DayZ 1.30
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◆ IsOpened()

bool bsbDebugPrint::IsOpened ( )
protected

См. определение в файле BaseBuildingBase.c строка 1647

1649{
1650 const string ANIMATION_DEPLOYED = "Deployed";
1651
1652 float m_ConstructionKitHealth; //stored health value for used construction kit
1653
1654 bool m_HasBase;
1655 //variables for synchronization of base building parts (2x31 is the current limit)
1656 int m_SyncParts01; //synchronization for already built parts (31 parts)
1657 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1658 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1659 int m_InteractedPartId; //construction part id that an action was performed on
1660 int m_PerformedActionId; //action id that was performed on a construction part
1661 protected ref ConstructionBasic m_Construction;
1662
1663 //Sounds
1664 //build
1665 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1666 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1667 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1668 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1669 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1670 //dismantle
1671 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1672 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1673 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1674 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1675 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1676
1677 protected EffectSound m_Sound;
1678
1682
1683 // Constructor
1684 void BaseBuildingBase()
1685 {
1687
1688 //synchronized variables
1689 RegisterNetSyncVariableInt( "m_SyncParts01" );
1690 RegisterNetSyncVariableInt( "m_SyncParts02" );
1691 RegisterNetSyncVariableInt( "m_SyncParts03" );
1692 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1693 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1694 RegisterNetSyncVariableBool( "m_HasBase" );
1695
1696 //Construction init
1697 ConstructionInit();
1698
1699 if (ConfigIsExisting("hybridAttachments"))
1700 {
1702 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1703 }
1704 if (ConfigIsExisting("mountables"))
1705 {
1707 ConfigGetTextArray("mountables", m_Mountables);
1708 }
1709
1710 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1711 SetAllowDamage(true);
1712 }
1713
1714 override string GetInvulnerabilityTypeString()
1715 {
1716 return "disableBaseDamage";
1717 }
1718
1719 override bool CanObstruct()
1720 {
1721 return true;
1722 }
1723
1724 override int GetHideIconMask()
1725 {
1726 return EInventoryIconVisibility.HIDE_VICINITY;
1727 }
1728
1729 override void InitItemSounds()
1730 {
1731 super.InitItemSounds();
1732
1734 SoundParameters params = new SoundParameters();
1735 params.m_Loop = true;
1736
1737 if (GetFoldSoundset() != string.Empty)
1738 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1739 if (GetLoopFoldSoundset() != string.Empty)
1740 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1741 }
1742
1743 override string GetFoldSoundset()
1744 {
1745 return "putDown_FenceKit_SoundSet";
1746 }
1747
1748 override string GetLoopFoldSoundset()
1749 {
1750 return "Shelter_Site_Build_Loop_SoundSet";
1751 }
1752
1753 // --- SYNCHRONIZATION
1755 {
1756 if ( g_Game.IsServer() )
1757 {
1758 SetSynchDirty();
1759 }
1760 }
1761
1762 override void OnVariablesSynchronized()
1763 {
1764 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1765 super.OnVariablesSynchronized();
1766
1767 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1768 }
1769
1770 protected void OnSynchronizedClient()
1771 {
1772 //update parts
1774
1775 //update action on part
1777
1778 //update visuals (client)
1779 UpdateVisuals();
1780 }
1781
1782 //parts synchronization
1783 void RegisterPartForSync( int part_id )
1784 {
1785 //part_id must starts from index = 1
1786 int offset;
1787 int mask;
1788
1789 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1790 {
1791 offset = part_id - 1;
1792 mask = 1 << offset;
1793
1794 m_SyncParts01 = m_SyncParts01 | mask;
1795 }
1796 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1797 {
1798 offset = ( part_id % 32 );
1799 mask = 1 << offset;
1800
1801 m_SyncParts02 = m_SyncParts02 | mask;
1802 }
1803 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1804 {
1805 offset = ( part_id % 63 );
1806 mask = 1 << offset;
1807
1808 m_SyncParts03 = m_SyncParts03 | mask;
1809 }
1810 }
1811
1812 void UnregisterPartForSync( int part_id )
1813 {
1814 //part_id must starts from index = 1
1815 int offset;
1816 int mask;
1817
1818 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1819 {
1820 offset = part_id - 1;
1821 mask = 1 << offset;
1822
1823 m_SyncParts01 = m_SyncParts01 & ~mask;
1824 }
1825 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1826 {
1827 offset = ( part_id % 32 );
1828 mask = 1 << offset;
1829
1830 m_SyncParts02 = m_SyncParts02 & ~mask;
1831 }
1832 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1833 {
1834 offset = ( part_id % 63 );
1835 mask = 1 << offset;
1836
1837 m_SyncParts03 = m_SyncParts03 & ~mask;
1838 }
1839 }
1840
1841 bool IsPartBuildInSyncData( int part_id )
1842 {
1843 //part_id must starts from index = 1
1844 int offset;
1845 int mask;
1846
1847 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1848 {
1849 offset = part_id - 1;
1850 mask = 1 << offset;
1851
1852 if ( ( m_SyncParts01 & mask ) > 0 )
1853 {
1854 return true;
1855 }
1856 }
1857 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1858 {
1859 offset = ( part_id % 32 );
1860 mask = 1 << offset;
1861
1862 if ( ( m_SyncParts02 & mask ) > 0 )
1863 {
1864 return true;
1865 }
1866 }
1867 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1868 {
1869 offset = ( part_id % 63 );
1870 mask = 1 << offset;
1871
1872 if ( ( m_SyncParts03 & mask ) > 0 )
1873 {
1874 return true;
1875 }
1876 }
1877
1878 return false;
1879 }
1880
1881 protected void RegisterActionForSync( int part_id, int action_id )
1882 {
1883 m_InteractedPartId = part_id;
1884 m_PerformedActionId = action_id;
1885 }
1886
1887 protected void ResetActionSyncData()
1888 {
1889 //reset data
1890 m_InteractedPartId = -1;
1892 }
1893
1894 protected void SetActionFromSyncData()
1895 {
1896 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1897 {
1899 int build_action_id = m_PerformedActionId;
1900
1901 switch( build_action_id )
1902 {
1903 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1904 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1905 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1906 }
1907 }
1908 }
1909 //------
1910
1912 {
1913 string key = part.GetPartName();
1914 bool is_base = part.IsBase();
1915 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1916 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1917 if ( is_part_built_sync )
1918 {
1919 if ( !part.IsBuilt() )
1920 {
1921 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1922 GetConstruction().AddToConstructedParts( key );
1923 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1924
1925 if (is_base)
1926 {
1928 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1929 }
1930 }
1931 }
1932 else
1933 {
1934 if ( part.IsBuilt() )
1935 {
1936 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1937 GetConstruction().RemoveFromConstructedParts( key );
1938 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1939
1940 if (is_base)
1941 {
1943 AddProxyPhysics( ANIMATION_DEPLOYED );
1944 }
1945 }
1946 }
1947
1948 //check slot lock for material attachments
1949 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1950 }
1951
1952 //set construction parts based on synchronized data
1954 {
1955 Construction construction = GetConstruction();
1956 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1957
1958 for ( int i = 0; i < construction_parts.Count(); ++i )
1959 {
1960 string key = construction_parts.GetKey( i );
1961 ConstructionPart value = construction_parts.Get( key );
1962 SetPartFromSyncData(value);
1963 }
1964
1965 //regenerate navmesh
1966 UpdateNavmesh();
1967 }
1968
1969 protected ConstructionPart GetConstructionPartById( int id )
1970 {
1971 Construction construction = GetConstruction();
1972 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1973
1974 for ( int i = 0; i < construction_parts.Count(); ++i )
1975 {
1976 string key = construction_parts.GetKey( i );
1977 ConstructionPart value = construction_parts.Get( key );
1978
1979 if ( value.GetId() == id )
1980 {
1981 return value;
1982 }
1983 }
1984
1985 return NULL;
1986 }
1987 //
1988
1989 //Base
1990 bool HasBase()
1991 {
1992 return m_HasBase;
1993 }
1994
1995 void SetBaseState( bool has_base )
1996 {
1997 m_HasBase = has_base;
1998 }
1999
2000 override bool IsDeployable()
2001 {
2002 return true;
2003 }
2004
2005 bool IsOpened()
2006 {
2007 return false;
2008 }
2009
2010 //--- CONSTRUCTION KIT
2012 {
2013 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2014 if ( m_ConstructionKitHealth > 0 )
2015 {
2016 construction_kit.SetHealth( m_ConstructionKitHealth );
2017 }
2018
2019 return construction_kit;
2020 }
2021
2022 void CreateConstructionKitInHands(notnull PlayerBase player)
2023 {
2024 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2025 if ( m_ConstructionKitHealth > 0 )
2026 {
2027 construction_kit.SetHealth( m_ConstructionKitHealth );
2028 }
2029 }
2030
2031 protected vector GetKitSpawnPosition()
2032 {
2033 return GetPosition();
2034 }
2035
2036 protected string GetConstructionKitType()
2037 {
2038 return "";
2039 }
2040
2041 void DestroyConstructionKit( ItemBase construction_kit )
2042 {
2043 m_ConstructionKitHealth = construction_kit.GetHealth();
2044 g_Game.ObjectDelete( construction_kit );
2045 }
2046
2047 //--- CONSTRUCTION
2048 void DestroyConstruction()
2049 {
2050 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2051 g_Game.ObjectDelete( this );
2052 }
2053
2054 // --- EVENTS
2055 override void EEDelete(EntityAI parent)
2056 {
2057 super.EEDelete(parent);
2058
2059 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2060 {
2061 areaDamage.Destroy();
2062 }
2063
2064 }
2065
2066 override void OnStoreSave( ParamsWriteContext ctx )
2067 {
2068 super.OnStoreSave( ctx );
2069
2070 //sync parts 01
2071 ctx.Write( m_SyncParts01 );
2072 ctx.Write( m_SyncParts02 );
2073 ctx.Write( m_SyncParts03 );
2074
2075 ctx.Write( m_HasBase );
2076 }
2077
2078 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2079 {
2080 if ( !super.OnStoreLoad( ctx, version ) )
2081 return false;
2082
2083 //--- Base building data ---
2084 //Restore synced parts data
2085 if ( !ctx.Read( m_SyncParts01 ) )
2086 {
2087 m_SyncParts01 = 0; //set default
2088 return false;
2089 }
2090 if ( !ctx.Read( m_SyncParts02 ) )
2091 {
2092 m_SyncParts02 = 0; //set default
2093 return false;
2094 }
2095 if ( !ctx.Read( m_SyncParts03 ) )
2096 {
2097 m_SyncParts03 = 0; //set default
2098 return false;
2099 }
2100
2101 //has base
2102 if ( !ctx.Read( m_HasBase ) )
2103 {
2104 m_HasBase = false;
2105 return false;
2106 }
2107 //---
2108
2109 return true;
2110 }
2111
2112 override void AfterStoreLoad()
2113 {
2114 super.AfterStoreLoad();
2115
2117 {
2119 }
2120 }
2121
2123 {
2124 //update server data
2126
2127 //set base state
2128 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2129 SetBaseState( part.IsBuilt() ) ;
2130
2131 //synchronize after load
2133 }
2134
2135 override void OnCreatePhysics()
2136 {
2137 super.OnCreatePhysics();
2138
2139 ConstructionInit();
2141 }
2142
2143 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2144 {
2146 return;
2147
2148 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2149 }
2150
2151 override void EEOnAfterLoad()
2152 {
2154 {
2155 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2156 }
2157
2158 super.EEOnAfterLoad();
2159 }
2160
2161 override void EEItemAttached( EntityAI item, string slot_name )
2162 {
2163 super.EEItemAttached( item, slot_name );
2164
2165 CheckForHybridAttachments( item, slot_name );
2166 UpdateVisuals();
2167 UpdateAttachmentPhysics( slot_name, false );
2168 }
2169
2170 override void EEItemDetached( EntityAI item, string slot_name )
2171 {
2172 super.EEItemDetached( item, slot_name );
2173
2174 UpdateVisuals();
2175 UpdateAttachmentPhysics( slot_name, false );
2176 }
2177
2178 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2179 {
2180 string slot_name = InventorySlots.GetSlotName( slotId );
2181 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2182
2183 UpdateAttachmentVisuals( slot_name, locked );
2184 UpdateAttachmentPhysics( slot_name, locked );
2185 }
2186
2187 //ignore out of reach condition
2188 override bool IgnoreOutOfReachCondition()
2189 {
2190 return true;
2191 }
2192
2193 //CONSTRUCTION EVENTS
2194 //Build
2195 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2196 {
2197 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2198
2199 //check base state
2200 if (construtionPart.IsBase())
2201 {
2202 SetBaseState(true);
2203
2204 //spawn kit
2206 }
2207
2208 //register constructed parts for synchronization
2209 RegisterPartForSync(construtionPart.GetId());
2210
2211 //register action that was performed on part
2212 RegisterActionForSync(construtionPart.GetId(), action_id);
2213
2214 //synchronize
2216
2217 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2218
2219 UpdateNavmesh();
2220
2221 //update visuals
2222 UpdateVisuals();
2223
2224 //reset action sync data
2225 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2226 }
2227
2228 void OnPartBuiltClient(string part_name, int action_id)
2229 {
2230 //play sound
2231 SoundBuildStart( part_name );
2232 }
2233
2234 //Dismantle
2235 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2236 {
2237 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2238 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2239
2240 //register constructed parts for synchronization
2241 UnregisterPartForSync(construtionPart.GetId());
2242
2243 //register action that was performed on part
2244 RegisterActionForSync(construtionPart.GetId(), action_id);
2245
2246 //synchronize
2248
2249 // server part of sync, client will be synced from SetPartsFromSyncData
2250 SetPartFromSyncData(construtionPart);
2251
2252 UpdateNavmesh();
2253
2254 //update visuals
2255 UpdateVisuals();
2256
2257 //reset action sync data
2258 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2259
2260 //check base state
2261 if (construtionPart.IsBase())
2262 {
2263 //Destroy construction
2264 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2265 }
2266 }
2267
2268 void OnPartDismantledClient( string part_name, int action_id )
2269 {
2270 //play sound
2271 SoundDismantleStart( part_name );
2272 }
2273
2274 //Destroy
2275 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2276 {
2277 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2278 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2279
2280 //register constructed parts for synchronization
2281 UnregisterPartForSync(construtionPart.GetId());
2282
2283 //register action that was performed on part
2284 RegisterActionForSync(construtionPart.GetId(), action_id);
2285
2286 //synchronize
2288
2289 // server part of sync, client will be synced from SetPartsFromSyncData
2290 SetPartFromSyncData(construtionPart);
2291
2292 UpdateNavmesh();
2293
2294 //update visuals
2295 UpdateVisuals();
2296
2297 //reset action sync data
2298 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2299
2300 //check base state
2301 if (construtionPart.IsBase())
2302 {
2303 //Destroy construction
2304 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2305 }
2306 }
2307
2308 void OnPartDestroyedClient( string part_name, int action_id )
2309 {
2310 //play sound
2311 SoundDestroyStart( part_name );
2312 }
2313
2314 // --- UPDATE
2315 void InitBaseState()
2316 {
2317 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2318
2319 InitVisuals();
2320 UpdateNavmesh(); //regenerate navmesh
2321 }
2322
2323 void InitVisuals()
2324 {
2325 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2326 //check base
2327 if ( !HasBase() )
2328 {
2329 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2330 }
2331 else
2332 {
2333 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2334 }
2335
2336 GetConstruction().InitVisuals();
2337 }
2338
2339 void UpdateVisuals()
2340 {
2341 array<string> attachmentSlots = new array<string>;
2342
2343 GetAttachmentSlots(this, attachmentSlots);
2344 foreach (string slotName : attachmentSlots)
2345 {
2347 }
2348
2349 //check base
2350 if (!HasBase())
2351 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2352 else
2353 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2354
2355 GetConstruction().UpdateVisuals();
2356 }
2357
2358 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2359 {
2360 string slotNameMounted = slot_name + "_Mounted";
2361 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2362
2363 if (attachment)
2364 {
2365 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2366 if (barbedWire && barbedWire.IsMounted())
2367 CreateAreaDamage(slotNameMounted);
2368 else
2369 DestroyAreaDamage(slotNameMounted);
2370
2371 if (is_locked)
2372 {
2373 SetAnimationPhase(slotNameMounted, 0);
2374 SetAnimationPhase(slot_name, 1);
2375 }
2376 else
2377 {
2378 SetAnimationPhase(slotNameMounted, 1);
2379 SetAnimationPhase(slot_name, 0);
2380 }
2381 }
2382 else
2383 {
2384 SetAnimationPhase(slotNameMounted, 1);
2385 SetAnimationPhase(slot_name, 1);
2386
2387 DestroyAreaDamage(slotNameMounted);
2388 }
2389 }
2390
2391 // avoid calling this function on frequent occasions, it's a massive performance hit
2392 void UpdatePhysics()
2393 {
2395 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2396
2397 array<string> attachmentSlots = new array<string>;
2398 GetAttachmentSlots(this, attachmentSlots);
2399
2401 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2402
2403 foreach (string slotName : attachmentSlots)
2404 {
2406 }
2407
2408 //check base
2409 if (!HasBase())
2410 {
2412 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2413
2414 AddProxyPhysics(ANIMATION_DEPLOYED);
2415 }
2416 else
2417 {
2419 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2420
2421 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2422 }
2423
2424 GetConstruction().UpdatePhysics();
2425 UpdateNavmesh();
2426 }
2427
2428 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2429 {
2430 //checks for invalid appends; hotfix
2431 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2432 return;
2433 //----------------------------------
2434 string slot_name_mounted = slot_name + "_Mounted";
2435 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2436
2437 //remove proxy physics
2438 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2439 RemoveProxyPhysics( slot_name_mounted );
2440 RemoveProxyPhysics( slot_name );
2441
2442 if ( attachment )
2443 {
2444 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2445 if ( is_locked )
2446 {
2447 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2448 AddProxyPhysics( slot_name_mounted );
2449 }
2450 else
2451 {
2452 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2453 AddProxyPhysics( slot_name );
2454 }
2455 }
2456 }
2457
2458 protected void UpdateNavmesh()
2459 {
2460 SetAffectPathgraph( true, false );
2461 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2462 }
2463
2464 override bool CanUseConstruction()
2465 {
2466 return true;
2467 }
2468
2469 override bool CanUseConstructionBuild()
2470 {
2471 return true;
2472 }
2473
2474 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2475 {
2476 if ( attachment )
2477 {
2478 InventoryLocation inventory_location = new InventoryLocation;
2479 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2480
2481 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2482 }
2483
2484 return false;
2485 }
2486
2487 protected bool IsAttachmentSlotLocked( string slot_name )
2488 {
2489 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2490 }
2491
2492 //--- ATTACHMENT SLOTS
2493 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2494 {
2495 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2496 if ( g_Game.ConfigIsExisting( config_path ) )
2497 {
2498 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2499 }
2500 }
2501
2502 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2503 {
2504 return true;
2505 }
2506
2507 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2508 {
2509 return true;
2510 }
2511
2512 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2513 {
2514 return true;
2515 }
2516
2517 // --- INIT
2519 {
2520 m_Construction = new Construction(this);
2521 return m_Construction;
2522 }
2523
2525 {
2526 return m_Construction;
2527 }
2528
2530 {
2531 return Construction.Cast(m_Construction);
2532 }
2533
2535 {
2536 int attachment_count = GetInventory().AttachmentCount();
2537 if ( attachment_count > 0 )
2538 {
2539 if ( HasBase() && attachment_count == 1 )
2540 {
2541 return false;
2542 }
2543
2544 return true;
2545 }
2546
2547 return false;
2548 }
2549
2550 override bool ShowZonesHealth()
2551 {
2552 return true;
2553 }
2554
2555 override bool IsTakeable()
2556 {
2557 return false;
2558 }
2559
2560 //this into/outo parent.Cargo
2561 override bool CanPutInCargo( EntityAI parent )
2562 {
2563 return false;
2564 }
2565
2566 override bool CanRemoveFromCargo( EntityAI parent )
2567 {
2568 return false;
2569 }
2570
2571 //hands
2572 override bool CanPutIntoHands( EntityAI parent )
2573 {
2574 return false;
2575 }
2576
2577 //--- ACTION CONDITIONS
2578 //direction
2579 override bool IsFacingPlayer( PlayerBase player, string selection )
2580 {
2581 return true;
2582 }
2583
2584 override bool IsPlayerInside( PlayerBase player, string selection )
2585 {
2586 return true;
2587 }
2588
2591 {
2592 return false;
2593 }
2594
2595 //roof check
2596 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2597 {
2598 return false;
2599 }
2600
2601 //selection->player distance check
2602 bool HasProperDistance( string selection, PlayerBase player )
2603 {
2604 return true;
2605 }
2606
2607 //folding
2609 {
2610 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2611 {
2612 return false;
2613 }
2614
2615 return true;
2616 }
2617
2619 {
2622
2623 return item;
2624 }
2625
2626 //Damage triggers (barbed wire)
2627 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2628 {
2629 if ( g_Game && g_Game.IsServer() )
2630 {
2631 //destroy area damage if some already exists
2632 DestroyAreaDamage( slot_name );
2633
2634 //create new area damage
2636 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2637
2638 vector min_max[2];
2639 if ( MemoryPointExists( slot_name + "_min" ) )
2640 {
2641 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2642 }
2643 if ( MemoryPointExists( slot_name + "_max" ) )
2644 {
2645 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2646 }
2647
2648 //get proper trigger extents (min<max)
2649 vector extents[2];
2650 GetConstruction().GetTriggerExtents( min_max, extents );
2651
2652 //get box center
2653 vector center;
2654 center = GetConstruction().GetBoxCenter( min_max );
2655 center = ModelToWorld( center );
2656
2657 //rotate center if needed
2659 CalcDamageAreaRotation( rotation_angle, center, orientation );
2660
2661 areaDamage.SetExtents( extents[0], extents[1] );
2662 areaDamage.SetAreaPosition( center );
2663 areaDamage.SetAreaOrientation( orientation );
2664 areaDamage.SetLoopInterval( 1.0 );
2665 areaDamage.SetDeferDuration( 0.2 );
2666 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2667 areaDamage.SetAmmoName( "BarbedWireHit" );
2668 areaDamage.Spawn();
2669
2670 m_DamageTriggers.Insert( slot_name, areaDamage );
2671 }
2672 }
2673
2674 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2675 {
2676 if ( angle_deg != 0 )
2677 {
2678 //orientation
2679 orientation[0] = orientation[0] - angle_deg;
2680
2681 //center
2682 vector rotate_axis;
2683 if ( MemoryPointExists( "rotate_axis" ) )
2684 {
2685 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2686 }
2687 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];
2688 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];
2689 center[0] = r_center_x;
2690 center[2] = r_center_z;
2691 }
2692 }
2693
2694 void DestroyAreaDamage( string slot_name )
2695 {
2696 if (g_Game && g_Game.IsServer())
2697 {
2699 if (m_DamageTriggers.Find(slot_name, areaDamage))
2700 {
2701 if (areaDamage)
2702 {
2703 areaDamage.Destroy();
2704 }
2705
2706 m_DamageTriggers.Remove( slot_name );
2707 }
2708 }
2709 }
2710
2711 override bool IsIgnoredByConstruction()
2712 {
2713 return true;
2714 }
2715
2716 //================================================================
2717 // SOUNDS
2718 //================================================================
2719 protected void SoundBuildStart( string part_name )
2720 {
2721 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2722 }
2723
2724 protected void SoundDismantleStart( string part_name )
2725 {
2726 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2727 }
2728
2729 protected void SoundDestroyStart( string part_name )
2730 {
2731 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2732 }
2733
2734 protected string GetBuildSoundByMaterial( string part_name )
2735 {
2736 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2737
2738 switch ( material_type )
2739 {
2740 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2741 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2742 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2743 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2744 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2745 }
2746
2747 return "";
2748 }
2749
2750 protected string GetDismantleSoundByMaterial( string part_name )
2751 {
2752 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2753
2754 switch ( material_type )
2755 {
2756 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2757 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2758 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2759 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2760 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2761 }
2762
2763 return "";
2764 }
2765
2766 //misc
2767 void CheckForHybridAttachments( EntityAI item, string slot_name )
2768 {
2769 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2770 {
2771 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2772 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2773 {
2774 SetHealth(slot_name,"Health",item.GetHealth());
2775 }
2776 }
2777 }
2778
2779 override int GetDamageSystemVersionChange()
2780 {
2781 return 111;
2782 }
2783
2784 override void SetActions()
2785 {
2786 super.SetActions();
2787
2791 }
2792
2793 protected void DestroyConstructedParts()
2794 {
2795 Construction construction = GetConstruction();
2796 if (!construction)
2797 return;
2798
2799 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2800 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2801 {
2802 ConstructionPart part = constructionParts.GetElement(i);
2803 if (part && part.IsBuilt() && !part.IsUtilityPart())
2804 {
2805 construction.DestroyPartServer(null, part.GetPartName(), -1);
2806 }
2807 }
2808 }
2809
2810 protected void HandleFallingForConstructedParts()
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.HandleEntityFalling(part.GetPartName());
2823 }
2824 }
2825 }
2826
2828 override void OnItemFallRebuilding()
2829 {
2830 if (!g_Game.IsServer())
2831 return;
2832
2835
2836 if (DestroyOnFall())
2837 {
2839 {
2841 }
2842 else
2843 {
2845 {
2847 }
2848 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2849 }
2850 }
2851 }
2852
2854 {
2855 if (HasAnyAttachmentsOrCargo())
2856 {
2858 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2859 }
2860 }
2861
2862 //================================================================
2863 // DEBUG
2864 //================================================================
2865
2868 {
2869 return null;
2870 }
2871
2872 override void OnDebugSpawn()
2873 {
2874 FullyBuild();
2875 }
2876
2877 void FullyBuild()
2878 {
2880 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2881
2882 Man p;
2883
2884 #ifdef SERVER
2885 array<Man> players = new array<Man>;
2886 g_Game.GetWorld().GetPlayerList(players);
2887 if (players.Count())
2888 p = players[0];
2889 #else
2890 p = g_Game.GetPlayer();
2891 #endif
2892
2893 foreach (ConstructionPart part : parts)
2894 {
2895 bool excluded = false;
2896 string partName = part.GetPartName();
2897 if (excludes)
2898 {
2899 foreach (string exclude : excludes)
2900 {
2901 if (partName.Contains(exclude))
2902 {
2903 excluded = true;
2904 break;
2905 }
2906 }
2907 }
2908
2909 if (!excluded)
2910 {
2911 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2912 }
2913 }
2914
2915 GetConstruction().UpdateVisuals();
2916 }
2917
2919 //Deprecated code playpen//
2921 [Obsolete("handled in the Construction component directly")]
2922 protected void HandleItemFalling(ConstructionPart part)
2923 {
2924 }
2925
2926 [Obsolete("handled in the Construction component directly")]
2927 protected void ItemFall(vector min, vector max)
2928 {
2929 }
2930
2931 [Obsolete("obsolete debug method")]
2932 protected void DebugCustomState()
2933 {
2934 }
2935}
2936
2937void bsbDebugPrint (string s)
2938{
2939#ifdef BSB_DEBUG
2940 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2941#else
2942 //Print("" + s); // comment/uncomment to hide/see debug logs
2943#endif
2944}
2945void bsbDebugSpam (string s)
2946{
2947#ifdef BSB_DEBUG_SPAM
2948 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2949#else
2950 //Print("" + s); // comment/uncomment to hide/see debug logs
2951#endif
2952}
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

Используется в PluginBase::EditorToggle(), PluginBase::EditorUpdate(), LayoutHolder::Toggle() и ClosableContainer::UpdateInterval().