DayZ 1.30
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◆ IsAttachmentSlotLocked() [2/2]

bool bsbDebugPrint::IsAttachmentSlotLocked ( string slot_name)
protected

См. определение в файле BaseBuildingBase.c строка 2129

2131{
2132 const string ANIMATION_DEPLOYED = "Deployed";
2133
2134 float m_ConstructionKitHealth; //stored health value for used construction kit
2135
2136 bool m_HasBase;
2137 //variables for synchronization of base building parts (2x31 is the current limit)
2138 int m_SyncParts01; //synchronization for already built parts (31 parts)
2139 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2140 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2141 int m_InteractedPartId; //construction part id that an action was performed on
2142 int m_PerformedActionId; //action id that was performed on a construction part
2143 protected ref ConstructionBasic m_Construction;
2144
2145 //Sounds
2146 //build
2147 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2148 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2149 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2150 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2151 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2152 //dismantle
2153 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2154 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2155 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2156 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2157 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2158
2159 protected EffectSound m_Sound;
2160
2164
2165 // Constructor
2166 void BaseBuildingBase()
2167 {
2169
2170 //synchronized variables
2171 RegisterNetSyncVariableInt( "m_SyncParts01" );
2172 RegisterNetSyncVariableInt( "m_SyncParts02" );
2173 RegisterNetSyncVariableInt( "m_SyncParts03" );
2174 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2175 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2176 RegisterNetSyncVariableBool( "m_HasBase" );
2177
2178 //Construction init
2179 ConstructionInit();
2180
2181 if (ConfigIsExisting("hybridAttachments"))
2182 {
2184 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2185 }
2186 if (ConfigIsExisting("mountables"))
2187 {
2189 ConfigGetTextArray("mountables", m_Mountables);
2190 }
2191
2192 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2193 SetAllowDamage(true);
2194 }
2195
2196 override string GetInvulnerabilityTypeString()
2197 {
2198 return "disableBaseDamage";
2199 }
2200
2201 override bool CanObstruct()
2202 {
2203 return true;
2204 }
2205
2206 override int GetHideIconMask()
2207 {
2208 return EInventoryIconVisibility.HIDE_VICINITY;
2209 }
2210
2211 override void InitItemSounds()
2212 {
2213 super.InitItemSounds();
2214
2216 SoundParameters params = new SoundParameters();
2217 params.m_Loop = true;
2218
2219 if (GetFoldSoundset() != string.Empty)
2220 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2221 if (GetLoopFoldSoundset() != string.Empty)
2222 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2223 }
2224
2225 override string GetFoldSoundset()
2226 {
2227 return "putDown_FenceKit_SoundSet";
2228 }
2229
2230 override string GetLoopFoldSoundset()
2231 {
2232 return "Shelter_Site_Build_Loop_SoundSet";
2233 }
2234
2235 // --- SYNCHRONIZATION
2237 {
2238 if ( g_Game.IsServer() )
2239 {
2240 SetSynchDirty();
2241 }
2242 }
2243
2244 override void OnVariablesSynchronized()
2245 {
2246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2247 super.OnVariablesSynchronized();
2248
2249 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2250 }
2251
2252 protected void OnSynchronizedClient()
2253 {
2254 //update parts
2256
2257 //update action on part
2259
2260 //update visuals (client)
2261 UpdateVisuals();
2262 }
2263
2264 //parts synchronization
2265 void RegisterPartForSync( int part_id )
2266 {
2267 //part_id must starts from index = 1
2268 int offset;
2269 int mask;
2270
2271 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2272 {
2273 offset = part_id - 1;
2274 mask = 1 << offset;
2275
2276 m_SyncParts01 = m_SyncParts01 | mask;
2277 }
2278 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2279 {
2280 offset = ( part_id % 32 );
2281 mask = 1 << offset;
2282
2283 m_SyncParts02 = m_SyncParts02 | mask;
2284 }
2285 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2286 {
2287 offset = ( part_id % 63 );
2288 mask = 1 << offset;
2289
2290 m_SyncParts03 = m_SyncParts03 | mask;
2291 }
2292 }
2293
2294 void UnregisterPartForSync( int part_id )
2295 {
2296 //part_id must starts from index = 1
2297 int offset;
2298 int mask;
2299
2300 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2301 {
2302 offset = part_id - 1;
2303 mask = 1 << offset;
2304
2305 m_SyncParts01 = m_SyncParts01 & ~mask;
2306 }
2307 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2308 {
2309 offset = ( part_id % 32 );
2310 mask = 1 << offset;
2311
2312 m_SyncParts02 = m_SyncParts02 & ~mask;
2313 }
2314 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2315 {
2316 offset = ( part_id % 63 );
2317 mask = 1 << offset;
2318
2319 m_SyncParts03 = m_SyncParts03 & ~mask;
2320 }
2321 }
2322
2323 bool IsPartBuildInSyncData( int part_id )
2324 {
2325 //part_id must starts from index = 1
2326 int offset;
2327 int mask;
2328
2329 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2330 {
2331 offset = part_id - 1;
2332 mask = 1 << offset;
2333
2334 if ( ( m_SyncParts01 & mask ) > 0 )
2335 {
2336 return true;
2337 }
2338 }
2339 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2340 {
2341 offset = ( part_id % 32 );
2342 mask = 1 << offset;
2343
2344 if ( ( m_SyncParts02 & mask ) > 0 )
2345 {
2346 return true;
2347 }
2348 }
2349 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2350 {
2351 offset = ( part_id % 63 );
2352 mask = 1 << offset;
2353
2354 if ( ( m_SyncParts03 & mask ) > 0 )
2355 {
2356 return true;
2357 }
2358 }
2359
2360 return false;
2361 }
2362
2363 protected void RegisterActionForSync( int part_id, int action_id )
2364 {
2365 m_InteractedPartId = part_id;
2366 m_PerformedActionId = action_id;
2367 }
2368
2369 protected void ResetActionSyncData()
2370 {
2371 //reset data
2372 m_InteractedPartId = -1;
2374 }
2375
2376 protected void SetActionFromSyncData()
2377 {
2378 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2379 {
2381 int build_action_id = m_PerformedActionId;
2382
2383 switch( build_action_id )
2384 {
2385 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2386 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2387 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2388 }
2389 }
2390 }
2391 //------
2392
2394 {
2395 string key = part.GetPartName();
2396 bool is_base = part.IsBase();
2397 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2398 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2399 if ( is_part_built_sync )
2400 {
2401 if ( !part.IsBuilt() )
2402 {
2403 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2404 GetConstruction().AddToConstructedParts( key );
2405 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2406
2407 if (is_base)
2408 {
2410 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2411 }
2412 }
2413 }
2414 else
2415 {
2416 if ( part.IsBuilt() )
2417 {
2418 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2419 GetConstruction().RemoveFromConstructedParts( key );
2420 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2421
2422 if (is_base)
2423 {
2425 AddProxyPhysics( ANIMATION_DEPLOYED );
2426 }
2427 }
2428 }
2429
2430 //check slot lock for material attachments
2431 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2432 }
2433
2434 //set construction parts based on synchronized data
2436 {
2437 Construction construction = GetConstruction();
2438 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2439
2440 for ( int i = 0; i < construction_parts.Count(); ++i )
2441 {
2442 string key = construction_parts.GetKey( i );
2443 ConstructionPart value = construction_parts.Get( key );
2444 SetPartFromSyncData(value);
2445 }
2446
2447 //regenerate navmesh
2448 UpdateNavmesh();
2449 }
2450
2451 protected ConstructionPart GetConstructionPartById( int id )
2452 {
2453 Construction construction = GetConstruction();
2454 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2455
2456 for ( int i = 0; i < construction_parts.Count(); ++i )
2457 {
2458 string key = construction_parts.GetKey( i );
2459 ConstructionPart value = construction_parts.Get( key );
2460
2461 if ( value.GetId() == id )
2462 {
2463 return value;
2464 }
2465 }
2466
2467 return NULL;
2468 }
2469 //
2470
2471 //Base
2472 bool HasBase()
2473 {
2474 return m_HasBase;
2475 }
2476
2477 void SetBaseState( bool has_base )
2478 {
2479 m_HasBase = has_base;
2480 }
2481
2482 override bool IsDeployable()
2483 {
2484 return true;
2485 }
2486
2487 bool IsOpened()
2488 {
2489 return false;
2490 }
2491
2492 //--- CONSTRUCTION KIT
2494 {
2495 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2496 if ( m_ConstructionKitHealth > 0 )
2497 {
2498 construction_kit.SetHealth( m_ConstructionKitHealth );
2499 }
2500
2501 return construction_kit;
2502 }
2503
2504 void CreateConstructionKitInHands(notnull PlayerBase player)
2505 {
2506 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2507 if ( m_ConstructionKitHealth > 0 )
2508 {
2509 construction_kit.SetHealth( m_ConstructionKitHealth );
2510 }
2511 }
2512
2513 protected vector GetKitSpawnPosition()
2514 {
2515 return GetPosition();
2516 }
2517
2518 protected string GetConstructionKitType()
2519 {
2520 return "";
2521 }
2522
2523 void DestroyConstructionKit( ItemBase construction_kit )
2524 {
2525 m_ConstructionKitHealth = construction_kit.GetHealth();
2526 g_Game.ObjectDelete( construction_kit );
2527 }
2528
2529 //--- CONSTRUCTION
2530 void DestroyConstruction()
2531 {
2532 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2533 g_Game.ObjectDelete( this );
2534 }
2535
2536 // --- EVENTS
2537 override void EEDelete(EntityAI parent)
2538 {
2539 super.EEDelete(parent);
2540
2541 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2542 {
2543 areaDamage.Destroy();
2544 }
2545
2546 }
2547
2548 override void OnStoreSave( ParamsWriteContext ctx )
2549 {
2550 super.OnStoreSave( ctx );
2551
2552 //sync parts 01
2553 ctx.Write( m_SyncParts01 );
2554 ctx.Write( m_SyncParts02 );
2555 ctx.Write( m_SyncParts03 );
2556
2557 ctx.Write( m_HasBase );
2558 }
2559
2560 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2561 {
2562 if ( !super.OnStoreLoad( ctx, version ) )
2563 return false;
2564
2565 //--- Base building data ---
2566 //Restore synced parts data
2567 if ( !ctx.Read( m_SyncParts01 ) )
2568 {
2569 m_SyncParts01 = 0; //set default
2570 return false;
2571 }
2572 if ( !ctx.Read( m_SyncParts02 ) )
2573 {
2574 m_SyncParts02 = 0; //set default
2575 return false;
2576 }
2577 if ( !ctx.Read( m_SyncParts03 ) )
2578 {
2579 m_SyncParts03 = 0; //set default
2580 return false;
2581 }
2582
2583 //has base
2584 if ( !ctx.Read( m_HasBase ) )
2585 {
2586 m_HasBase = false;
2587 return false;
2588 }
2589 //---
2590
2591 return true;
2592 }
2593
2594 override void AfterStoreLoad()
2595 {
2596 super.AfterStoreLoad();
2597
2599 {
2601 }
2602 }
2603
2605 {
2606 //update server data
2608
2609 //set base state
2610 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2611 SetBaseState( part.IsBuilt() ) ;
2612
2613 //synchronize after load
2615 }
2616
2617 override void OnCreatePhysics()
2618 {
2619 super.OnCreatePhysics();
2620
2621 ConstructionInit();
2623 }
2624
2625 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2626 {
2628 return;
2629
2630 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2631 }
2632
2633 override void EEOnAfterLoad()
2634 {
2636 {
2637 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2638 }
2639
2640 super.EEOnAfterLoad();
2641 }
2642
2643 override void EEItemAttached( EntityAI item, string slot_name )
2644 {
2645 super.EEItemAttached( item, slot_name );
2646
2647 CheckForHybridAttachments( item, slot_name );
2648 UpdateVisuals();
2649 UpdateAttachmentPhysics( slot_name, false );
2650 }
2651
2652 override void EEItemDetached( EntityAI item, string slot_name )
2653 {
2654 super.EEItemDetached( item, slot_name );
2655
2656 UpdateVisuals();
2657 UpdateAttachmentPhysics( slot_name, false );
2658 }
2659
2660 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2661 {
2662 string slot_name = InventorySlots.GetSlotName( slotId );
2663 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2664
2665 UpdateAttachmentVisuals( slot_name, locked );
2666 UpdateAttachmentPhysics( slot_name, locked );
2667 }
2668
2669 //ignore out of reach condition
2670 override bool IgnoreOutOfReachCondition()
2671 {
2672 return true;
2673 }
2674
2675 //CONSTRUCTION EVENTS
2676 //Build
2677 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2678 {
2679 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2680
2681 //check base state
2682 if (construtionPart.IsBase())
2683 {
2684 SetBaseState(true);
2685
2686 //spawn kit
2688 }
2689
2690 //register constructed parts for synchronization
2691 RegisterPartForSync(construtionPart.GetId());
2692
2693 //register action that was performed on part
2694 RegisterActionForSync(construtionPart.GetId(), action_id);
2695
2696 //synchronize
2698
2699 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2700
2701 UpdateNavmesh();
2702
2703 //update visuals
2704 UpdateVisuals();
2705
2706 //reset action sync data
2707 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2708 }
2709
2710 void OnPartBuiltClient(string part_name, int action_id)
2711 {
2712 //play sound
2713 SoundBuildStart( part_name );
2714 }
2715
2716 //Dismantle
2717 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2718 {
2719 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2720 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2721
2722 //register constructed parts for synchronization
2723 UnregisterPartForSync(construtionPart.GetId());
2724
2725 //register action that was performed on part
2726 RegisterActionForSync(construtionPart.GetId(), action_id);
2727
2728 //synchronize
2730
2731 // server part of sync, client will be synced from SetPartsFromSyncData
2732 SetPartFromSyncData(construtionPart);
2733
2734 UpdateNavmesh();
2735
2736 //update visuals
2737 UpdateVisuals();
2738
2739 //reset action sync data
2740 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2741
2742 //check base state
2743 if (construtionPart.IsBase())
2744 {
2745 //Destroy construction
2746 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2747 }
2748 }
2749
2750 void OnPartDismantledClient( string part_name, int action_id )
2751 {
2752 //play sound
2753 SoundDismantleStart( part_name );
2754 }
2755
2756 //Destroy
2757 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2758 {
2759 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2760 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2761
2762 //register constructed parts for synchronization
2763 UnregisterPartForSync(construtionPart.GetId());
2764
2765 //register action that was performed on part
2766 RegisterActionForSync(construtionPart.GetId(), action_id);
2767
2768 //synchronize
2770
2771 // server part of sync, client will be synced from SetPartsFromSyncData
2772 SetPartFromSyncData(construtionPart);
2773
2774 UpdateNavmesh();
2775
2776 //update visuals
2777 UpdateVisuals();
2778
2779 //reset action sync data
2780 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2781
2782 //check base state
2783 if (construtionPart.IsBase())
2784 {
2785 //Destroy construction
2786 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2787 }
2788 }
2789
2790 void OnPartDestroyedClient( string part_name, int action_id )
2791 {
2792 //play sound
2793 SoundDestroyStart( part_name );
2794 }
2795
2796 // --- UPDATE
2797 void InitBaseState()
2798 {
2799 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2800
2801 InitVisuals();
2802 UpdateNavmesh(); //regenerate navmesh
2803 }
2804
2805 void InitVisuals()
2806 {
2807 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2808 //check base
2809 if ( !HasBase() )
2810 {
2811 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2812 }
2813 else
2814 {
2815 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2816 }
2817
2818 GetConstruction().InitVisuals();
2819 }
2820
2821 void UpdateVisuals()
2822 {
2823 array<string> attachmentSlots = new array<string>;
2824
2825 GetAttachmentSlots(this, attachmentSlots);
2826 foreach (string slotName : attachmentSlots)
2827 {
2829 }
2830
2831 //check base
2832 if (!HasBase())
2833 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2834 else
2835 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2836
2837 GetConstruction().UpdateVisuals();
2838 }
2839
2840 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2841 {
2842 string slotNameMounted = slot_name + "_Mounted";
2843 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2844
2845 if (attachment)
2846 {
2847 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2848 if (barbedWire && barbedWire.IsMounted())
2849 CreateAreaDamage(slotNameMounted);
2850 else
2851 DestroyAreaDamage(slotNameMounted);
2852
2853 if (is_locked)
2854 {
2855 SetAnimationPhase(slotNameMounted, 0);
2856 SetAnimationPhase(slot_name, 1);
2857 }
2858 else
2859 {
2860 SetAnimationPhase(slotNameMounted, 1);
2861 SetAnimationPhase(slot_name, 0);
2862 }
2863 }
2864 else
2865 {
2866 SetAnimationPhase(slotNameMounted, 1);
2867 SetAnimationPhase(slot_name, 1);
2868
2869 DestroyAreaDamage(slotNameMounted);
2870 }
2871 }
2872
2873 // avoid calling this function on frequent occasions, it's a massive performance hit
2874 void UpdatePhysics()
2875 {
2877 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2878
2879 array<string> attachmentSlots = new array<string>;
2880 GetAttachmentSlots(this, attachmentSlots);
2881
2883 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2884
2885 foreach (string slotName : attachmentSlots)
2886 {
2888 }
2889
2890 //check base
2891 if (!HasBase())
2892 {
2894 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2895
2896 AddProxyPhysics(ANIMATION_DEPLOYED);
2897 }
2898 else
2899 {
2901 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2902
2903 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2904 }
2905
2906 GetConstruction().UpdatePhysics();
2907 UpdateNavmesh();
2908 }
2909
2910 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2911 {
2912 //checks for invalid appends; hotfix
2913 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2914 return;
2915 //----------------------------------
2916 string slot_name_mounted = slot_name + "_Mounted";
2917 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2918
2919 //remove proxy physics
2920 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2921 RemoveProxyPhysics( slot_name_mounted );
2922 RemoveProxyPhysics( slot_name );
2923
2924 if ( attachment )
2925 {
2926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2927 if ( is_locked )
2928 {
2929 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2930 AddProxyPhysics( slot_name_mounted );
2931 }
2932 else
2933 {
2934 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2935 AddProxyPhysics( slot_name );
2936 }
2937 }
2938 }
2939
2940 protected void UpdateNavmesh()
2941 {
2942 SetAffectPathgraph( true, false );
2943 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2944 }
2945
2946 override bool CanUseConstruction()
2947 {
2948 return true;
2949 }
2950
2951 override bool CanUseConstructionBuild()
2952 {
2953 return true;
2954 }
2955
2956 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2957 {
2958 if ( attachment )
2959 {
2960 InventoryLocation inventory_location = new InventoryLocation;
2961 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2962
2963 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2964 }
2965
2966 return false;
2967 }
2968
2969 protected bool IsAttachmentSlotLocked( string slot_name )
2970 {
2971 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2972 }
2973
2974 //--- ATTACHMENT SLOTS
2975 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2976 {
2977 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2978 if ( g_Game.ConfigIsExisting( config_path ) )
2979 {
2980 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2981 }
2982 }
2983
2984 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2985 {
2986 return true;
2987 }
2988
2989 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2990 {
2991 return true;
2992 }
2993
2994 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2995 {
2996 return true;
2997 }
2998
2999 // --- INIT
3001 {
3002 m_Construction = new Construction(this);
3003 return m_Construction;
3004 }
3005
3007 {
3008 return m_Construction;
3009 }
3010
3012 {
3013 return Construction.Cast(m_Construction);
3014 }
3015
3017 {
3018 int attachment_count = GetInventory().AttachmentCount();
3019 if ( attachment_count > 0 )
3020 {
3021 if ( HasBase() && attachment_count == 1 )
3022 {
3023 return false;
3024 }
3025
3026 return true;
3027 }
3028
3029 return false;
3030 }
3031
3032 override bool ShowZonesHealth()
3033 {
3034 return true;
3035 }
3036
3037 override bool IsTakeable()
3038 {
3039 return false;
3040 }
3041
3042 //this into/outo parent.Cargo
3043 override bool CanPutInCargo( EntityAI parent )
3044 {
3045 return false;
3046 }
3047
3048 override bool CanRemoveFromCargo( EntityAI parent )
3049 {
3050 return false;
3051 }
3052
3053 //hands
3054 override bool CanPutIntoHands( EntityAI parent )
3055 {
3056 return false;
3057 }
3058
3059 //--- ACTION CONDITIONS
3060 //direction
3061 override bool IsFacingPlayer( PlayerBase player, string selection )
3062 {
3063 return true;
3064 }
3065
3066 override bool IsPlayerInside( PlayerBase player, string selection )
3067 {
3068 return true;
3069 }
3070
3073 {
3074 return false;
3075 }
3076
3077 //roof check
3078 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3079 {
3080 return false;
3081 }
3082
3083 //selection->player distance check
3084 bool HasProperDistance( string selection, PlayerBase player )
3085 {
3086 return true;
3087 }
3088
3089 //folding
3091 {
3092 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3093 {
3094 return false;
3095 }
3096
3097 return true;
3098 }
3099
3101 {
3104
3105 return item;
3106 }
3107
3108 //Damage triggers (barbed wire)
3109 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3110 {
3111 if ( g_Game && g_Game.IsServer() )
3112 {
3113 //destroy area damage if some already exists
3114 DestroyAreaDamage( slot_name );
3115
3116 //create new area damage
3118 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3119
3120 vector min_max[2];
3121 if ( MemoryPointExists( slot_name + "_min" ) )
3122 {
3123 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3124 }
3125 if ( MemoryPointExists( slot_name + "_max" ) )
3126 {
3127 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3128 }
3129
3130 //get proper trigger extents (min<max)
3131 vector extents[2];
3132 GetConstruction().GetTriggerExtents( min_max, extents );
3133
3134 //get box center
3135 vector center;
3136 center = GetConstruction().GetBoxCenter( min_max );
3137 center = ModelToWorld( center );
3138
3139 //rotate center if needed
3141 CalcDamageAreaRotation( rotation_angle, center, orientation );
3142
3143 areaDamage.SetExtents( extents[0], extents[1] );
3144 areaDamage.SetAreaPosition( center );
3145 areaDamage.SetAreaOrientation( orientation );
3146 areaDamage.SetLoopInterval( 1.0 );
3147 areaDamage.SetDeferDuration( 0.2 );
3148 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3149 areaDamage.SetAmmoName( "BarbedWireHit" );
3150 areaDamage.Spawn();
3151
3152 m_DamageTriggers.Insert( slot_name, areaDamage );
3153 }
3154 }
3155
3156 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3157 {
3158 if ( angle_deg != 0 )
3159 {
3160 //orientation
3161 orientation[0] = orientation[0] - angle_deg;
3162
3163 //center
3164 vector rotate_axis;
3165 if ( MemoryPointExists( "rotate_axis" ) )
3166 {
3167 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3168 }
3169 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];
3170 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];
3171 center[0] = r_center_x;
3172 center[2] = r_center_z;
3173 }
3174 }
3175
3176 void DestroyAreaDamage( string slot_name )
3177 {
3178 if (g_Game && g_Game.IsServer())
3179 {
3181 if (m_DamageTriggers.Find(slot_name, areaDamage))
3182 {
3183 if (areaDamage)
3184 {
3185 areaDamage.Destroy();
3186 }
3187
3188 m_DamageTriggers.Remove( slot_name );
3189 }
3190 }
3191 }
3192
3193 override bool IsIgnoredByConstruction()
3194 {
3195 return true;
3196 }
3197
3198 //================================================================
3199 // SOUNDS
3200 //================================================================
3201 protected void SoundBuildStart( string part_name )
3202 {
3203 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3204 }
3205
3206 protected void SoundDismantleStart( string part_name )
3207 {
3208 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3209 }
3210
3211 protected void SoundDestroyStart( string part_name )
3212 {
3213 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3214 }
3215
3216 protected string GetBuildSoundByMaterial( string part_name )
3217 {
3218 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3219
3220 switch ( material_type )
3221 {
3222 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3223 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3224 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3225 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3226 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3227 }
3228
3229 return "";
3230 }
3231
3232 protected string GetDismantleSoundByMaterial( string part_name )
3233 {
3234 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3235
3236 switch ( material_type )
3237 {
3238 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3239 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3240 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3241 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3242 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3243 }
3244
3245 return "";
3246 }
3247
3248 //misc
3249 void CheckForHybridAttachments( EntityAI item, string slot_name )
3250 {
3251 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3252 {
3253 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3254 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3255 {
3256 SetHealth(slot_name,"Health",item.GetHealth());
3257 }
3258 }
3259 }
3260
3261 override int GetDamageSystemVersionChange()
3262 {
3263 return 111;
3264 }
3265
3266 override void SetActions()
3267 {
3268 super.SetActions();
3269
3273 }
3274
3275 protected void DestroyConstructedParts()
3276 {
3277 Construction construction = GetConstruction();
3278 if (!construction)
3279 return;
3280
3281 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3282 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3283 {
3284 ConstructionPart part = constructionParts.GetElement(i);
3285 if (part && part.IsBuilt() && !part.IsUtilityPart())
3286 {
3287 construction.DestroyPartServer(null, part.GetPartName(), -1);
3288 }
3289 }
3290 }
3291
3292 protected void HandleFallingForConstructedParts()
3293 {
3294 Construction construction = GetConstruction();
3295 if (!construction)
3296 return;
3297
3298 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3299 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3300 {
3301 ConstructionPart part = constructionParts.GetElement(i);
3302 if (part && part.IsBuilt() && !part.IsUtilityPart())
3303 {
3304 construction.HandleEntityFalling(part.GetPartName());
3305 }
3306 }
3307 }
3308
3310 override void OnItemFallRebuilding()
3311 {
3312 if (!g_Game.IsServer())
3313 return;
3314
3317
3318 if (DestroyOnFall())
3319 {
3321 {
3323 }
3324 else
3325 {
3327 {
3329 }
3330 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3331 }
3332 }
3333 }
3334
3336 {
3337 if (HasAnyAttachmentsOrCargo())
3338 {
3340 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3341 }
3342 }
3343
3344 //================================================================
3345 // DEBUG
3346 //================================================================
3347
3350 {
3351 return null;
3352 }
3353
3354 override void OnDebugSpawn()
3355 {
3356 FullyBuild();
3357 }
3358
3359 void FullyBuild()
3360 {
3362 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3363
3364 Man p;
3365
3366 #ifdef SERVER
3367 array<Man> players = new array<Man>;
3368 g_Game.GetWorld().GetPlayerList(players);
3369 if (players.Count())
3370 p = players[0];
3371 #else
3372 p = g_Game.GetPlayer();
3373 #endif
3374
3375 foreach (ConstructionPart part : parts)
3376 {
3377 bool excluded = false;
3378 string partName = part.GetPartName();
3379 if (excludes)
3380 {
3381 foreach (string exclude : excludes)
3382 {
3383 if (partName.Contains(exclude))
3384 {
3385 excluded = true;
3386 break;
3387 }
3388 }
3389 }
3390
3391 if (!excluded)
3392 {
3393 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3394 }
3395 }
3396
3397 GetConstruction().UpdateVisuals();
3398 }
3399
3401 //Deprecated code playpen//
3403 [Obsolete("handled in the Construction component directly")]
3404 protected void HandleItemFalling(ConstructionPart part)
3405 {
3406 }
3407
3408 [Obsolete("handled in the Construction component directly")]
3409 protected void ItemFall(vector min, vector max)
3410 {
3411 }
3412
3413 [Obsolete("obsolete debug method")]
3414 protected void DebugCustomState()
3415 {
3416 }
3417}
3418
3419void bsbDebugPrint (string s)
3420{
3421#ifdef BSB_DEBUG
3422 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3423#else
3424 //Print("" + s); // comment/uncomment to hide/see debug logs
3425#endif
3426}
3427void bsbDebugSpam (string s)
3428{
3429#ifdef BSB_DEBUG_SPAM
3430 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3431#else
3432 //Print("" + s); // comment/uncomment to hide/see debug logs
3433#endif
3434}
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