DayZ 1.30
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◆ CanUseConstructionBuild()

override bool bsbDebugPrint::CanUseConstructionBuild ( )
protected

См. определение в файле BaseBuildingBase.c строка 2111

2113{
2114 const string ANIMATION_DEPLOYED = "Deployed";
2115
2116 float m_ConstructionKitHealth; //stored health value for used construction kit
2117
2118 bool m_HasBase;
2119 //variables for synchronization of base building parts (2x31 is the current limit)
2120 int m_SyncParts01; //synchronization for already built parts (31 parts)
2121 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2122 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2123 int m_InteractedPartId; //construction part id that an action was performed on
2124 int m_PerformedActionId; //action id that was performed on a construction part
2125 protected ref ConstructionBasic m_Construction;
2126
2127 //Sounds
2128 //build
2129 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2130 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2131 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2132 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2133 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2134 //dismantle
2135 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2136 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2137 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2138 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2139 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2140
2141 protected EffectSound m_Sound;
2142
2146
2147 // Constructor
2148 void BaseBuildingBase()
2149 {
2151
2152 //synchronized variables
2153 RegisterNetSyncVariableInt( "m_SyncParts01" );
2154 RegisterNetSyncVariableInt( "m_SyncParts02" );
2155 RegisterNetSyncVariableInt( "m_SyncParts03" );
2156 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2157 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2158 RegisterNetSyncVariableBool( "m_HasBase" );
2159
2160 //Construction init
2161 ConstructionInit();
2162
2163 if (ConfigIsExisting("hybridAttachments"))
2164 {
2166 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2167 }
2168 if (ConfigIsExisting("mountables"))
2169 {
2171 ConfigGetTextArray("mountables", m_Mountables);
2172 }
2173
2174 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2175 SetAllowDamage(true);
2176 }
2177
2178 override string GetInvulnerabilityTypeString()
2179 {
2180 return "disableBaseDamage";
2181 }
2182
2183 override bool CanObstruct()
2184 {
2185 return true;
2186 }
2187
2188 override int GetHideIconMask()
2189 {
2190 return EInventoryIconVisibility.HIDE_VICINITY;
2191 }
2192
2193 override void InitItemSounds()
2194 {
2195 super.InitItemSounds();
2196
2198 SoundParameters params = new SoundParameters();
2199 params.m_Loop = true;
2200
2201 if (GetFoldSoundset() != string.Empty)
2202 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2203 if (GetLoopFoldSoundset() != string.Empty)
2204 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2205 }
2206
2207 override string GetFoldSoundset()
2208 {
2209 return "putDown_FenceKit_SoundSet";
2210 }
2211
2212 override string GetLoopFoldSoundset()
2213 {
2214 return "Shelter_Site_Build_Loop_SoundSet";
2215 }
2216
2217 // --- SYNCHRONIZATION
2219 {
2220 if ( g_Game.IsServer() )
2221 {
2222 SetSynchDirty();
2223 }
2224 }
2225
2226 override void OnVariablesSynchronized()
2227 {
2228 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2229 super.OnVariablesSynchronized();
2230
2231 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2232 }
2233
2234 protected void OnSynchronizedClient()
2235 {
2236 //update parts
2238
2239 //update action on part
2241
2242 //update visuals (client)
2243 UpdateVisuals();
2244 }
2245
2246 //parts synchronization
2247 void RegisterPartForSync( int part_id )
2248 {
2249 //part_id must starts from index = 1
2250 int offset;
2251 int mask;
2252
2253 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2254 {
2255 offset = part_id - 1;
2256 mask = 1 << offset;
2257
2258 m_SyncParts01 = m_SyncParts01 | mask;
2259 }
2260 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2261 {
2262 offset = ( part_id % 32 );
2263 mask = 1 << offset;
2264
2265 m_SyncParts02 = m_SyncParts02 | mask;
2266 }
2267 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2268 {
2269 offset = ( part_id % 63 );
2270 mask = 1 << offset;
2271
2272 m_SyncParts03 = m_SyncParts03 | mask;
2273 }
2274 }
2275
2276 void UnregisterPartForSync( int part_id )
2277 {
2278 //part_id must starts from index = 1
2279 int offset;
2280 int mask;
2281
2282 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2283 {
2284 offset = part_id - 1;
2285 mask = 1 << offset;
2286
2287 m_SyncParts01 = m_SyncParts01 & ~mask;
2288 }
2289 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2290 {
2291 offset = ( part_id % 32 );
2292 mask = 1 << offset;
2293
2294 m_SyncParts02 = m_SyncParts02 & ~mask;
2295 }
2296 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2297 {
2298 offset = ( part_id % 63 );
2299 mask = 1 << offset;
2300
2301 m_SyncParts03 = m_SyncParts03 & ~mask;
2302 }
2303 }
2304
2305 bool IsPartBuildInSyncData( int part_id )
2306 {
2307 //part_id must starts from index = 1
2308 int offset;
2309 int mask;
2310
2311 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2312 {
2313 offset = part_id - 1;
2314 mask = 1 << offset;
2315
2316 if ( ( m_SyncParts01 & mask ) > 0 )
2317 {
2318 return true;
2319 }
2320 }
2321 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2322 {
2323 offset = ( part_id % 32 );
2324 mask = 1 << offset;
2325
2326 if ( ( m_SyncParts02 & mask ) > 0 )
2327 {
2328 return true;
2329 }
2330 }
2331 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2332 {
2333 offset = ( part_id % 63 );
2334 mask = 1 << offset;
2335
2336 if ( ( m_SyncParts03 & mask ) > 0 )
2337 {
2338 return true;
2339 }
2340 }
2341
2342 return false;
2343 }
2344
2345 protected void RegisterActionForSync( int part_id, int action_id )
2346 {
2347 m_InteractedPartId = part_id;
2348 m_PerformedActionId = action_id;
2349 }
2350
2351 protected void ResetActionSyncData()
2352 {
2353 //reset data
2354 m_InteractedPartId = -1;
2356 }
2357
2358 protected void SetActionFromSyncData()
2359 {
2360 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2361 {
2363 int build_action_id = m_PerformedActionId;
2364
2365 switch( build_action_id )
2366 {
2367 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2368 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2369 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2370 }
2371 }
2372 }
2373 //------
2374
2376 {
2377 string key = part.GetPartName();
2378 bool is_base = part.IsBase();
2379 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2380 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2381 if ( is_part_built_sync )
2382 {
2383 if ( !part.IsBuilt() )
2384 {
2385 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2386 GetConstruction().AddToConstructedParts( key );
2387 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2388
2389 if (is_base)
2390 {
2392 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2393 }
2394 }
2395 }
2396 else
2397 {
2398 if ( part.IsBuilt() )
2399 {
2400 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2401 GetConstruction().RemoveFromConstructedParts( key );
2402 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2403
2404 if (is_base)
2405 {
2407 AddProxyPhysics( ANIMATION_DEPLOYED );
2408 }
2409 }
2410 }
2411
2412 //check slot lock for material attachments
2413 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2414 }
2415
2416 //set construction parts based on synchronized data
2418 {
2419 Construction construction = GetConstruction();
2420 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2421
2422 for ( int i = 0; i < construction_parts.Count(); ++i )
2423 {
2424 string key = construction_parts.GetKey( i );
2425 ConstructionPart value = construction_parts.Get( key );
2426 SetPartFromSyncData(value);
2427 }
2428
2429 //regenerate navmesh
2430 UpdateNavmesh();
2431 }
2432
2433 protected ConstructionPart GetConstructionPartById( int id )
2434 {
2435 Construction construction = GetConstruction();
2436 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2437
2438 for ( int i = 0; i < construction_parts.Count(); ++i )
2439 {
2440 string key = construction_parts.GetKey( i );
2441 ConstructionPart value = construction_parts.Get( key );
2442
2443 if ( value.GetId() == id )
2444 {
2445 return value;
2446 }
2447 }
2448
2449 return NULL;
2450 }
2451 //
2452
2453 //Base
2454 bool HasBase()
2455 {
2456 return m_HasBase;
2457 }
2458
2459 void SetBaseState( bool has_base )
2460 {
2461 m_HasBase = has_base;
2462 }
2463
2464 override bool IsDeployable()
2465 {
2466 return true;
2467 }
2468
2469 bool IsOpened()
2470 {
2471 return false;
2472 }
2473
2474 //--- CONSTRUCTION KIT
2476 {
2477 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2478 if ( m_ConstructionKitHealth > 0 )
2479 {
2480 construction_kit.SetHealth( m_ConstructionKitHealth );
2481 }
2482
2483 return construction_kit;
2484 }
2485
2486 void CreateConstructionKitInHands(notnull PlayerBase player)
2487 {
2488 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2489 if ( m_ConstructionKitHealth > 0 )
2490 {
2491 construction_kit.SetHealth( m_ConstructionKitHealth );
2492 }
2493 }
2494
2495 protected vector GetKitSpawnPosition()
2496 {
2497 return GetPosition();
2498 }
2499
2500 protected string GetConstructionKitType()
2501 {
2502 return "";
2503 }
2504
2505 void DestroyConstructionKit( ItemBase construction_kit )
2506 {
2507 m_ConstructionKitHealth = construction_kit.GetHealth();
2508 g_Game.ObjectDelete( construction_kit );
2509 }
2510
2511 //--- CONSTRUCTION
2512 void DestroyConstruction()
2513 {
2514 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2515 g_Game.ObjectDelete( this );
2516 }
2517
2518 // --- EVENTS
2519 override void EEDelete(EntityAI parent)
2520 {
2521 super.EEDelete(parent);
2522
2523 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2524 {
2525 areaDamage.Destroy();
2526 }
2527
2528 }
2529
2530 override void OnStoreSave( ParamsWriteContext ctx )
2531 {
2532 super.OnStoreSave( ctx );
2533
2534 //sync parts 01
2535 ctx.Write( m_SyncParts01 );
2536 ctx.Write( m_SyncParts02 );
2537 ctx.Write( m_SyncParts03 );
2538
2539 ctx.Write( m_HasBase );
2540 }
2541
2542 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2543 {
2544 if ( !super.OnStoreLoad( ctx, version ) )
2545 return false;
2546
2547 //--- Base building data ---
2548 //Restore synced parts data
2549 if ( !ctx.Read( m_SyncParts01 ) )
2550 {
2551 m_SyncParts01 = 0; //set default
2552 return false;
2553 }
2554 if ( !ctx.Read( m_SyncParts02 ) )
2555 {
2556 m_SyncParts02 = 0; //set default
2557 return false;
2558 }
2559 if ( !ctx.Read( m_SyncParts03 ) )
2560 {
2561 m_SyncParts03 = 0; //set default
2562 return false;
2563 }
2564
2565 //has base
2566 if ( !ctx.Read( m_HasBase ) )
2567 {
2568 m_HasBase = false;
2569 return false;
2570 }
2571 //---
2572
2573 return true;
2574 }
2575
2576 override void AfterStoreLoad()
2577 {
2578 super.AfterStoreLoad();
2579
2581 {
2583 }
2584 }
2585
2587 {
2588 //update server data
2590
2591 //set base state
2592 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2593 SetBaseState( part.IsBuilt() ) ;
2594
2595 //synchronize after load
2597 }
2598
2599 override void OnCreatePhysics()
2600 {
2601 super.OnCreatePhysics();
2602
2603 ConstructionInit();
2605 }
2606
2607 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2608 {
2610 return;
2611
2612 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2613 }
2614
2615 override void EEOnAfterLoad()
2616 {
2618 {
2619 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2620 }
2621
2622 super.EEOnAfterLoad();
2623 }
2624
2625 override void EEItemAttached( EntityAI item, string slot_name )
2626 {
2627 super.EEItemAttached( item, slot_name );
2628
2629 CheckForHybridAttachments( item, slot_name );
2630 UpdateVisuals();
2631 UpdateAttachmentPhysics( slot_name, false );
2632 }
2633
2634 override void EEItemDetached( EntityAI item, string slot_name )
2635 {
2636 super.EEItemDetached( item, slot_name );
2637
2638 UpdateVisuals();
2639 UpdateAttachmentPhysics( slot_name, false );
2640 }
2641
2642 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2643 {
2644 string slot_name = InventorySlots.GetSlotName( slotId );
2645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2646
2647 UpdateAttachmentVisuals( slot_name, locked );
2648 UpdateAttachmentPhysics( slot_name, locked );
2649 }
2650
2651 //ignore out of reach condition
2652 override bool IgnoreOutOfReachCondition()
2653 {
2654 return true;
2655 }
2656
2657 //CONSTRUCTION EVENTS
2658 //Build
2659 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2660 {
2661 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2662
2663 //check base state
2664 if (construtionPart.IsBase())
2665 {
2666 SetBaseState(true);
2667
2668 //spawn kit
2670 }
2671
2672 //register constructed parts for synchronization
2673 RegisterPartForSync(construtionPart.GetId());
2674
2675 //register action that was performed on part
2676 RegisterActionForSync(construtionPart.GetId(), action_id);
2677
2678 //synchronize
2680
2681 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2682
2683 UpdateNavmesh();
2684
2685 //update visuals
2686 UpdateVisuals();
2687
2688 //reset action sync data
2689 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2690 }
2691
2692 void OnPartBuiltClient(string part_name, int action_id)
2693 {
2694 //play sound
2695 SoundBuildStart( part_name );
2696 }
2697
2698 //Dismantle
2699 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2700 {
2701 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2702 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2703
2704 //register constructed parts for synchronization
2705 UnregisterPartForSync(construtionPart.GetId());
2706
2707 //register action that was performed on part
2708 RegisterActionForSync(construtionPart.GetId(), action_id);
2709
2710 //synchronize
2712
2713 // server part of sync, client will be synced from SetPartsFromSyncData
2714 SetPartFromSyncData(construtionPart);
2715
2716 UpdateNavmesh();
2717
2718 //update visuals
2719 UpdateVisuals();
2720
2721 //reset action sync data
2722 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2723
2724 //check base state
2725 if (construtionPart.IsBase())
2726 {
2727 //Destroy construction
2728 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2729 }
2730 }
2731
2732 void OnPartDismantledClient( string part_name, int action_id )
2733 {
2734 //play sound
2735 SoundDismantleStart( part_name );
2736 }
2737
2738 //Destroy
2739 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2740 {
2741 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2742 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2743
2744 //register constructed parts for synchronization
2745 UnregisterPartForSync(construtionPart.GetId());
2746
2747 //register action that was performed on part
2748 RegisterActionForSync(construtionPart.GetId(), action_id);
2749
2750 //synchronize
2752
2753 // server part of sync, client will be synced from SetPartsFromSyncData
2754 SetPartFromSyncData(construtionPart);
2755
2756 UpdateNavmesh();
2757
2758 //update visuals
2759 UpdateVisuals();
2760
2761 //reset action sync data
2762 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2763
2764 //check base state
2765 if (construtionPart.IsBase())
2766 {
2767 //Destroy construction
2768 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2769 }
2770 }
2771
2772 void OnPartDestroyedClient( string part_name, int action_id )
2773 {
2774 //play sound
2775 SoundDestroyStart( part_name );
2776 }
2777
2778 // --- UPDATE
2779 void InitBaseState()
2780 {
2781 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2782
2783 InitVisuals();
2784 UpdateNavmesh(); //regenerate navmesh
2785 }
2786
2787 void InitVisuals()
2788 {
2789 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2790 //check base
2791 if ( !HasBase() )
2792 {
2793 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2794 }
2795 else
2796 {
2797 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2798 }
2799
2800 GetConstruction().InitVisuals();
2801 }
2802
2803 void UpdateVisuals()
2804 {
2805 array<string> attachmentSlots = new array<string>;
2806
2807 GetAttachmentSlots(this, attachmentSlots);
2808 foreach (string slotName : attachmentSlots)
2809 {
2811 }
2812
2813 //check base
2814 if (!HasBase())
2815 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2816 else
2817 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2818
2819 GetConstruction().UpdateVisuals();
2820 }
2821
2822 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2823 {
2824 string slotNameMounted = slot_name + "_Mounted";
2825 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2826
2827 if (attachment)
2828 {
2829 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2830 if (barbedWire && barbedWire.IsMounted())
2831 CreateAreaDamage(slotNameMounted);
2832 else
2833 DestroyAreaDamage(slotNameMounted);
2834
2835 if (is_locked)
2836 {
2837 SetAnimationPhase(slotNameMounted, 0);
2838 SetAnimationPhase(slot_name, 1);
2839 }
2840 else
2841 {
2842 SetAnimationPhase(slotNameMounted, 1);
2843 SetAnimationPhase(slot_name, 0);
2844 }
2845 }
2846 else
2847 {
2848 SetAnimationPhase(slotNameMounted, 1);
2849 SetAnimationPhase(slot_name, 1);
2850
2851 DestroyAreaDamage(slotNameMounted);
2852 }
2853 }
2854
2855 // avoid calling this function on frequent occasions, it's a massive performance hit
2856 void UpdatePhysics()
2857 {
2859 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2860
2861 array<string> attachmentSlots = new array<string>;
2862 GetAttachmentSlots(this, attachmentSlots);
2863
2865 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2866
2867 foreach (string slotName : attachmentSlots)
2868 {
2870 }
2871
2872 //check base
2873 if (!HasBase())
2874 {
2876 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2877
2878 AddProxyPhysics(ANIMATION_DEPLOYED);
2879 }
2880 else
2881 {
2883 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2884
2885 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2886 }
2887
2888 GetConstruction().UpdatePhysics();
2889 UpdateNavmesh();
2890 }
2891
2892 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2893 {
2894 //checks for invalid appends; hotfix
2895 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2896 return;
2897 //----------------------------------
2898 string slot_name_mounted = slot_name + "_Mounted";
2899 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2900
2901 //remove proxy physics
2902 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2903 RemoveProxyPhysics( slot_name_mounted );
2904 RemoveProxyPhysics( slot_name );
2905
2906 if ( attachment )
2907 {
2908 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2909 if ( is_locked )
2910 {
2911 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2912 AddProxyPhysics( slot_name_mounted );
2913 }
2914 else
2915 {
2916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2917 AddProxyPhysics( slot_name );
2918 }
2919 }
2920 }
2921
2922 protected void UpdateNavmesh()
2923 {
2924 SetAffectPathgraph( true, false );
2925 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2926 }
2927
2928 override bool CanUseConstruction()
2929 {
2930 return true;
2931 }
2932
2933 override bool CanUseConstructionBuild()
2934 {
2935 return true;
2936 }
2937
2938 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2939 {
2940 if ( attachment )
2941 {
2942 InventoryLocation inventory_location = new InventoryLocation;
2943 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2944
2945 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2946 }
2947
2948 return false;
2949 }
2950
2951 protected bool IsAttachmentSlotLocked( string slot_name )
2952 {
2953 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2954 }
2955
2956 //--- ATTACHMENT SLOTS
2957 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2958 {
2959 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2960 if ( g_Game.ConfigIsExisting( config_path ) )
2961 {
2962 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2963 }
2964 }
2965
2966 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2967 {
2968 return true;
2969 }
2970
2971 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2972 {
2973 return true;
2974 }
2975
2976 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2977 {
2978 return true;
2979 }
2980
2981 // --- INIT
2983 {
2984 m_Construction = new Construction(this);
2985 return m_Construction;
2986 }
2987
2989 {
2990 return m_Construction;
2991 }
2992
2994 {
2995 return Construction.Cast(m_Construction);
2996 }
2997
2999 {
3000 int attachment_count = GetInventory().AttachmentCount();
3001 if ( attachment_count > 0 )
3002 {
3003 if ( HasBase() && attachment_count == 1 )
3004 {
3005 return false;
3006 }
3007
3008 return true;
3009 }
3010
3011 return false;
3012 }
3013
3014 override bool ShowZonesHealth()
3015 {
3016 return true;
3017 }
3018
3019 override bool IsTakeable()
3020 {
3021 return false;
3022 }
3023
3024 //this into/outo parent.Cargo
3025 override bool CanPutInCargo( EntityAI parent )
3026 {
3027 return false;
3028 }
3029
3030 override bool CanRemoveFromCargo( EntityAI parent )
3031 {
3032 return false;
3033 }
3034
3035 //hands
3036 override bool CanPutIntoHands( EntityAI parent )
3037 {
3038 return false;
3039 }
3040
3041 //--- ACTION CONDITIONS
3042 //direction
3043 override bool IsFacingPlayer( PlayerBase player, string selection )
3044 {
3045 return true;
3046 }
3047
3048 override bool IsPlayerInside( PlayerBase player, string selection )
3049 {
3050 return true;
3051 }
3052
3055 {
3056 return false;
3057 }
3058
3059 //roof check
3060 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3061 {
3062 return false;
3063 }
3064
3065 //selection->player distance check
3066 bool HasProperDistance( string selection, PlayerBase player )
3067 {
3068 return true;
3069 }
3070
3071 //folding
3073 {
3074 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3075 {
3076 return false;
3077 }
3078
3079 return true;
3080 }
3081
3083 {
3086
3087 return item;
3088 }
3089
3090 //Damage triggers (barbed wire)
3091 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3092 {
3093 if ( g_Game && g_Game.IsServer() )
3094 {
3095 //destroy area damage if some already exists
3096 DestroyAreaDamage( slot_name );
3097
3098 //create new area damage
3100 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3101
3102 vector min_max[2];
3103 if ( MemoryPointExists( slot_name + "_min" ) )
3104 {
3105 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3106 }
3107 if ( MemoryPointExists( slot_name + "_max" ) )
3108 {
3109 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3110 }
3111
3112 //get proper trigger extents (min<max)
3113 vector extents[2];
3114 GetConstruction().GetTriggerExtents( min_max, extents );
3115
3116 //get box center
3117 vector center;
3118 center = GetConstruction().GetBoxCenter( min_max );
3119 center = ModelToWorld( center );
3120
3121 //rotate center if needed
3123 CalcDamageAreaRotation( rotation_angle, center, orientation );
3124
3125 areaDamage.SetExtents( extents[0], extents[1] );
3126 areaDamage.SetAreaPosition( center );
3127 areaDamage.SetAreaOrientation( orientation );
3128 areaDamage.SetLoopInterval( 1.0 );
3129 areaDamage.SetDeferDuration( 0.2 );
3130 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3131 areaDamage.SetAmmoName( "BarbedWireHit" );
3132 areaDamage.Spawn();
3133
3134 m_DamageTriggers.Insert( slot_name, areaDamage );
3135 }
3136 }
3137
3138 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3139 {
3140 if ( angle_deg != 0 )
3141 {
3142 //orientation
3143 orientation[0] = orientation[0] - angle_deg;
3144
3145 //center
3146 vector rotate_axis;
3147 if ( MemoryPointExists( "rotate_axis" ) )
3148 {
3149 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3150 }
3151 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];
3152 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];
3153 center[0] = r_center_x;
3154 center[2] = r_center_z;
3155 }
3156 }
3157
3158 void DestroyAreaDamage( string slot_name )
3159 {
3160 if (g_Game && g_Game.IsServer())
3161 {
3163 if (m_DamageTriggers.Find(slot_name, areaDamage))
3164 {
3165 if (areaDamage)
3166 {
3167 areaDamage.Destroy();
3168 }
3169
3170 m_DamageTriggers.Remove( slot_name );
3171 }
3172 }
3173 }
3174
3175 override bool IsIgnoredByConstruction()
3176 {
3177 return true;
3178 }
3179
3180 //================================================================
3181 // SOUNDS
3182 //================================================================
3183 protected void SoundBuildStart( string part_name )
3184 {
3185 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3186 }
3187
3188 protected void SoundDismantleStart( string part_name )
3189 {
3190 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3191 }
3192
3193 protected void SoundDestroyStart( string part_name )
3194 {
3195 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3196 }
3197
3198 protected string GetBuildSoundByMaterial( string part_name )
3199 {
3200 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3201
3202 switch ( material_type )
3203 {
3204 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3205 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3206 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3207 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3208 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3209 }
3210
3211 return "";
3212 }
3213
3214 protected string GetDismantleSoundByMaterial( string part_name )
3215 {
3216 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3217
3218 switch ( material_type )
3219 {
3220 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3221 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3222 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3223 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3224 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3225 }
3226
3227 return "";
3228 }
3229
3230 //misc
3231 void CheckForHybridAttachments( EntityAI item, string slot_name )
3232 {
3233 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3234 {
3235 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3236 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3237 {
3238 SetHealth(slot_name,"Health",item.GetHealth());
3239 }
3240 }
3241 }
3242
3243 override int GetDamageSystemVersionChange()
3244 {
3245 return 111;
3246 }
3247
3248 override void SetActions()
3249 {
3250 super.SetActions();
3251
3255 }
3256
3257 protected void DestroyConstructedParts()
3258 {
3259 Construction construction = GetConstruction();
3260 if (!construction)
3261 return;
3262
3263 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3264 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3265 {
3266 ConstructionPart part = constructionParts.GetElement(i);
3267 if (part && part.IsBuilt() && !part.IsUtilityPart())
3268 {
3269 construction.DestroyPartServer(null, part.GetPartName(), -1);
3270 }
3271 }
3272 }
3273
3274 protected void HandleFallingForConstructedParts()
3275 {
3276 Construction construction = GetConstruction();
3277 if (!construction)
3278 return;
3279
3280 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3281 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3282 {
3283 ConstructionPart part = constructionParts.GetElement(i);
3284 if (part && part.IsBuilt() && !part.IsUtilityPart())
3285 {
3286 construction.HandleEntityFalling(part.GetPartName());
3287 }
3288 }
3289 }
3290
3292 override void OnItemFallRebuilding()
3293 {
3294 if (!g_Game.IsServer())
3295 return;
3296
3299
3300 if (DestroyOnFall())
3301 {
3303 {
3305 }
3306 else
3307 {
3309 {
3311 }
3312 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3313 }
3314 }
3315 }
3316
3318 {
3319 if (HasAnyAttachmentsOrCargo())
3320 {
3322 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3323 }
3324 }
3325
3326 //================================================================
3327 // DEBUG
3328 //================================================================
3329
3332 {
3333 return null;
3334 }
3335
3336 override void OnDebugSpawn()
3337 {
3338 FullyBuild();
3339 }
3340
3341 void FullyBuild()
3342 {
3344 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3345
3346 Man p;
3347
3348 #ifdef SERVER
3349 array<Man> players = new array<Man>;
3350 g_Game.GetWorld().GetPlayerList(players);
3351 if (players.Count())
3352 p = players[0];
3353 #else
3354 p = g_Game.GetPlayer();
3355 #endif
3356
3357 foreach (ConstructionPart part : parts)
3358 {
3359 bool excluded = false;
3360 string partName = part.GetPartName();
3361 if (excludes)
3362 {
3363 foreach (string exclude : excludes)
3364 {
3365 if (partName.Contains(exclude))
3366 {
3367 excluded = true;
3368 break;
3369 }
3370 }
3371 }
3372
3373 if (!excluded)
3374 {
3375 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3376 }
3377 }
3378
3379 GetConstruction().UpdateVisuals();
3380 }
3381
3383 //Deprecated code playpen//
3385 [Obsolete("handled in the Construction component directly")]
3386 protected void HandleItemFalling(ConstructionPart part)
3387 {
3388 }
3389
3390 [Obsolete("handled in the Construction component directly")]
3391 protected void ItemFall(vector min, vector max)
3392 {
3393 }
3394
3395 [Obsolete("obsolete debug method")]
3396 protected void DebugCustomState()
3397 {
3398 }
3399}
3400
3401void bsbDebugPrint (string s)
3402{
3403#ifdef BSB_DEBUG
3404 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3405#else
3406 //Print("" + s); // comment/uncomment to hide/see debug logs
3407#endif
3408}
3409void bsbDebugSpam (string s)
3410{
3411#ifdef BSB_DEBUG_SPAM
3412 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3413#else
3414 //Print("" + s); // comment/uncomment to hide/see debug logs
3415#endif
3416}
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