 }
3222
3223 //selection->player distance check
3224 bool HasProperDistance( string selection, PlayerBase player )
3225 {
3226 return true;
3227 }
3228
3229 //folding
3231 {
3232 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3233 {
3234 return false;
3235 }
3236
3237 return true;
3238 }
3239
3241 {
3244
3245 return item;
3246 }
3247
3248 //Damage triggers (barbed wire)
3249 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3250 {
3251 if ( g_Game && g_Game.IsServer() )
3252 {
3253 //destroy area damage if some already exists
3254 DestroyAreaDamage( slot_name );
3255
3256 //create new area damage
3258 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3259
3260 vector min_max[2];
3261 if ( MemoryPointExists( slot_name + "_min" ) )
3262 {
3263 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3264 }
3265 if ( MemoryPointExists( slot_name + "_max" ) )
3266 {
3267 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3268 }
3269
3270 //get proper trigger extents (min<max)
3271 vector extents[2];
3272 GetConstruction().GetTriggerExtents( min_max, extents );
3273
3274 //get box center
3275 vector center;
3276 center = GetConstruction().GetBoxCenter( min_max );
3277 center = ModelToWorld( center );
3278
3279 //rotate center if needed
3281 CalcDamageAreaRotation( rotation_angle, center, orientation );
3282
3283 areaDamage.SetExtents( extents[0], extents[1] );
3284 areaDamage.SetAreaPosition( center );
3285 areaDamage.SetAreaOrientation( orientation );
3286 areaDamage.SetLoopInterval( 1.0 );
3287 areaDamage.SetDeferDuration( 0.2 );
3288 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3289 areaDamage.SetAmmoName( "BarbedWireHit" );
3290 areaDamage.Spawn();
3291
3292 m_DamageTriggers.Insert( slot_name, areaDamage );
3293 }
3294 }
3295
3296 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3297 {
3298 if ( angle_deg != 0 )
3299 {
3300 //orientation
3301 orientation[0] = orientation[0] - angle_deg;
3302
3303 //center
3304 vector rotate_axis;
3305 if ( MemoryPointExists( "rotate_axis" ) )
3306 {
3307 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3308 }
3309 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];
3310 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];
3311 center[0] = r_center_x;
3312 center[2] = r_center_z;
3313 }
3314 }
3315
3316 void DestroyAreaDamage( string slot_name )
3317 {
3318 if (g_Game && g_Game.IsServer())
3319 {
3321 if (m_DamageTriggers.Find(slot_name, areaDamage))
3322 {
3323 if (areaDamage)
3324 {
3325 areaDamage.Destroy();
3326 }
3327
3328 m_DamageTriggers.Remove( slot_name );
3329 }
3330 }
3331 }
3332
3333 override bool IsIgnoredByConstruction()
3334 {
3335 return true;
3336 }
3337
3338 //================================================================
3339 // SOUNDS
3340 //================================================================
3341 protected void SoundBuildStart( string part_name )
3342 {
3343 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3344 }
3345
3346 protected void SoundDismantleStart( string part_name )
3347 {
3348 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3349 }
3350
3351 protected void SoundDestroyStart( string part_name )
3352 {
3353 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3354 }
3355
3356 protected string GetBuildSoundByMaterial( string part_name )
3357 {
3358 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3359
3360 switch ( material_type )
3361 {
3362 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3363 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3364 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3365 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3366 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3367 }
3368
3369 return "";
3370 }
3371
3372 protected string GetDismantleSoundByMaterial( string part_name )
3373 {
3374 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3375
3376 switch ( material_type )
3377 {
3378 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3379 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3380 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3381 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3382 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3383 }
3384
3385 return "";
3386 }
3387
3388 //misc
3389 void CheckForHybridAttachments( EntityAI item, string slot_name )
3390 {
3391 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3392 {
3393 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3394 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3395 {
3396 SetHealth(slot_name,"Health",item.GetHealth());
3397 }
3398 }
3399 }
3400
3401 override int GetDamageSystemVersionChange()
3402 {
3403 return 111;
3404 }
3405
3406 override void SetActions()
3407 {
3408 super.SetActions();
3409
3413 }
3414
3415 protected void DestroyConstructedParts()
3416 {
3417 Construction construction = GetConstruction();
3418 if (!construction)
3419 return;
3420
3421 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3422 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3423 {
3424 ConstructionPart part = constructionParts.GetElement(i);
3425 if (part && part.IsBuilt() && !part.IsUtilityPart())
3426 {
3427 construction.DestroyPartServer(null, part.GetPartName(), -1);
3428 }
3429 }
3430 }
3431
3432 protected void HandleFallingForConstructedParts()
3433 {
3434 Construction construction = GetConstruction();
3435 if (!construction)
3436 return;
3437
3438 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3439 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3440 {
3441 ConstructionPart part = constructionParts.GetElement(i);
3442 if (part && part.IsBuilt() && !part.IsUtilityPart())
3443 {
3444 construction.HandleEntityFalling(part.GetPartName());
3445 }
3446 }
3447 }
3448
3450 override void OnItemFallRebuilding()
3451 {
3452 if (!g_Game.IsServer())
3453 return;
3454
3457
3458 if (DestroyOnFall())
3459 {
3461 {
3463 }
3464 else
3465 {
3467 {
3469 }
3470 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3471 }
3472 }
3473 }
3474
3476 {
3477 if (HasAnyAttachmentsOrCargo())
3478 {
3480 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3481 }
3482 }
3483
3484 //================================================================
3485 // DEBUG
3486 //================================================================
3487
3490 {
3491 return null;
3492 }
3493
3494 override void OnDebugSpawn()
3495 {
3496 FullyBuild();
3497 }
3498
3499 void FullyBuild()
3500 {
3502 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3503
3504 Man p;
3505
3506 #ifdef SERVER
3507 array<Man> players = new array<Man>;
3508 g_Game.GetWorld().GetPlayerList(players);
3509 if (players.Count())
3510 p = players[0];
3511 #else
3512 p = g_Game.GetPlayer();
3513 #endif
3514
3515 foreach (ConstructionPart part : parts)
3516 {
3517 bool excluded = false;
3518 string partName = part.GetPartName();
3519 if (excludes)
3520 {
3521 foreach (string exclude : excludes)
3522 {
3523 if (partName.Contains(exclude))
3524 {
3525 excluded = true;
3526 break;
3527 }
3528 }
3529 }
3530
3531 if (!excluded)
3532 {
3533 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3534 }
3535 }
3536
3537 GetConstruction().UpdateVisuals();
3538 }
3539
3541 //Deprecated code playpen//
3543 [Obsolete("handled in the Construction component directly")]
3544 protected void HandleItemFalling(ConstructionPart part)
3545 {
3546 }
3547
3548 [Obsolete("handled in the Construction component directly")]
3549 protected void ItemFall(vector min, vector max)
3550 {
3551 }
3552
3553 [Obsolete("obsolete debug method")]
3554 protected void DebugCustomState()
3555 {
3556 }
3557}
3558
3559void bsbDebugPrint (string s)
3560{
3561#ifdef BSB_DEBUG
3562 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3563#else
3564 //Print("" + s); // comment/uncomment to hide/see debug logs
3565#endif
3566}
3567void bsbDebugSpam (string s)
3568{
3569#ifdef BSB_DEBUG_SPAM
3570 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3571#else
3572 //Print("" + s); // comment/uncomment to hide/see debug logs
3573#endif
3574}
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