DayZ 1.30
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◆ ItemFall()

void bsbDebugPrint::ItemFall ( vector min,
vector max )
protected

См. определение в файле BaseBuildingBase.c строка 2569

2571{
2572 const string ANIMATION_DEPLOYED = "Deployed";
2573
2574 float m_ConstructionKitHealth; //stored health value for used construction kit
2575
2576 bool m_HasBase;
2577 //variables for synchronization of base building parts (2x31 is the current limit)
2578 int m_SyncParts01; //synchronization for already built parts (31 parts)
2579 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2580 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2581 int m_InteractedPartId; //construction part id that an action was performed on
2582 int m_PerformedActionId; //action id that was performed on a construction part
2583 protected ref ConstructionBasic m_Construction;
2584
2585 //Sounds
2586 //build
2587 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2588 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2589 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2590 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2591 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2592 //dismantle
2593 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2594 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2595 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2596 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2597 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2598
2599 protected EffectSound m_Sound;
2600
2604
2605 // Constructor
2606 void BaseBuildingBase()
2607 {
2609
2610 //synchronized variables
2611 RegisterNetSyncVariableInt( "m_SyncParts01" );
2612 RegisterNetSyncVariableInt( "m_SyncParts02" );
2613 RegisterNetSyncVariableInt( "m_SyncParts03" );
2614 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2615 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2616 RegisterNetSyncVariableBool( "m_HasBase" );
2617
2618 //Construction init
2619 ConstructionInit();
2620
2621 if (ConfigIsExisting("hybridAttachments"))
2622 {
2624 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2625 }
2626 if (ConfigIsExisting("mountables"))
2627 {
2629 ConfigGetTextArray("mountables", m_Mountables);
2630 }
2631
2632 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2633 SetAllowDamage(true);
2634 }
2635
2636 override string GetInvulnerabilityTypeString()
2637 {
2638 return "disableBaseDamage";
2639 }
2640
2641 override bool CanObstruct()
2642 {
2643 return true;
2644 }
2645
2646 override int GetHideIconMask()
2647 {
2648 return EInventoryIconVisibility.HIDE_VICINITY;
2649 }
2650
2651 override void InitItemSounds()
2652 {
2653 super.InitItemSounds();
2654
2656 SoundParameters params = new SoundParameters();
2657 params.m_Loop = true;
2658
2659 if (GetFoldSoundset() != string.Empty)
2660 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2661 if (GetLoopFoldSoundset() != string.Empty)
2662 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2663 }
2664
2665 override string GetFoldSoundset()
2666 {
2667 return "putDown_FenceKit_SoundSet";
2668 }
2669
2670 override string GetLoopFoldSoundset()
2671 {
2672 return "Shelter_Site_Build_Loop_SoundSet";
2673 }
2674
2675 // --- SYNCHRONIZATION
2677 {
2678 if ( g_Game.IsServer() )
2679 {
2680 SetSynchDirty();
2681 }
2682 }
2683
2684 override void OnVariablesSynchronized()
2685 {
2686 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2687 super.OnVariablesSynchronized();
2688
2689 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2690 }
2691
2692 protected void OnSynchronizedClient()
2693 {
2694 //update parts
2696
2697 //update action on part
2699
2700 //update visuals (client)
2701 UpdateVisuals();
2702 }
2703
2704 //parts synchronization
2705 void RegisterPartForSync( int part_id )
2706 {
2707 //part_id must starts from index = 1
2708 int offset;
2709 int mask;
2710
2711 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2712 {
2713 offset = part_id - 1;
2714 mask = 1 << offset;
2715
2716 m_SyncParts01 = m_SyncParts01 | mask;
2717 }
2718 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2719 {
2720 offset = ( part_id % 32 );
2721 mask = 1 << offset;
2722
2723 m_SyncParts02 = m_SyncParts02 | mask;
2724 }
2725 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2726 {
2727 offset = ( part_id % 63 );
2728 mask = 1 << offset;
2729
2730 m_SyncParts03 = m_SyncParts03 | mask;
2731 }
2732 }
2733
2734 void UnregisterPartForSync( int part_id )
2735 {
2736 //part_id must starts from index = 1
2737 int offset;
2738 int mask;
2739
2740 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2741 {
2742 offset = part_id - 1;
2743 mask = 1 << offset;
2744
2745 m_SyncParts01 = m_SyncParts01 & ~mask;
2746 }
2747 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2748 {
2749 offset = ( part_id % 32 );
2750 mask = 1 << offset;
2751
2752 m_SyncParts02 = m_SyncParts02 & ~mask;
2753 }
2754 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2755 {
2756 offset = ( part_id % 63 );
2757 mask = 1 << offset;
2758
2759 m_SyncParts03 = m_SyncParts03 & ~mask;
2760 }
2761 }
2762
2763 bool IsPartBuildInSyncData( int part_id )
2764 {
2765 //part_id must starts from index = 1
2766 int offset;
2767 int mask;
2768
2769 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2770 {
2771 offset = part_id - 1;
2772 mask = 1 << offset;
2773
2774 if ( ( m_SyncParts01 & mask ) > 0 )
2775 {
2776 return true;
2777 }
2778 }
2779 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2780 {
2781 offset = ( part_id % 32 );
2782 mask = 1 << offset;
2783
2784 if ( ( m_SyncParts02 & mask ) > 0 )
2785 {
2786 return true;
2787 }
2788 }
2789 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2790 {
2791 offset = ( part_id % 63 );
2792 mask = 1 << offset;
2793
2794 if ( ( m_SyncParts03 & mask ) > 0 )
2795 {
2796 return true;
2797 }
2798 }
2799
2800 return false;
2801 }
2802
2803 protected void RegisterActionForSync( int part_id, int action_id )
2804 {
2805 m_InteractedPartId = part_id;
2806 m_PerformedActionId = action_id;
2807 }
2808
2809 protected void ResetActionSyncData()
2810 {
2811 //reset data
2812 m_InteractedPartId = -1;
2814 }
2815
2816 protected void SetActionFromSyncData()
2817 {
2818 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2819 {
2821 int build_action_id = m_PerformedActionId;
2822
2823 switch( build_action_id )
2824 {
2825 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2826 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2827 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2828 }
2829 }
2830 }
2831 //------
2832
2834 {
2835 string key = part.GetPartName();
2836 bool is_base = part.IsBase();
2837 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2838 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2839 if ( is_part_built_sync )
2840 {
2841 if ( !part.IsBuilt() )
2842 {
2843 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2844 GetConstruction().AddToConstructedParts( key );
2845 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2846
2847 if (is_base)
2848 {
2850 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2851 }
2852 }
2853 }
2854 else
2855 {
2856 if ( part.IsBuilt() )
2857 {
2858 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2859 GetConstruction().RemoveFromConstructedParts( key );
2860 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2861
2862 if (is_base)
2863 {
2865 AddProxyPhysics( ANIMATION_DEPLOYED );
2866 }
2867 }
2868 }
2869
2870 //check slot lock for material attachments
2871 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2872 }
2873
2874 //set construction parts based on synchronized data
2876 {
2877 Construction construction = GetConstruction();
2878 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2879
2880 for ( int i = 0; i < construction_parts.Count(); ++i )
2881 {
2882 string key = construction_parts.GetKey( i );
2883 ConstructionPart value = construction_parts.Get( key );
2884 SetPartFromSyncData(value);
2885 }
2886
2887 //regenerate navmesh
2888 UpdateNavmesh();
2889 }
2890
2891 protected ConstructionPart GetConstructionPartById( int id )
2892 {
2893 Construction construction = GetConstruction();
2894 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2895
2896 for ( int i = 0; i < construction_parts.Count(); ++i )
2897 {
2898 string key = construction_parts.GetKey( i );
2899 ConstructionPart value = construction_parts.Get( key );
2900
2901 if ( value.GetId() == id )
2902 {
2903 return value;
2904 }
2905 }
2906
2907 return NULL;
2908 }
2909 //
2910
2911 //Base
2912 bool HasBase()
2913 {
2914 return m_HasBase;
2915 }
2916
2917 void SetBaseState( bool has_base )
2918 {
2919 m_HasBase = has_base;
2920 }
2921
2922 override bool IsDeployable()
2923 {
2924 return true;
2925 }
2926
2927 bool IsOpened()
2928 {
2929 return false;
2930 }
2931
2932 //--- CONSTRUCTION KIT
2934 {
2935 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2936 if ( m_ConstructionKitHealth > 0 )
2937 {
2938 construction_kit.SetHealth( m_ConstructionKitHealth );
2939 }
2940
2941 return construction_kit;
2942 }
2943
2944 void CreateConstructionKitInHands(notnull PlayerBase player)
2945 {
2946 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2947 if ( m_ConstructionKitHealth > 0 )
2948 {
2949 construction_kit.SetHealth( m_ConstructionKitHealth );
2950 }
2951 }
2952
2953 protected vector GetKitSpawnPosition()
2954 {
2955 return GetPosition();
2956 }
2957
2958 protected string GetConstructionKitType()
2959 {
2960 return "";
2961 }
2962
2963 void DestroyConstructionKit( ItemBase construction_kit )
2964 {
2965 m_ConstructionKitHealth = construction_kit.GetHealth();
2966 g_Game.ObjectDelete( construction_kit );
2967 }
2968
2969 //--- CONSTRUCTION
2970 void DestroyConstruction()
2971 {
2972 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2973 g_Game.ObjectDelete( this );
2974 }
2975
2976 // --- EVENTS
2977 override void EEDelete(EntityAI parent)
2978 {
2979 super.EEDelete(parent);
2980
2981 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2982 {
2983 areaDamage.Destroy();
2984 }
2985
2986 }
2987
2988 override void OnStoreSave( ParamsWriteContext ctx )
2989 {
2990 super.OnStoreSave( ctx );
2991
2992 //sync parts 01
2993 ctx.Write( m_SyncParts01 );
2994 ctx.Write( m_SyncParts02 );
2995 ctx.Write( m_SyncParts03 );
2996
2997 ctx.Write( m_HasBase );
2998 }
2999
3000 override bool OnStoreLoad( ParamsReadContext ctx, int version )
3001 {
3002 if ( !super.OnStoreLoad( ctx, version ) )
3003 return false;
3004
3005 //--- Base building data ---
3006 //Restore synced parts data
3007 if ( !ctx.Read( m_SyncParts01 ) )
3008 {
3009 m_SyncParts01 = 0; //set default
3010 return false;
3011 }
3012 if ( !ctx.Read( m_SyncParts02 ) )
3013 {
3014 m_SyncParts02 = 0; //set default
3015 return false;
3016 }
3017 if ( !ctx.Read( m_SyncParts03 ) )
3018 {
3019 m_SyncParts03 = 0; //set default
3020 return false;
3021 }
3022
3023 //has base
3024 if ( !ctx.Read( m_HasBase ) )
3025 {
3026 m_HasBase = false;
3027 return false;
3028 }
3029 //---
3030
3031 return true;
3032 }
3033
3034 override void AfterStoreLoad()
3035 {
3036 super.AfterStoreLoad();
3037
3039 {
3041 }
3042 }
3043
3045 {
3046 //update server data
3048
3049 //set base state
3050 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
3051 SetBaseState( part.IsBuilt() ) ;
3052
3053 //synchronize after load
3055 }
3056
3057 override void OnCreatePhysics()
3058 {
3059 super.OnCreatePhysics();
3060
3061 ConstructionInit();
3063 }
3064
3065 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3066 {
3068 return;
3069
3070 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3071 }
3072
3073 override void EEOnAfterLoad()
3074 {
3076 {
3077 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3078 }
3079
3080 super.EEOnAfterLoad();
3081 }
3082
3083 override void EEItemAttached( EntityAI item, string slot_name )
3084 {
3085 super.EEItemAttached( item, slot_name );
3086
3087 CheckForHybridAttachments( item, slot_name );
3088 UpdateVisuals();
3089 UpdateAttachmentPhysics( slot_name, false );
3090 }
3091
3092 override void EEItemDetached( EntityAI item, string slot_name )
3093 {
3094 super.EEItemDetached( item, slot_name );
3095
3096 UpdateVisuals();
3097 UpdateAttachmentPhysics( slot_name, false );
3098 }
3099
3100 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3101 {
3102 string slot_name = InventorySlots.GetSlotName( slotId );
3103 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3104
3105 UpdateAttachmentVisuals( slot_name, locked );
3106 UpdateAttachmentPhysics( slot_name, locked );
3107 }
3108
3109 //ignore out of reach condition
3110 override bool IgnoreOutOfReachCondition()
3111 {
3112 return true;
3113 }
3114
3115 //CONSTRUCTION EVENTS
3116 //Build
3117 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3118 {
3119 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3120
3121 //check base state
3122 if (construtionPart.IsBase())
3123 {
3124 SetBaseState(true);
3125
3126 //spawn kit
3128 }
3129
3130 //register constructed parts for synchronization
3131 RegisterPartForSync(construtionPart.GetId());
3132
3133 //register action that was performed on part
3134 RegisterActionForSync(construtionPart.GetId(), action_id);
3135
3136 //synchronize
3138
3139 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3140
3141 UpdateNavmesh();
3142
3143 //update visuals
3144 UpdateVisuals();
3145
3146 //reset action sync data
3147 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3148 }
3149
3150 void OnPartBuiltClient(string part_name, int action_id)
3151 {
3152 //play sound
3153 SoundBuildStart( part_name );
3154 }
3155
3156 //Dismantle
3157 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3158 {
3159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3160 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3161
3162 //register constructed parts for synchronization
3163 UnregisterPartForSync(construtionPart.GetId());
3164
3165 //register action that was performed on part
3166 RegisterActionForSync(construtionPart.GetId(), action_id);
3167
3168 //synchronize
3170
3171 // server part of sync, client will be synced from SetPartsFromSyncData
3172 SetPartFromSyncData(construtionPart);
3173
3174 UpdateNavmesh();
3175
3176 //update visuals
3177 UpdateVisuals();
3178
3179 //reset action sync data
3180 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3181
3182 //check base state
3183 if (construtionPart.IsBase())
3184 {
3185 //Destroy construction
3186 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3187 }
3188 }
3189
3190 void OnPartDismantledClient( string part_name, int action_id )
3191 {
3192 //play sound
3193 SoundDismantleStart( part_name );
3194 }
3195
3196 //Destroy
3197 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3198 {
3199 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3200 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3201
3202 //register constructed parts for synchronization
3203 UnregisterPartForSync(construtionPart.GetId());
3204
3205 //register action that was performed on part
3206 RegisterActionForSync(construtionPart.GetId(), action_id);
3207
3208 //synchronize
3210
3211 // server part of sync, client will be synced from SetPartsFromSyncData
3212 SetPartFromSyncData(construtionPart);
3213
3214 UpdateNavmesh();
3215
3216 //update visuals
3217 UpdateVisuals();
3218
3219 //reset action sync data
3220 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3221
3222 //check base state
3223 if (construtionPart.IsBase())
3224 {
3225 //Destroy construction
3226 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3227 }
3228 }
3229
3230 void OnPartDestroyedClient( string part_name, int action_id )
3231 {
3232 //play sound
3233 SoundDestroyStart( part_name );
3234 }
3235
3236 // --- UPDATE
3237 void InitBaseState()
3238 {
3239 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3240
3241 InitVisuals();
3242 UpdateNavmesh(); //regenerate navmesh
3243 }
3244
3245 void InitVisuals()
3246 {
3247 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3248 //check base
3249 if ( !HasBase() )
3250 {
3251 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3252 }
3253 else
3254 {
3255 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3256 }
3257
3258 GetConstruction().InitVisuals();
3259 }
3260
3261 void UpdateVisuals()
3262 {
3263 array<string> attachmentSlots = new array<string>;
3264
3265 GetAttachmentSlots(this, attachmentSlots);
3266 foreach (string slotName : attachmentSlots)
3267 {
3269 }
3270
3271 //check base
3272 if (!HasBase())
3273 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3274 else
3275 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3276
3277 GetConstruction().UpdateVisuals();
3278 }
3279
3280 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3281 {
3282 string slotNameMounted = slot_name + "_Mounted";
3283 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3284
3285 if (attachment)
3286 {
3287 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3288 if (barbedWire && barbedWire.IsMounted())
3289 CreateAreaDamage(slotNameMounted);
3290 else
3291 DestroyAreaDamage(slotNameMounted);
3292
3293 if (is_locked)
3294 {
3295 SetAnimationPhase(slotNameMounted, 0);
3296 SetAnimationPhase(slot_name, 1);
3297 }
3298 else
3299 {
3300 SetAnimationPhase(slotNameMounted, 1);
3301 SetAnimationPhase(slot_name, 0);
3302 }
3303 }
3304 else
3305 {
3306 SetAnimationPhase(slotNameMounted, 1);
3307 SetAnimationPhase(slot_name, 1);
3308
3309 DestroyAreaDamage(slotNameMounted);
3310 }
3311 }
3312
3313 // avoid calling this function on frequent occasions, it's a massive performance hit
3314 void UpdatePhysics()
3315 {
3317 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3318
3319 array<string> attachmentSlots = new array<string>;
3320 GetAttachmentSlots(this, attachmentSlots);
3321
3323 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3324
3325 foreach (string slotName : attachmentSlots)
3326 {
3328 }
3329
3330 //check base
3331 if (!HasBase())
3332 {
3334 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3335
3336 AddProxyPhysics(ANIMATION_DEPLOYED);
3337 }
3338 else
3339 {
3341 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3342
3343 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3344 }
3345
3346 GetConstruction().UpdatePhysics();
3347 UpdateNavmesh();
3348 }
3349
3350 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3351 {
3352 //checks for invalid appends; hotfix
3353 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3354 return;
3355 //----------------------------------
3356 string slot_name_mounted = slot_name + "_Mounted";
3357 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3358
3359 //remove proxy physics
3360 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3361 RemoveProxyPhysics( slot_name_mounted );
3362 RemoveProxyPhysics( slot_name );
3363
3364 if ( attachment )
3365 {
3366 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3367 if ( is_locked )
3368 {
3369 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3370 AddProxyPhysics( slot_name_mounted );
3371 }
3372 else
3373 {
3374 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3375 AddProxyPhysics( slot_name );
3376 }
3377 }
3378 }
3379
3380 protected void UpdateNavmesh()
3381 {
3382 SetAffectPathgraph( true, false );
3383 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3384 }
3385
3386 override bool CanUseConstruction()
3387 {
3388 return true;
3389 }
3390
3391 override bool CanUseConstructionBuild()
3392 {
3393 return true;
3394 }
3395
3396 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3397 {
3398 if ( attachment )
3399 {
3400 InventoryLocation inventory_location = new InventoryLocation;
3401 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3402
3403 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3404 }
3405
3406 return false;
3407 }
3408
3409 protected bool IsAttachmentSlotLocked( string slot_name )
3410 {
3411 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3412 }
3413
3414 //--- ATTACHMENT SLOTS
3415 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3416 {
3417 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3418 if ( g_Game.ConfigIsExisting( config_path ) )
3419 {
3420 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3421 }
3422 }
3423
3424 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3425 {
3426 return true;
3427 }
3428
3429 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3430 {
3431 return true;
3432 }
3433
3434 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3435 {
3436 return true;
3437 }
3438
3439 // --- INIT
3441 {
3442 m_Construction = new Construction(this);
3443 return m_Construction;
3444 }
3445
3447 {
3448 return m_Construction;
3449 }
3450
3452 {
3453 return Construction.Cast(m_Construction);
3454 }
3455
3457 {
3458 int attachment_count = GetInventory().AttachmentCount();
3459 if ( attachment_count > 0 )
3460 {
3461 if ( HasBase() && attachment_count == 1 )
3462 {
3463 return false;
3464 }
3465
3466 return true;
3467 }
3468
3469 return false;
3470 }
3471
3472 override bool ShowZonesHealth()
3473 {
3474 return true;
3475 }
3476
3477 override bool IsTakeable()
3478 {
3479 return false;
3480 }
3481
3482 //this into/outo parent.Cargo
3483 override bool CanPutInCargo( EntityAI parent )
3484 {
3485 return false;
3486 }
3487
3488 override bool CanRemoveFromCargo( EntityAI parent )
3489 {
3490 return false;
3491 }
3492
3493 //hands
3494 override bool CanPutIntoHands( EntityAI parent )
3495 {
3496 return false;
3497 }
3498
3499 //--- ACTION CONDITIONS
3500 //direction
3501 override bool IsFacingPlayer( PlayerBase player, string selection )
3502 {
3503 return true;
3504 }
3505
3506 override bool IsPlayerInside( PlayerBase player, string selection )
3507 {
3508 return true;
3509 }
3510
3513 {
3514 return false;
3515 }
3516
3517 //roof check
3518 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3519 {
3520 return false;
3521 }
3522
3523 //selection->player distance check
3524 bool HasProperDistance( string selection, PlayerBase player )
3525 {
3526 return true;
3527 }
3528
3529 //folding
3531 {
3532 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3533 {
3534 return false;
3535 }
3536
3537 return true;
3538 }
3539
3541 {
3544
3545 return item;
3546 }
3547
3548 //Damage triggers (barbed wire)
3549 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3550 {
3551 if ( g_Game && g_Game.IsServer() )
3552 {
3553 //destroy area damage if some already exists
3554 DestroyAreaDamage( slot_name );
3555
3556 //create new area damage
3558 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3559
3560 vector min_max[2];
3561 if ( MemoryPointExists( slot_name + "_min" ) )
3562 {
3563 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3564 }
3565 if ( MemoryPointExists( slot_name + "_max" ) )
3566 {
3567 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3568 }
3569
3570 //get proper trigger extents (min<max)
3571 vector extents[2];
3572 GetConstruction().GetTriggerExtents( min_max, extents );
3573
3574 //get box center
3575 vector center;
3576 center = GetConstruction().GetBoxCenter( min_max );
3577 center = ModelToWorld( center );
3578
3579 //rotate center if needed
3581 CalcDamageAreaRotation( rotation_angle, center, orientation );
3582
3583 areaDamage.SetExtents( extents[0], extents[1] );
3584 areaDamage.SetAreaPosition( center );
3585 areaDamage.SetAreaOrientation( orientation );
3586 areaDamage.SetLoopInterval( 1.0 );
3587 areaDamage.SetDeferDuration( 0.2 );
3588 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3589 areaDamage.SetAmmoName( "BarbedWireHit" );
3590 areaDamage.Spawn();
3591
3592 m_DamageTriggers.Insert( slot_name, areaDamage );
3593 }
3594 }
3595
3596 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3597 {
3598 if ( angle_deg != 0 )
3599 {
3600 //orientation
3601 orientation[0] = orientation[0] - angle_deg;
3602
3603 //center
3604 vector rotate_axis;
3605 if ( MemoryPointExists( "rotate_axis" ) )
3606 {
3607 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3608 }
3609 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];
3610 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];
3611 center[0] = r_center_x;
3612 center[2] = r_center_z;
3613 }
3614 }
3615
3616 void DestroyAreaDamage( string slot_name )
3617 {
3618 if (g_Game && g_Game.IsServer())
3619 {
3621 if (m_DamageTriggers.Find(slot_name, areaDamage))
3622 {
3623 if (areaDamage)
3624 {
3625 areaDamage.Destroy();
3626 }
3627
3628 m_DamageTriggers.Remove( slot_name );
3629 }
3630 }
3631 }
3632
3633 override bool IsIgnoredByConstruction()
3634 {
3635 return true;
3636 }
3637
3638 //================================================================
3639 // SOUNDS
3640 //================================================================
3641 protected void SoundBuildStart( string part_name )
3642 {
3643 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3644 }
3645
3646 protected void SoundDismantleStart( string part_name )
3647 {
3648 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3649 }
3650
3651 protected void SoundDestroyStart( string part_name )
3652 {
3653 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3654 }
3655
3656 protected string GetBuildSoundByMaterial( string part_name )
3657 {
3658 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3659
3660 switch ( material_type )
3661 {
3662 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3663 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3664 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3665 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3666 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3667 }
3668
3669 return "";
3670 }
3671
3672 protected string GetDismantleSoundByMaterial( string part_name )
3673 {
3674 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3675
3676 switch ( material_type )
3677 {
3678 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3679 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3680 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3681 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3682 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3683 }
3684
3685 return "";
3686 }
3687
3688 //misc
3689 void CheckForHybridAttachments( EntityAI item, string slot_name )
3690 {
3691 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3692 {
3693 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3694 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3695 {
3696 SetHealth(slot_name,"Health",item.GetHealth());
3697 }
3698 }
3699 }
3700
3701 override int GetDamageSystemVersionChange()
3702 {
3703 return 111;
3704 }
3705
3706 override void SetActions()
3707 {
3708 super.SetActions();
3709
3713 }
3714
3715 protected void DestroyConstructedParts()
3716 {
3717 Construction construction = GetConstruction();
3718 if (!construction)
3719 return;
3720
3721 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3722 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3723 {
3724 ConstructionPart part = constructionParts.GetElement(i);
3725 if (part && part.IsBuilt() && !part.IsUtilityPart())
3726 {
3727 construction.DestroyPartServer(null, part.GetPartName(), -1);
3728 }
3729 }
3730 }
3731
3732 protected void HandleFallingForConstructedParts()
3733 {
3734 Construction construction = GetConstruction();
3735 if (!construction)
3736 return;
3737
3738 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3739 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3740 {
3741 ConstructionPart part = constructionParts.GetElement(i);
3742 if (part && part.IsBuilt() && !part.IsUtilityPart())
3743 {
3744 construction.HandleEntityFalling(part.GetPartName());
3745 }
3746 }
3747 }
3748
3750 override void OnItemFallRebuilding()
3751 {
3752 if (!g_Game.IsServer())
3753 return;
3754
3757
3758 if (DestroyOnFall())
3759 {
3761 {
3763 }
3764 else
3765 {
3767 {
3769 }
3770 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3771 }
3772 }
3773 }
3774
3776 {
3777 if (HasAnyAttachmentsOrCargo())
3778 {
3780 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3781 }
3782 }
3783
3784 //================================================================
3785 // DEBUG
3786 //================================================================
3787
3790 {
3791 return null;
3792 }
3793
3794 override void OnDebugSpawn()
3795 {
3796 FullyBuild();
3797 }
3798
3799 void FullyBuild()
3800 {
3802 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3803
3804 Man p;
3805
3806 #ifdef SERVER
3807 array<Man> players = new array<Man>;
3808 g_Game.GetWorld().GetPlayerList(players);
3809 if (players.Count())
3810 p = players[0];
3811 #else
3812 p = g_Game.GetPlayer();
3813 #endif
3814
3815 foreach (ConstructionPart part : parts)
3816 {
3817 bool excluded = false;
3818 string partName = part.GetPartName();
3819 if (excludes)
3820 {
3821 foreach (string exclude : excludes)
3822 {
3823 if (partName.Contains(exclude))
3824 {
3825 excluded = true;
3826 break;
3827 }
3828 }
3829 }
3830
3831 if (!excluded)
3832 {
3833 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3834 }
3835 }
3836
3837 GetConstruction().UpdateVisuals();
3838 }
3839
3841 //Deprecated code playpen//
3843 [Obsolete("handled in the Construction component directly")]
3844 protected void HandleItemFalling(ConstructionPart part)
3845 {
3846 }
3847
3848 [Obsolete("handled in the Construction component directly")]
3849 protected void ItemFall(vector min, vector max)
3850 {
3851 }
3852
3853 [Obsolete("obsolete debug method")]
3854 protected void DebugCustomState()
3855 {
3856 }
3857}
3858
3859void bsbDebugPrint (string s)
3860{
3861#ifdef BSB_DEBUG
3862 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3863#else
3864 //Print("" + s); // comment/uncomment to hide/see debug logs
3865#endif
3866}
3867void bsbDebugSpam (string s)
3868{
3869#ifdef BSB_DEBUG_SPAM
3870 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3871#else
3872 //Print("" + s); // comment/uncomment to hide/see debug logs
3873#endif
3874}
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