DayZ 1.30
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◆ OnSynchronizedClient()

void bsbDebugPrint::OnSynchronizedClient ( )
protected

См. определение в файле BaseBuildingBase.c строка 1412

1414{
1415 const string ANIMATION_DEPLOYED = "Deployed";
1416
1417 float m_ConstructionKitHealth; //stored health value for used construction kit
1418
1419 bool m_HasBase;
1420 //variables for synchronization of base building parts (2x31 is the current limit)
1421 int m_SyncParts01; //synchronization for already built parts (31 parts)
1422 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1423 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1424 int m_InteractedPartId; //construction part id that an action was performed on
1425 int m_PerformedActionId; //action id that was performed on a construction part
1426 protected ref ConstructionBasic m_Construction;
1427
1428 //Sounds
1429 //build
1430 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1431 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1432 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1433 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1434 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1435 //dismantle
1436 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1437 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1438 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1439 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1440 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1441
1442 protected EffectSound m_Sound;
1443
1447
1448 // Constructor
1449 void BaseBuildingBase()
1450 {
1452
1453 //synchronized variables
1454 RegisterNetSyncVariableInt( "m_SyncParts01" );
1455 RegisterNetSyncVariableInt( "m_SyncParts02" );
1456 RegisterNetSyncVariableInt( "m_SyncParts03" );
1457 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1458 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1459 RegisterNetSyncVariableBool( "m_HasBase" );
1460
1461 //Construction init
1462 ConstructionInit();
1463
1464 if (ConfigIsExisting("hybridAttachments"))
1465 {
1467 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1468 }
1469 if (ConfigIsExisting("mountables"))
1470 {
1472 ConfigGetTextArray("mountables", m_Mountables);
1473 }
1474
1475 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1476 SetAllowDamage(true);
1477 }
1478
1479 override string GetInvulnerabilityTypeString()
1480 {
1481 return "disableBaseDamage";
1482 }
1483
1484 override bool CanObstruct()
1485 {
1486 return true;
1487 }
1488
1489 override int GetHideIconMask()
1490 {
1491 return EInventoryIconVisibility.HIDE_VICINITY;
1492 }
1493
1494 override void InitItemSounds()
1495 {
1496 super.InitItemSounds();
1497
1499 SoundParameters params = new SoundParameters();
1500 params.m_Loop = true;
1501
1502 if (GetFoldSoundset() != string.Empty)
1503 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1504 if (GetLoopFoldSoundset() != string.Empty)
1505 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1506 }
1507
1508 override string GetFoldSoundset()
1509 {
1510 return "putDown_FenceKit_SoundSet";
1511 }
1512
1513 override string GetLoopFoldSoundset()
1514 {
1515 return "Shelter_Site_Build_Loop_SoundSet";
1516 }
1517
1518 // --- SYNCHRONIZATION
1520 {
1521 if ( g_Game.IsServer() )
1522 {
1523 SetSynchDirty();
1524 }
1525 }
1526
1527 override void OnVariablesSynchronized()
1528 {
1529 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1530 super.OnVariablesSynchronized();
1531
1532 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1533 }
1534
1535 protected void OnSynchronizedClient()
1536 {
1537 //update parts
1539
1540 //update action on part
1542
1543 //update visuals (client)
1544 UpdateVisuals();
1545 }
1546
1547 //parts synchronization
1548 void RegisterPartForSync( int part_id )
1549 {
1550 //part_id must starts from index = 1
1551 int offset;
1552 int mask;
1553
1554 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1555 {
1556 offset = part_id - 1;
1557 mask = 1 << offset;
1558
1559 m_SyncParts01 = m_SyncParts01 | mask;
1560 }
1561 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1562 {
1563 offset = ( part_id % 32 );
1564 mask = 1 << offset;
1565
1566 m_SyncParts02 = m_SyncParts02 | mask;
1567 }
1568 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1569 {
1570 offset = ( part_id % 63 );
1571 mask = 1 << offset;
1572
1573 m_SyncParts03 = m_SyncParts03 | mask;
1574 }
1575 }
1576
1577 void UnregisterPartForSync( int part_id )
1578 {
1579 //part_id must starts from index = 1
1580 int offset;
1581 int mask;
1582
1583 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1584 {
1585 offset = part_id - 1;
1586 mask = 1 << offset;
1587
1588 m_SyncParts01 = m_SyncParts01 & ~mask;
1589 }
1590 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1591 {
1592 offset = ( part_id % 32 );
1593 mask = 1 << offset;
1594
1595 m_SyncParts02 = m_SyncParts02 & ~mask;
1596 }
1597 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1598 {
1599 offset = ( part_id % 63 );
1600 mask = 1 << offset;
1601
1602 m_SyncParts03 = m_SyncParts03 & ~mask;
1603 }
1604 }
1605
1606 bool IsPartBuildInSyncData( int part_id )
1607 {
1608 //part_id must starts from index = 1
1609 int offset;
1610 int mask;
1611
1612 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1613 {
1614 offset = part_id - 1;
1615 mask = 1 << offset;
1616
1617 if ( ( m_SyncParts01 & mask ) > 0 )
1618 {
1619 return true;
1620 }
1621 }
1622 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1623 {
1624 offset = ( part_id % 32 );
1625 mask = 1 << offset;
1626
1627 if ( ( m_SyncParts02 & mask ) > 0 )
1628 {
1629 return true;
1630 }
1631 }
1632 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1633 {
1634 offset = ( part_id % 63 );
1635 mask = 1 << offset;
1636
1637 if ( ( m_SyncParts03 & mask ) > 0 )
1638 {
1639 return true;
1640 }
1641 }
1642
1643 return false;
1644 }
1645
1646 protected void RegisterActionForSync( int part_id, int action_id )
1647 {
1648 m_InteractedPartId = part_id;
1649 m_PerformedActionId = action_id;
1650 }
1651
1652 protected void ResetActionSyncData()
1653 {
1654 //reset data
1655 m_InteractedPartId = -1;
1657 }
1658
1659 protected void SetActionFromSyncData()
1660 {
1661 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1662 {
1664 int build_action_id = m_PerformedActionId;
1665
1666 switch( build_action_id )
1667 {
1668 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1669 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1670 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1671 }
1672 }
1673 }
1674 //------
1675
1677 {
1678 string key = part.GetPartName();
1679 bool is_base = part.IsBase();
1680 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1681 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1682 if ( is_part_built_sync )
1683 {
1684 if ( !part.IsBuilt() )
1685 {
1686 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1687 GetConstruction().AddToConstructedParts( key );
1688 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1689
1690 if (is_base)
1691 {
1693 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1694 }
1695 }
1696 }
1697 else
1698 {
1699 if ( part.IsBuilt() )
1700 {
1701 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1702 GetConstruction().RemoveFromConstructedParts( key );
1703 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1704
1705 if (is_base)
1706 {
1708 AddProxyPhysics( ANIMATION_DEPLOYED );
1709 }
1710 }
1711 }
1712
1713 //check slot lock for material attachments
1714 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1715 }
1716
1717 //set construction parts based on synchronized data
1719 {
1720 Construction construction = GetConstruction();
1721 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1722
1723 for ( int i = 0; i < construction_parts.Count(); ++i )
1724 {
1725 string key = construction_parts.GetKey( i );
1726 ConstructionPart value = construction_parts.Get( key );
1727 SetPartFromSyncData(value);
1728 }
1729
1730 //regenerate navmesh
1731 UpdateNavmesh();
1732 }
1733
1734 protected ConstructionPart GetConstructionPartById( int id )
1735 {
1736 Construction construction = GetConstruction();
1737 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1738
1739 for ( int i = 0; i < construction_parts.Count(); ++i )
1740 {
1741 string key = construction_parts.GetKey( i );
1742 ConstructionPart value = construction_parts.Get( key );
1743
1744 if ( value.GetId() == id )
1745 {
1746 return value;
1747 }
1748 }
1749
1750 return NULL;
1751 }
1752 //
1753
1754 //Base
1755 bool HasBase()
1756 {
1757 return m_HasBase;
1758 }
1759
1760 void SetBaseState( bool has_base )
1761 {
1762 m_HasBase = has_base;
1763 }
1764
1765 override bool IsDeployable()
1766 {
1767 return true;
1768 }
1769
1770 bool IsOpened()
1771 {
1772 return false;
1773 }
1774
1775 //--- CONSTRUCTION KIT
1777 {
1778 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1779 if ( m_ConstructionKitHealth > 0 )
1780 {
1781 construction_kit.SetHealth( m_ConstructionKitHealth );
1782 }
1783
1784 return construction_kit;
1785 }
1786
1787 void CreateConstructionKitInHands(notnull PlayerBase player)
1788 {
1789 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1790 if ( m_ConstructionKitHealth > 0 )
1791 {
1792 construction_kit.SetHealth( m_ConstructionKitHealth );
1793 }
1794 }
1795
1796 protected vector GetKitSpawnPosition()
1797 {
1798 return GetPosition();
1799 }
1800
1801 protected string GetConstructionKitType()
1802 {
1803 return "";
1804 }
1805
1806 void DestroyConstructionKit( ItemBase construction_kit )
1807 {
1808 m_ConstructionKitHealth = construction_kit.GetHealth();
1809 g_Game.ObjectDelete( construction_kit );
1810 }
1811
1812 //--- CONSTRUCTION
1813 void DestroyConstruction()
1814 {
1815 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1816 g_Game.ObjectDelete( this );
1817 }
1818
1819 // --- EVENTS
1820 override void EEDelete(EntityAI parent)
1821 {
1822 super.EEDelete(parent);
1823
1824 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1825 {
1826 areaDamage.Destroy();
1827 }
1828
1829 }
1830
1831 override void OnStoreSave( ParamsWriteContext ctx )
1832 {
1833 super.OnStoreSave( ctx );
1834
1835 //sync parts 01
1836 ctx.Write( m_SyncParts01 );
1837 ctx.Write( m_SyncParts02 );
1838 ctx.Write( m_SyncParts03 );
1839
1840 ctx.Write( m_HasBase );
1841 }
1842
1843 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1844 {
1845 if ( !super.OnStoreLoad( ctx, version ) )
1846 return false;
1847
1848 //--- Base building data ---
1849 //Restore synced parts data
1850 if ( !ctx.Read( m_SyncParts01 ) )
1851 {
1852 m_SyncParts01 = 0; //set default
1853 return false;
1854 }
1855 if ( !ctx.Read( m_SyncParts02 ) )
1856 {
1857 m_SyncParts02 = 0; //set default
1858 return false;
1859 }
1860 if ( !ctx.Read( m_SyncParts03 ) )
1861 {
1862 m_SyncParts03 = 0; //set default
1863 return false;
1864 }
1865
1866 //has base
1867 if ( !ctx.Read( m_HasBase ) )
1868 {
1869 m_HasBase = false;
1870 return false;
1871 }
1872 //---
1873
1874 return true;
1875 }
1876
1877 override void AfterStoreLoad()
1878 {
1879 super.AfterStoreLoad();
1880
1882 {
1884 }
1885 }
1886
1888 {
1889 //update server data
1891
1892 //set base state
1893 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1894 SetBaseState( part.IsBuilt() ) ;
1895
1896 //synchronize after load
1898 }
1899
1900 override void OnCreatePhysics()
1901 {
1902 super.OnCreatePhysics();
1903
1904 ConstructionInit();
1906 }
1907
1908 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1909 {
1911 return;
1912
1913 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1914 }
1915
1916 override void EEOnAfterLoad()
1917 {
1919 {
1920 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1921 }
1922
1923 super.EEOnAfterLoad();
1924 }
1925
1926 override void EEItemAttached( EntityAI item, string slot_name )
1927 {
1928 super.EEItemAttached( item, slot_name );
1929
1930 CheckForHybridAttachments( item, slot_name );
1931 UpdateVisuals();
1932 UpdateAttachmentPhysics( slot_name, false );
1933 }
1934
1935 override void EEItemDetached( EntityAI item, string slot_name )
1936 {
1937 super.EEItemDetached( item, slot_name );
1938
1939 UpdateVisuals();
1940 UpdateAttachmentPhysics( slot_name, false );
1941 }
1942
1943 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1944 {
1945 string slot_name = InventorySlots.GetSlotName( slotId );
1946 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1947
1948 UpdateAttachmentVisuals( slot_name, locked );
1949 UpdateAttachmentPhysics( slot_name, locked );
1950 }
1951
1952 //ignore out of reach condition
1953 override bool IgnoreOutOfReachCondition()
1954 {
1955 return true;
1956 }
1957
1958 //CONSTRUCTION EVENTS
1959 //Build
1960 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1961 {
1962 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1963
1964 //check base state
1965 if (construtionPart.IsBase())
1966 {
1967 SetBaseState(true);
1968
1969 //spawn kit
1971 }
1972
1973 //register constructed parts for synchronization
1974 RegisterPartForSync(construtionPart.GetId());
1975
1976 //register action that was performed on part
1977 RegisterActionForSync(construtionPart.GetId(), action_id);
1978
1979 //synchronize
1981
1982 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1983
1984 UpdateNavmesh();
1985
1986 //update visuals
1987 UpdateVisuals();
1988
1989 //reset action sync data
1990 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1991 }
1992
1993 void OnPartBuiltClient(string part_name, int action_id)
1994 {
1995 //play sound
1996 SoundBuildStart( part_name );
1997 }
1998
1999 //Dismantle
2000 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2001 {
2002 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2003 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2004
2005 //register constructed parts for synchronization
2006 UnregisterPartForSync(construtionPart.GetId());
2007
2008 //register action that was performed on part
2009 RegisterActionForSync(construtionPart.GetId(), action_id);
2010
2011 //synchronize
2013
2014 // server part of sync, client will be synced from SetPartsFromSyncData
2015 SetPartFromSyncData(construtionPart);
2016
2017 UpdateNavmesh();
2018
2019 //update visuals
2020 UpdateVisuals();
2021
2022 //reset action sync data
2023 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2024
2025 //check base state
2026 if (construtionPart.IsBase())
2027 {
2028 //Destroy construction
2029 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2030 }
2031 }
2032
2033 void OnPartDismantledClient( string part_name, int action_id )
2034 {
2035 //play sound
2036 SoundDismantleStart( part_name );
2037 }
2038
2039 //Destroy
2040 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2041 {
2042 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2043 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2044
2045 //register constructed parts for synchronization
2046 UnregisterPartForSync(construtionPart.GetId());
2047
2048 //register action that was performed on part
2049 RegisterActionForSync(construtionPart.GetId(), action_id);
2050
2051 //synchronize
2053
2054 // server part of sync, client will be synced from SetPartsFromSyncData
2055 SetPartFromSyncData(construtionPart);
2056
2057 UpdateNavmesh();
2058
2059 //update visuals
2060 UpdateVisuals();
2061
2062 //reset action sync data
2063 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2064
2065 //check base state
2066 if (construtionPart.IsBase())
2067 {
2068 //Destroy construction
2069 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2070 }
2071 }
2072
2073 void OnPartDestroyedClient( string part_name, int action_id )
2074 {
2075 //play sound
2076 SoundDestroyStart( part_name );
2077 }
2078
2079 // --- UPDATE
2080 void InitBaseState()
2081 {
2082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2083
2084 InitVisuals();
2085 UpdateNavmesh(); //regenerate navmesh
2086 }
2087
2088 void InitVisuals()
2089 {
2090 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2091 //check base
2092 if ( !HasBase() )
2093 {
2094 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2095 }
2096 else
2097 {
2098 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2099 }
2100
2101 GetConstruction().InitVisuals();
2102 }
2103
2104 void UpdateVisuals()
2105 {
2106 array<string> attachmentSlots = new array<string>;
2107
2108 GetAttachmentSlots(this, attachmentSlots);
2109 foreach (string slotName : attachmentSlots)
2110 {
2112 }
2113
2114 //check base
2115 if (!HasBase())
2116 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2117 else
2118 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2119
2120 GetConstruction().UpdateVisuals();
2121 }
2122
2123 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2124 {
2125 string slotNameMounted = slot_name + "_Mounted";
2126 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2127
2128 if (attachment)
2129 {
2130 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2131 if (barbedWire && barbedWire.IsMounted())
2132 CreateAreaDamage(slotNameMounted);
2133 else
2134 DestroyAreaDamage(slotNameMounted);
2135
2136 if (is_locked)
2137 {
2138 SetAnimationPhase(slotNameMounted, 0);
2139 SetAnimationPhase(slot_name, 1);
2140 }
2141 else
2142 {
2143 SetAnimationPhase(slotNameMounted, 1);
2144 SetAnimationPhase(slot_name, 0);
2145 }
2146 }
2147 else
2148 {
2149 SetAnimationPhase(slotNameMounted, 1);
2150 SetAnimationPhase(slot_name, 1);
2151
2152 DestroyAreaDamage(slotNameMounted);
2153 }
2154 }
2155
2156 // avoid calling this function on frequent occasions, it's a massive performance hit
2157 void UpdatePhysics()
2158 {
2160 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2161
2162 array<string> attachmentSlots = new array<string>;
2163 GetAttachmentSlots(this, attachmentSlots);
2164
2166 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2167
2168 foreach (string slotName : attachmentSlots)
2169 {
2171 }
2172
2173 //check base
2174 if (!HasBase())
2175 {
2177 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2178
2179 AddProxyPhysics(ANIMATION_DEPLOYED);
2180 }
2181 else
2182 {
2184 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2185
2186 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2187 }
2188
2189 GetConstruction().UpdatePhysics();
2190 UpdateNavmesh();
2191 }
2192
2193 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2194 {
2195 //checks for invalid appends; hotfix
2196 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2197 return;
2198 //----------------------------------
2199 string slot_name_mounted = slot_name + "_Mounted";
2200 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2201
2202 //remove proxy physics
2203 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2204 RemoveProxyPhysics( slot_name_mounted );
2205 RemoveProxyPhysics( slot_name );
2206
2207 if ( attachment )
2208 {
2209 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2210 if ( is_locked )
2211 {
2212 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2213 AddProxyPhysics( slot_name_mounted );
2214 }
2215 else
2216 {
2217 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2218 AddProxyPhysics( slot_name );
2219 }
2220 }
2221 }
2222
2223 protected void UpdateNavmesh()
2224 {
2225 SetAffectPathgraph( true, false );
2226 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2227 }
2228
2229 override bool CanUseConstruction()
2230 {
2231 return true;
2232 }
2233
2234 override bool CanUseConstructionBuild()
2235 {
2236 return true;
2237 }
2238
2239 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2240 {
2241 if ( attachment )
2242 {
2243 InventoryLocation inventory_location = new InventoryLocation;
2244 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2245
2246 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2247 }
2248
2249 return false;
2250 }
2251
2252 protected bool IsAttachmentSlotLocked( string slot_name )
2253 {
2254 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2255 }
2256
2257 //--- ATTACHMENT SLOTS
2258 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2259 {
2260 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2261 if ( g_Game.ConfigIsExisting( config_path ) )
2262 {
2263 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2264 }
2265 }
2266
2267 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2268 {
2269 return true;
2270 }
2271
2272 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2273 {
2274 return true;
2275 }
2276
2277 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2278 {
2279 return true;
2280 }
2281
2282 // --- INIT
2284 {
2285 m_Construction = new Construction(this);
2286 return m_Construction;
2287 }
2288
2290 {
2291 return m_Construction;
2292 }
2293
2295 {
2296 return Construction.Cast(m_Construction);
2297 }
2298
2300 {
2301 int attachment_count = GetInventory().AttachmentCount();
2302 if ( attachment_count > 0 )
2303 {
2304 if ( HasBase() && attachment_count == 1 )
2305 {
2306 return false;
2307 }
2308
2309 return true;
2310 }
2311
2312 return false;
2313 }
2314
2315 override bool ShowZonesHealth()
2316 {
2317 return true;
2318 }
2319
2320 override bool IsTakeable()
2321 {
2322 return false;
2323 }
2324
2325 //this into/outo parent.Cargo
2326 override bool CanPutInCargo( EntityAI parent )
2327 {
2328 return false;
2329 }
2330
2331 override bool CanRemoveFromCargo( EntityAI parent )
2332 {
2333 return false;
2334 }
2335
2336 //hands
2337 override bool CanPutIntoHands( EntityAI parent )
2338 {
2339 return false;
2340 }
2341
2342 //--- ACTION CONDITIONS
2343 //direction
2344 override bool IsFacingPlayer( PlayerBase player, string selection )
2345 {
2346 return true;
2347 }
2348
2349 override bool IsPlayerInside( PlayerBase player, string selection )
2350 {
2351 return true;
2352 }
2353
2356 {
2357 return false;
2358 }
2359
2360 //roof check
2361 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2362 {
2363 return false;
2364 }
2365
2366 //selection->player distance check
2367 bool HasProperDistance( string selection, PlayerBase player )
2368 {
2369 return true;
2370 }
2371
2372 //folding
2374 {
2375 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2376 {
2377 return false;
2378 }
2379
2380 return true;
2381 }
2382
2384 {
2387
2388 return item;
2389 }
2390
2391 //Damage triggers (barbed wire)
2392 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2393 {
2394 if ( g_Game && g_Game.IsServer() )
2395 {
2396 //destroy area damage if some already exists
2397 DestroyAreaDamage( slot_name );
2398
2399 //create new area damage
2401 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2402
2403 vector min_max[2];
2404 if ( MemoryPointExists( slot_name + "_min" ) )
2405 {
2406 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2407 }
2408 if ( MemoryPointExists( slot_name + "_max" ) )
2409 {
2410 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2411 }
2412
2413 //get proper trigger extents (min<max)
2414 vector extents[2];
2415 GetConstruction().GetTriggerExtents( min_max, extents );
2416
2417 //get box center
2418 vector center;
2419 center = GetConstruction().GetBoxCenter( min_max );
2420 center = ModelToWorld( center );
2421
2422 //rotate center if needed
2424 CalcDamageAreaRotation( rotation_angle, center, orientation );
2425
2426 areaDamage.SetExtents( extents[0], extents[1] );
2427 areaDamage.SetAreaPosition( center );
2428 areaDamage.SetAreaOrientation( orientation );
2429 areaDamage.SetLoopInterval( 1.0 );
2430 areaDamage.SetDeferDuration( 0.2 );
2431 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2432 areaDamage.SetAmmoName( "BarbedWireHit" );
2433 areaDamage.Spawn();
2434
2435 m_DamageTriggers.Insert( slot_name, areaDamage );
2436 }
2437 }
2438
2439 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2440 {
2441 if ( angle_deg != 0 )
2442 {
2443 //orientation
2444 orientation[0] = orientation[0] - angle_deg;
2445
2446 //center
2447 vector rotate_axis;
2448 if ( MemoryPointExists( "rotate_axis" ) )
2449 {
2450 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2451 }
2452 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];
2453 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];
2454 center[0] = r_center_x;
2455 center[2] = r_center_z;
2456 }
2457 }
2458
2459 void DestroyAreaDamage( string slot_name )
2460 {
2461 if (g_Game && g_Game.IsServer())
2462 {
2464 if (m_DamageTriggers.Find(slot_name, areaDamage))
2465 {
2466 if (areaDamage)
2467 {
2468 areaDamage.Destroy();
2469 }
2470
2471 m_DamageTriggers.Remove( slot_name );
2472 }
2473 }
2474 }
2475
2476 override bool IsIgnoredByConstruction()
2477 {
2478 return true;
2479 }
2480
2481 //================================================================
2482 // SOUNDS
2483 //================================================================
2484 protected void SoundBuildStart( string part_name )
2485 {
2486 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2487 }
2488
2489 protected void SoundDismantleStart( string part_name )
2490 {
2491 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2492 }
2493
2494 protected void SoundDestroyStart( string part_name )
2495 {
2496 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2497 }
2498
2499 protected string GetBuildSoundByMaterial( string part_name )
2500 {
2501 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2502
2503 switch ( material_type )
2504 {
2505 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2506 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2507 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2508 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2509 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2510 }
2511
2512 return "";
2513 }
2514
2515 protected string GetDismantleSoundByMaterial( string part_name )
2516 {
2517 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2518
2519 switch ( material_type )
2520 {
2521 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2522 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2523 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2524 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2525 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2526 }
2527
2528 return "";
2529 }
2530
2531 //misc
2532 void CheckForHybridAttachments( EntityAI item, string slot_name )
2533 {
2534 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2535 {
2536 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2537 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2538 {
2539 SetHealth(slot_name,"Health",item.GetHealth());
2540 }
2541 }
2542 }
2543
2544 override int GetDamageSystemVersionChange()
2545 {
2546 return 111;
2547 }
2548
2549 override void SetActions()
2550 {
2551 super.SetActions();
2552
2556 }
2557
2558 protected void DestroyConstructedParts()
2559 {
2560 Construction construction = GetConstruction();
2561 if (!construction)
2562 return;
2563
2564 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2565 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2566 {
2567 ConstructionPart part = constructionParts.GetElement(i);
2568 if (part && part.IsBuilt() && !part.IsUtilityPart())
2569 {
2570 construction.DestroyPartServer(null, part.GetPartName(), -1);
2571 }
2572 }
2573 }
2574
2575 protected void HandleFallingForConstructedParts()
2576 {
2577 Construction construction = GetConstruction();
2578 if (!construction)
2579 return;
2580
2581 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2582 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2583 {
2584 ConstructionPart part = constructionParts.GetElement(i);
2585 if (part && part.IsBuilt() && !part.IsUtilityPart())
2586 {
2587 construction.HandleEntityFalling(part.GetPartName());
2588 }
2589 }
2590 }
2591
2593 override void OnItemFallRebuilding()
2594 {
2595 if (!g_Game.IsServer())
2596 return;
2597
2600
2601 if (DestroyOnFall())
2602 {
2604 {
2606 }
2607 else
2608 {
2610 {
2612 }
2613 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2614 }
2615 }
2616 }
2617
2619 {
2620 if (HasAnyAttachmentsOrCargo())
2621 {
2623 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2624 }
2625 }
2626
2627 //================================================================
2628 // DEBUG
2629 //================================================================
2630
2633 {
2634 return null;
2635 }
2636
2637 override void OnDebugSpawn()
2638 {
2639 FullyBuild();
2640 }
2641
2642 void FullyBuild()
2643 {
2645 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2646
2647 Man p;
2648
2649 #ifdef SERVER
2650 array<Man> players = new array<Man>;
2651 g_Game.GetWorld().GetPlayerList(players);
2652 if (players.Count())
2653 p = players[0];
2654 #else
2655 p = g_Game.GetPlayer();
2656 #endif
2657
2658 foreach (ConstructionPart part : parts)
2659 {
2660 bool excluded = false;
2661 string partName = part.GetPartName();
2662 if (excludes)
2663 {
2664 foreach (string exclude : excludes)
2665 {
2666 if (partName.Contains(exclude))
2667 {
2668 excluded = true;
2669 break;
2670 }
2671 }
2672 }
2673
2674 if (!excluded)
2675 {
2676 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2677 }
2678 }
2679
2680 GetConstruction().UpdateVisuals();
2681 }
2682
2684 //Deprecated code playpen//
2686 [Obsolete("handled in the Construction component directly")]
2687 protected void HandleItemFalling(ConstructionPart part)
2688 {
2689 }
2690
2691 [Obsolete("handled in the Construction component directly")]
2692 protected void ItemFall(vector min, vector max)
2693 {
2694 }
2695
2696 [Obsolete("obsolete debug method")]
2697 protected void DebugCustomState()
2698 {
2699 }
2700}
2701
2702void bsbDebugPrint (string s)
2703{
2704#ifdef BSB_DEBUG
2705 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2706#else
2707 //Print("" + s); // comment/uncomment to hide/see debug logs
2708#endif
2709}
2710void bsbDebugSpam (string s)
2711{
2712#ifdef BSB_DEBUG_SPAM
2713 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2714#else
2715 //Print("" + s); // comment/uncomment to hide/see debug logs
2716#endif
2717}
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