DayZ 1.30
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◆ HasBase()

bool bsbDebugPrint::HasBase ( )
protected

См. определение в файле BaseBuildingBase.c строка 1632

1634{
1635 const string ANIMATION_DEPLOYED = "Deployed";
1636
1637 float m_ConstructionKitHealth; //stored health value for used construction kit
1638
1639 bool m_HasBase;
1640 //variables for synchronization of base building parts (2x31 is the current limit)
1641 int m_SyncParts01; //synchronization for already built parts (31 parts)
1642 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1643 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1644 int m_InteractedPartId; //construction part id that an action was performed on
1645 int m_PerformedActionId; //action id that was performed on a construction part
1646 protected ref ConstructionBasic m_Construction;
1647
1648 //Sounds
1649 //build
1650 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1651 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1652 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1653 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1654 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1655 //dismantle
1656 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1657 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1658 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1659 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1660 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1661
1662 protected EffectSound m_Sound;
1663
1667
1668 // Constructor
1669 void BaseBuildingBase()
1670 {
1672
1673 //synchronized variables
1674 RegisterNetSyncVariableInt( "m_SyncParts01" );
1675 RegisterNetSyncVariableInt( "m_SyncParts02" );
1676 RegisterNetSyncVariableInt( "m_SyncParts03" );
1677 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1678 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1679 RegisterNetSyncVariableBool( "m_HasBase" );
1680
1681 //Construction init
1682 ConstructionInit();
1683
1684 if (ConfigIsExisting("hybridAttachments"))
1685 {
1687 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1688 }
1689 if (ConfigIsExisting("mountables"))
1690 {
1692 ConfigGetTextArray("mountables", m_Mountables);
1693 }
1694
1695 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1696 SetAllowDamage(true);
1697 }
1698
1699 override string GetInvulnerabilityTypeString()
1700 {
1701 return "disableBaseDamage";
1702 }
1703
1704 override bool CanObstruct()
1705 {
1706 return true;
1707 }
1708
1709 override int GetHideIconMask()
1710 {
1711 return EInventoryIconVisibility.HIDE_VICINITY;
1712 }
1713
1714 override void InitItemSounds()
1715 {
1716 super.InitItemSounds();
1717
1719 SoundParameters params = new SoundParameters();
1720 params.m_Loop = true;
1721
1722 if (GetFoldSoundset() != string.Empty)
1723 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1724 if (GetLoopFoldSoundset() != string.Empty)
1725 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1726 }
1727
1728 override string GetFoldSoundset()
1729 {
1730 return "putDown_FenceKit_SoundSet";
1731 }
1732
1733 override string GetLoopFoldSoundset()
1734 {
1735 return "Shelter_Site_Build_Loop_SoundSet";
1736 }
1737
1738 // --- SYNCHRONIZATION
1740 {
1741 if ( g_Game.IsServer() )
1742 {
1743 SetSynchDirty();
1744 }
1745 }
1746
1747 override void OnVariablesSynchronized()
1748 {
1749 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1750 super.OnVariablesSynchronized();
1751
1752 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1753 }
1754
1755 protected void OnSynchronizedClient()
1756 {
1757 //update parts
1759
1760 //update action on part
1762
1763 //update visuals (client)
1764 UpdateVisuals();
1765 }
1766
1767 //parts synchronization
1768 void RegisterPartForSync( int part_id )
1769 {
1770 //part_id must starts from index = 1
1771 int offset;
1772 int mask;
1773
1774 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1775 {
1776 offset = part_id - 1;
1777 mask = 1 << offset;
1778
1779 m_SyncParts01 = m_SyncParts01 | mask;
1780 }
1781 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1782 {
1783 offset = ( part_id % 32 );
1784 mask = 1 << offset;
1785
1786 m_SyncParts02 = m_SyncParts02 | mask;
1787 }
1788 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1789 {
1790 offset = ( part_id % 63 );
1791 mask = 1 << offset;
1792
1793 m_SyncParts03 = m_SyncParts03 | mask;
1794 }
1795 }
1796
1797 void UnregisterPartForSync( int part_id )
1798 {
1799 //part_id must starts from index = 1
1800 int offset;
1801 int mask;
1802
1803 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1804 {
1805 offset = part_id - 1;
1806 mask = 1 << offset;
1807
1808 m_SyncParts01 = m_SyncParts01 & ~mask;
1809 }
1810 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1811 {
1812 offset = ( part_id % 32 );
1813 mask = 1 << offset;
1814
1815 m_SyncParts02 = m_SyncParts02 & ~mask;
1816 }
1817 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1818 {
1819 offset = ( part_id % 63 );
1820 mask = 1 << offset;
1821
1822 m_SyncParts03 = m_SyncParts03 & ~mask;
1823 }
1824 }
1825
1826 bool IsPartBuildInSyncData( int part_id )
1827 {
1828 //part_id must starts from index = 1
1829 int offset;
1830 int mask;
1831
1832 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1833 {
1834 offset = part_id - 1;
1835 mask = 1 << offset;
1836
1837 if ( ( m_SyncParts01 & mask ) > 0 )
1838 {
1839 return true;
1840 }
1841 }
1842 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1843 {
1844 offset = ( part_id % 32 );
1845 mask = 1 << offset;
1846
1847 if ( ( m_SyncParts02 & mask ) > 0 )
1848 {
1849 return true;
1850 }
1851 }
1852 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1853 {
1854 offset = ( part_id % 63 );
1855 mask = 1 << offset;
1856
1857 if ( ( m_SyncParts03 & mask ) > 0 )
1858 {
1859 return true;
1860 }
1861 }
1862
1863 return false;
1864 }
1865
1866 protected void RegisterActionForSync( int part_id, int action_id )
1867 {
1868 m_InteractedPartId = part_id;
1869 m_PerformedActionId = action_id;
1870 }
1871
1872 protected void ResetActionSyncData()
1873 {
1874 //reset data
1875 m_InteractedPartId = -1;
1877 }
1878
1879 protected void SetActionFromSyncData()
1880 {
1881 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1882 {
1884 int build_action_id = m_PerformedActionId;
1885
1886 switch( build_action_id )
1887 {
1888 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1889 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1890 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1891 }
1892 }
1893 }
1894 //------
1895
1897 {
1898 string key = part.GetPartName();
1899 bool is_base = part.IsBase();
1900 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1901 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1902 if ( is_part_built_sync )
1903 {
1904 if ( !part.IsBuilt() )
1905 {
1906 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1907 GetConstruction().AddToConstructedParts( key );
1908 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1909
1910 if (is_base)
1911 {
1913 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1914 }
1915 }
1916 }
1917 else
1918 {
1919 if ( part.IsBuilt() )
1920 {
1921 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1922 GetConstruction().RemoveFromConstructedParts( key );
1923 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1924
1925 if (is_base)
1926 {
1928 AddProxyPhysics( ANIMATION_DEPLOYED );
1929 }
1930 }
1931 }
1932
1933 //check slot lock for material attachments
1934 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1935 }
1936
1937 //set construction parts based on synchronized data
1939 {
1940 Construction construction = GetConstruction();
1941 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1942
1943 for ( int i = 0; i < construction_parts.Count(); ++i )
1944 {
1945 string key = construction_parts.GetKey( i );
1946 ConstructionPart value = construction_parts.Get( key );
1947 SetPartFromSyncData(value);
1948 }
1949
1950 //regenerate navmesh
1951 UpdateNavmesh();
1952 }
1953
1954 protected ConstructionPart GetConstructionPartById( int id )
1955 {
1956 Construction construction = GetConstruction();
1957 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1958
1959 for ( int i = 0; i < construction_parts.Count(); ++i )
1960 {
1961 string key = construction_parts.GetKey( i );
1962 ConstructionPart value = construction_parts.Get( key );
1963
1964 if ( value.GetId() == id )
1965 {
1966 return value;
1967 }
1968 }
1969
1970 return NULL;
1971 }
1972 //
1973
1974 //Base
1975 bool HasBase()
1976 {
1977 return m_HasBase;
1978 }
1979
1980 void SetBaseState( bool has_base )
1981 {
1982 m_HasBase = has_base;
1983 }
1984
1985 override bool IsDeployable()
1986 {
1987 return true;
1988 }
1989
1990 bool IsOpened()
1991 {
1992 return false;
1993 }
1994
1995 //--- CONSTRUCTION KIT
1997 {
1998 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1999 if ( m_ConstructionKitHealth > 0 )
2000 {
2001 construction_kit.SetHealth( m_ConstructionKitHealth );
2002 }
2003
2004 return construction_kit;
2005 }
2006
2007 void CreateConstructionKitInHands(notnull PlayerBase player)
2008 {
2009 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2010 if ( m_ConstructionKitHealth > 0 )
2011 {
2012 construction_kit.SetHealth( m_ConstructionKitHealth );
2013 }
2014 }
2015
2016 protected vector GetKitSpawnPosition()
2017 {
2018 return GetPosition();
2019 }
2020
2021 protected string GetConstructionKitType()
2022 {
2023 return "";
2024 }
2025
2026 void DestroyConstructionKit( ItemBase construction_kit )
2027 {
2028 m_ConstructionKitHealth = construction_kit.GetHealth();
2029 g_Game.ObjectDelete( construction_kit );
2030 }
2031
2032 //--- CONSTRUCTION
2033 void DestroyConstruction()
2034 {
2035 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2036 g_Game.ObjectDelete( this );
2037 }
2038
2039 // --- EVENTS
2040 override void EEDelete(EntityAI parent)
2041 {
2042 super.EEDelete(parent);
2043
2044 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2045 {
2046 areaDamage.Destroy();
2047 }
2048
2049 }
2050
2051 override void OnStoreSave( ParamsWriteContext ctx )
2052 {
2053 super.OnStoreSave( ctx );
2054
2055 //sync parts 01
2056 ctx.Write( m_SyncParts01 );
2057 ctx.Write( m_SyncParts02 );
2058 ctx.Write( m_SyncParts03 );
2059
2060 ctx.Write( m_HasBase );
2061 }
2062
2063 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2064 {
2065 if ( !super.OnStoreLoad( ctx, version ) )
2066 return false;
2067
2068 //--- Base building data ---
2069 //Restore synced parts data
2070 if ( !ctx.Read( m_SyncParts01 ) )
2071 {
2072 m_SyncParts01 = 0; //set default
2073 return false;
2074 }
2075 if ( !ctx.Read( m_SyncParts02 ) )
2076 {
2077 m_SyncParts02 = 0; //set default
2078 return false;
2079 }
2080 if ( !ctx.Read( m_SyncParts03 ) )
2081 {
2082 m_SyncParts03 = 0; //set default
2083 return false;
2084 }
2085
2086 //has base
2087 if ( !ctx.Read( m_HasBase ) )
2088 {
2089 m_HasBase = false;
2090 return false;
2091 }
2092 //---
2093
2094 return true;
2095 }
2096
2097 override void AfterStoreLoad()
2098 {
2099 super.AfterStoreLoad();
2100
2102 {
2104 }
2105 }
2106
2108 {
2109 //update server data
2111
2112 //set base state
2113 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2114 SetBaseState( part.IsBuilt() ) ;
2115
2116 //synchronize after load
2118 }
2119
2120 override void OnCreatePhysics()
2121 {
2122 super.OnCreatePhysics();
2123
2124 ConstructionInit();
2126 }
2127
2128 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2129 {
2131 return;
2132
2133 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2134 }
2135
2136 override void EEOnAfterLoad()
2137 {
2139 {
2140 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2141 }
2142
2143 super.EEOnAfterLoad();
2144 }
2145
2146 override void EEItemAttached( EntityAI item, string slot_name )
2147 {
2148 super.EEItemAttached( item, slot_name );
2149
2150 CheckForHybridAttachments( item, slot_name );
2151 UpdateVisuals();
2152 UpdateAttachmentPhysics( slot_name, false );
2153 }
2154
2155 override void EEItemDetached( EntityAI item, string slot_name )
2156 {
2157 super.EEItemDetached( item, slot_name );
2158
2159 UpdateVisuals();
2160 UpdateAttachmentPhysics( slot_name, false );
2161 }
2162
2163 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2164 {
2165 string slot_name = InventorySlots.GetSlotName( slotId );
2166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2167
2168 UpdateAttachmentVisuals( slot_name, locked );
2169 UpdateAttachmentPhysics( slot_name, locked );
2170 }
2171
2172 //ignore out of reach condition
2173 override bool IgnoreOutOfReachCondition()
2174 {
2175 return true;
2176 }
2177
2178 //CONSTRUCTION EVENTS
2179 //Build
2180 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2181 {
2182 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2183
2184 //check base state
2185 if (construtionPart.IsBase())
2186 {
2187 SetBaseState(true);
2188
2189 //spawn kit
2191 }
2192
2193 //register constructed parts for synchronization
2194 RegisterPartForSync(construtionPart.GetId());
2195
2196 //register action that was performed on part
2197 RegisterActionForSync(construtionPart.GetId(), action_id);
2198
2199 //synchronize
2201
2202 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2203
2204 UpdateNavmesh();
2205
2206 //update visuals
2207 UpdateVisuals();
2208
2209 //reset action sync data
2210 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2211 }
2212
2213 void OnPartBuiltClient(string part_name, int action_id)
2214 {
2215 //play sound
2216 SoundBuildStart( part_name );
2217 }
2218
2219 //Dismantle
2220 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2221 {
2222 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2223 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2224
2225 //register constructed parts for synchronization
2226 UnregisterPartForSync(construtionPart.GetId());
2227
2228 //register action that was performed on part
2229 RegisterActionForSync(construtionPart.GetId(), action_id);
2230
2231 //synchronize
2233
2234 // server part of sync, client will be synced from SetPartsFromSyncData
2235 SetPartFromSyncData(construtionPart);
2236
2237 UpdateNavmesh();
2238
2239 //update visuals
2240 UpdateVisuals();
2241
2242 //reset action sync data
2243 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2244
2245 //check base state
2246 if (construtionPart.IsBase())
2247 {
2248 //Destroy construction
2249 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2250 }
2251 }
2252
2253 void OnPartDismantledClient( string part_name, int action_id )
2254 {
2255 //play sound
2256 SoundDismantleStart( part_name );
2257 }
2258
2259 //Destroy
2260 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2261 {
2262 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2263 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2264
2265 //register constructed parts for synchronization
2266 UnregisterPartForSync(construtionPart.GetId());
2267
2268 //register action that was performed on part
2269 RegisterActionForSync(construtionPart.GetId(), action_id);
2270
2271 //synchronize
2273
2274 // server part of sync, client will be synced from SetPartsFromSyncData
2275 SetPartFromSyncData(construtionPart);
2276
2277 UpdateNavmesh();
2278
2279 //update visuals
2280 UpdateVisuals();
2281
2282 //reset action sync data
2283 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2284
2285 //check base state
2286 if (construtionPart.IsBase())
2287 {
2288 //Destroy construction
2289 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2290 }
2291 }
2292
2293 void OnPartDestroyedClient( string part_name, int action_id )
2294 {
2295 //play sound
2296 SoundDestroyStart( part_name );
2297 }
2298
2299 // --- UPDATE
2300 void InitBaseState()
2301 {
2302 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2303
2304 InitVisuals();
2305 UpdateNavmesh(); //regenerate navmesh
2306 }
2307
2308 void InitVisuals()
2309 {
2310 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2311 //check base
2312 if ( !HasBase() )
2313 {
2314 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2315 }
2316 else
2317 {
2318 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2319 }
2320
2321 GetConstruction().InitVisuals();
2322 }
2323
2324 void UpdateVisuals()
2325 {
2326 array<string> attachmentSlots = new array<string>;
2327
2328 GetAttachmentSlots(this, attachmentSlots);
2329 foreach (string slotName : attachmentSlots)
2330 {
2332 }
2333
2334 //check base
2335 if (!HasBase())
2336 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2337 else
2338 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2339
2340 GetConstruction().UpdateVisuals();
2341 }
2342
2343 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2344 {
2345 string slotNameMounted = slot_name + "_Mounted";
2346 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2347
2348 if (attachment)
2349 {
2350 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2351 if (barbedWire && barbedWire.IsMounted())
2352 CreateAreaDamage(slotNameMounted);
2353 else
2354 DestroyAreaDamage(slotNameMounted);
2355
2356 if (is_locked)
2357 {
2358 SetAnimationPhase(slotNameMounted, 0);
2359 SetAnimationPhase(slot_name, 1);
2360 }
2361 else
2362 {
2363 SetAnimationPhase(slotNameMounted, 1);
2364 SetAnimationPhase(slot_name, 0);
2365 }
2366 }
2367 else
2368 {
2369 SetAnimationPhase(slotNameMounted, 1);
2370 SetAnimationPhase(slot_name, 1);
2371
2372 DestroyAreaDamage(slotNameMounted);
2373 }
2374 }
2375
2376 // avoid calling this function on frequent occasions, it's a massive performance hit
2377 void UpdatePhysics()
2378 {
2380 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2381
2382 array<string> attachmentSlots = new array<string>;
2383 GetAttachmentSlots(this, attachmentSlots);
2384
2386 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2387
2388 foreach (string slotName : attachmentSlots)
2389 {
2391 }
2392
2393 //check base
2394 if (!HasBase())
2395 {
2397 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2398
2399 AddProxyPhysics(ANIMATION_DEPLOYED);
2400 }
2401 else
2402 {
2404 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2405
2406 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2407 }
2408
2409 GetConstruction().UpdatePhysics();
2410 UpdateNavmesh();
2411 }
2412
2413 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2414 {
2415 //checks for invalid appends; hotfix
2416 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2417 return;
2418 //----------------------------------
2419 string slot_name_mounted = slot_name + "_Mounted";
2420 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2421
2422 //remove proxy physics
2423 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2424 RemoveProxyPhysics( slot_name_mounted );
2425 RemoveProxyPhysics( slot_name );
2426
2427 if ( attachment )
2428 {
2429 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2430 if ( is_locked )
2431 {
2432 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2433 AddProxyPhysics( slot_name_mounted );
2434 }
2435 else
2436 {
2437 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2438 AddProxyPhysics( slot_name );
2439 }
2440 }
2441 }
2442
2443 protected void UpdateNavmesh()
2444 {
2445 SetAffectPathgraph( true, false );
2446 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2447 }
2448
2449 override bool CanUseConstruction()
2450 {
2451 return true;
2452 }
2453
2454 override bool CanUseConstructionBuild()
2455 {
2456 return true;
2457 }
2458
2459 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2460 {
2461 if ( attachment )
2462 {
2463 InventoryLocation inventory_location = new InventoryLocation;
2464 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2465
2466 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2467 }
2468
2469 return false;
2470 }
2471
2472 protected bool IsAttachmentSlotLocked( string slot_name )
2473 {
2474 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2475 }
2476
2477 //--- ATTACHMENT SLOTS
2478 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2479 {
2480 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2481 if ( g_Game.ConfigIsExisting( config_path ) )
2482 {
2483 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2484 }
2485 }
2486
2487 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2488 {
2489 return true;
2490 }
2491
2492 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2493 {
2494 return true;
2495 }
2496
2497 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2498 {
2499 return true;
2500 }
2501
2502 // --- INIT
2504 {
2505 m_Construction = new Construction(this);
2506 return m_Construction;
2507 }
2508
2510 {
2511 return m_Construction;
2512 }
2513
2515 {
2516 return Construction.Cast(m_Construction);
2517 }
2518
2520 {
2521 int attachment_count = GetInventory().AttachmentCount();
2522 if ( attachment_count > 0 )
2523 {
2524 if ( HasBase() && attachment_count == 1 )
2525 {
2526 return false;
2527 }
2528
2529 return true;
2530 }
2531
2532 return false;
2533 }
2534
2535 override bool ShowZonesHealth()
2536 {
2537 return true;
2538 }
2539
2540 override bool IsTakeable()
2541 {
2542 return false;
2543 }
2544
2545 //this into/outo parent.Cargo
2546 override bool CanPutInCargo( EntityAI parent )
2547 {
2548 return false;
2549 }
2550
2551 override bool CanRemoveFromCargo( EntityAI parent )
2552 {
2553 return false;
2554 }
2555
2556 //hands
2557 override bool CanPutIntoHands( EntityAI parent )
2558 {
2559 return false;
2560 }
2561
2562 //--- ACTION CONDITIONS
2563 //direction
2564 override bool IsFacingPlayer( PlayerBase player, string selection )
2565 {
2566 return true;
2567 }
2568
2569 override bool IsPlayerInside( PlayerBase player, string selection )
2570 {
2571 return true;
2572 }
2573
2576 {
2577 return false;
2578 }
2579
2580 //roof check
2581 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2582 {
2583 return false;
2584 }
2585
2586 //selection->player distance check
2587 bool HasProperDistance( string selection, PlayerBase player )
2588 {
2589 return true;
2590 }
2591
2592 //folding
2594 {
2595 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2596 {
2597 return false;
2598 }
2599
2600 return true;
2601 }
2602
2604 {
2607
2608 return item;
2609 }
2610
2611 //Damage triggers (barbed wire)
2612 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2613 {
2614 if ( g_Game && g_Game.IsServer() )
2615 {
2616 //destroy area damage if some already exists
2617 DestroyAreaDamage( slot_name );
2618
2619 //create new area damage
2621 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2622
2623 vector min_max[2];
2624 if ( MemoryPointExists( slot_name + "_min" ) )
2625 {
2626 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2627 }
2628 if ( MemoryPointExists( slot_name + "_max" ) )
2629 {
2630 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2631 }
2632
2633 //get proper trigger extents (min<max)
2634 vector extents[2];
2635 GetConstruction().GetTriggerExtents( min_max, extents );
2636
2637 //get box center
2638 vector center;
2639 center = GetConstruction().GetBoxCenter( min_max );
2640 center = ModelToWorld( center );
2641
2642 //rotate center if needed
2644 CalcDamageAreaRotation( rotation_angle, center, orientation );
2645
2646 areaDamage.SetExtents( extents[0], extents[1] );
2647 areaDamage.SetAreaPosition( center );
2648 areaDamage.SetAreaOrientation( orientation );
2649 areaDamage.SetLoopInterval( 1.0 );
2650 areaDamage.SetDeferDuration( 0.2 );
2651 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2652 areaDamage.SetAmmoName( "BarbedWireHit" );
2653 areaDamage.Spawn();
2654
2655 m_DamageTriggers.Insert( slot_name, areaDamage );
2656 }
2657 }
2658
2659 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2660 {
2661 if ( angle_deg != 0 )
2662 {
2663 //orientation
2664 orientation[0] = orientation[0] - angle_deg;
2665
2666 //center
2667 vector rotate_axis;
2668 if ( MemoryPointExists( "rotate_axis" ) )
2669 {
2670 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2671 }
2672 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];
2673 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];
2674 center[0] = r_center_x;
2675 center[2] = r_center_z;
2676 }
2677 }
2678
2679 void DestroyAreaDamage( string slot_name )
2680 {
2681 if (g_Game && g_Game.IsServer())
2682 {
2684 if (m_DamageTriggers.Find(slot_name, areaDamage))
2685 {
2686 if (areaDamage)
2687 {
2688 areaDamage.Destroy();
2689 }
2690
2691 m_DamageTriggers.Remove( slot_name );
2692 }
2693 }
2694 }
2695
2696 override bool IsIgnoredByConstruction()
2697 {
2698 return true;
2699 }
2700
2701 //================================================================
2702 // SOUNDS
2703 //================================================================
2704 protected void SoundBuildStart( string part_name )
2705 {
2706 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2707 }
2708
2709 protected void SoundDismantleStart( string part_name )
2710 {
2711 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2712 }
2713
2714 protected void SoundDestroyStart( string part_name )
2715 {
2716 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2717 }
2718
2719 protected string GetBuildSoundByMaterial( string part_name )
2720 {
2721 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2722
2723 switch ( material_type )
2724 {
2725 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2726 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2727 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2728 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2729 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2730 }
2731
2732 return "";
2733 }
2734
2735 protected string GetDismantleSoundByMaterial( string part_name )
2736 {
2737 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2738
2739 switch ( material_type )
2740 {
2741 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2742 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2743 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2744 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2745 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2746 }
2747
2748 return "";
2749 }
2750
2751 //misc
2752 void CheckForHybridAttachments( EntityAI item, string slot_name )
2753 {
2754 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2755 {
2756 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2757 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2758 {
2759 SetHealth(slot_name,"Health",item.GetHealth());
2760 }
2761 }
2762 }
2763
2764 override int GetDamageSystemVersionChange()
2765 {
2766 return 111;
2767 }
2768
2769 override void SetActions()
2770 {
2771 super.SetActions();
2772
2776 }
2777
2778 protected void DestroyConstructedParts()
2779 {
2780 Construction construction = GetConstruction();
2781 if (!construction)
2782 return;
2783
2784 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2785 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2786 {
2787 ConstructionPart part = constructionParts.GetElement(i);
2788 if (part && part.IsBuilt() && !part.IsUtilityPart())
2789 {
2790 construction.DestroyPartServer(null, part.GetPartName(), -1);
2791 }
2792 }
2793 }
2794
2795 protected void HandleFallingForConstructedParts()
2796 {
2797 Construction construction = GetConstruction();
2798 if (!construction)
2799 return;
2800
2801 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2802 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2803 {
2804 ConstructionPart part = constructionParts.GetElement(i);
2805 if (part && part.IsBuilt() && !part.IsUtilityPart())
2806 {
2807 construction.HandleEntityFalling(part.GetPartName());
2808 }
2809 }
2810 }
2811
2813 override void OnItemFallRebuilding()
2814 {
2815 if (!g_Game.IsServer())
2816 return;
2817
2820
2821 if (DestroyOnFall())
2822 {
2824 {
2826 }
2827 else
2828 {
2830 {
2832 }
2833 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2834 }
2835 }
2836 }
2837
2839 {
2840 if (HasAnyAttachmentsOrCargo())
2841 {
2843 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2844 }
2845 }
2846
2847 //================================================================
2848 // DEBUG
2849 //================================================================
2850
2853 {
2854 return null;
2855 }
2856
2857 override void OnDebugSpawn()
2858 {
2859 FullyBuild();
2860 }
2861
2862 void FullyBuild()
2863 {
2865 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2866
2867 Man p;
2868
2869 #ifdef SERVER
2870 array<Man> players = new array<Man>;
2871 g_Game.GetWorld().GetPlayerList(players);
2872 if (players.Count())
2873 p = players[0];
2874 #else
2875 p = g_Game.GetPlayer();
2876 #endif
2877
2878 foreach (ConstructionPart part : parts)
2879 {
2880 bool excluded = false;
2881 string partName = part.GetPartName();
2882 if (excludes)
2883 {
2884 foreach (string exclude : excludes)
2885 {
2886 if (partName.Contains(exclude))
2887 {
2888 excluded = true;
2889 break;
2890 }
2891 }
2892 }
2893
2894 if (!excluded)
2895 {
2896 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2897 }
2898 }
2899
2900 GetConstruction().UpdateVisuals();
2901 }
2902
2904 //Deprecated code playpen//
2906 [Obsolete("handled in the Construction component directly")]
2907 protected void HandleItemFalling(ConstructionPart part)
2908 {
2909 }
2910
2911 [Obsolete("handled in the Construction component directly")]
2912 protected void ItemFall(vector min, vector max)
2913 {
2914 }
2915
2916 [Obsolete("obsolete debug method")]
2917 protected void DebugCustomState()
2918 {
2919 }
2920}
2921
2922void bsbDebugPrint (string s)
2923{
2924#ifdef BSB_DEBUG
2925 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2926#else
2927 //Print("" + s); // comment/uncomment to hide/see debug logs
2928#endif
2929}
2930void bsbDebugSpam (string s)
2931{
2932#ifdef BSB_DEBUG_SPAM
2933 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2934#else
2935 //Print("" + s); // comment/uncomment to hide/see debug logs
2936#endif
2937}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в BaseBuildingBase::CanDisplayAttachmentCategory(), ItemBase::CanFoldBaseBuildingObject(), BaseBuildingBase::CanPutIntoHands(), BaseBuildingBase::CanReceiveAttachment(), ItemBase::HasAttachmentsBesidesBase(), ItemBase::InitVisuals(), ItemBase::UpdatePhysics() и ItemBase::UpdateVisuals().