DayZ 1.30
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◆ IsIgnoredByConstruction()

override bool bsbDebugPrint::IsIgnoredByConstruction ( )
protected

См. определение в файле BaseBuildingBase.c строка 2353

2355{
2356 const string ANIMATION_DEPLOYED = "Deployed";
2357
2358 float m_ConstructionKitHealth; //stored health value for used construction kit
2359
2360 bool m_HasBase;
2361 //variables for synchronization of base building parts (2x31 is the current limit)
2362 int m_SyncParts01; //synchronization for already built parts (31 parts)
2363 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2364 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2365 int m_InteractedPartId; //construction part id that an action was performed on
2366 int m_PerformedActionId; //action id that was performed on a construction part
2367 protected ref ConstructionBasic m_Construction;
2368
2369 //Sounds
2370 //build
2371 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2372 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2373 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2374 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2375 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2376 //dismantle
2377 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2378 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2379 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2380 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2381 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2382
2383 protected EffectSound m_Sound;
2384
2388
2389 // Constructor
2390 void BaseBuildingBase()
2391 {
2393
2394 //synchronized variables
2395 RegisterNetSyncVariableInt( "m_SyncParts01" );
2396 RegisterNetSyncVariableInt( "m_SyncParts02" );
2397 RegisterNetSyncVariableInt( "m_SyncParts03" );
2398 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2399 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2400 RegisterNetSyncVariableBool( "m_HasBase" );
2401
2402 //Construction init
2403 ConstructionInit();
2404
2405 if (ConfigIsExisting("hybridAttachments"))
2406 {
2408 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2409 }
2410 if (ConfigIsExisting("mountables"))
2411 {
2413 ConfigGetTextArray("mountables", m_Mountables);
2414 }
2415
2416 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2417 SetAllowDamage(true);
2418 }
2419
2420 override string GetInvulnerabilityTypeString()
2421 {
2422 return "disableBaseDamage";
2423 }
2424
2425 override bool CanObstruct()
2426 {
2427 return true;
2428 }
2429
2430 override int GetHideIconMask()
2431 {
2432 return EInventoryIconVisibility.HIDE_VICINITY;
2433 }
2434
2435 override void InitItemSounds()
2436 {
2437 super.InitItemSounds();
2438
2440 SoundParameters params = new SoundParameters();
2441 params.m_Loop = true;
2442
2443 if (GetFoldSoundset() != string.Empty)
2444 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2445 if (GetLoopFoldSoundset() != string.Empty)
2446 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2447 }
2448
2449 override string GetFoldSoundset()
2450 {
2451 return "putDown_FenceKit_SoundSet";
2452 }
2453
2454 override string GetLoopFoldSoundset()
2455 {
2456 return "Shelter_Site_Build_Loop_SoundSet";
2457 }
2458
2459 // --- SYNCHRONIZATION
2461 {
2462 if ( g_Game.IsServer() )
2463 {
2464 SetSynchDirty();
2465 }
2466 }
2467
2468 override void OnVariablesSynchronized()
2469 {
2470 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2471 super.OnVariablesSynchronized();
2472
2473 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2474 }
2475
2476 protected void OnSynchronizedClient()
2477 {
2478 //update parts
2480
2481 //update action on part
2483
2484 //update visuals (client)
2485 UpdateVisuals();
2486 }
2487
2488 //parts synchronization
2489 void RegisterPartForSync( int part_id )
2490 {
2491 //part_id must starts from index = 1
2492 int offset;
2493 int mask;
2494
2495 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2496 {
2497 offset = part_id - 1;
2498 mask = 1 << offset;
2499
2500 m_SyncParts01 = m_SyncParts01 | mask;
2501 }
2502 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2503 {
2504 offset = ( part_id % 32 );
2505 mask = 1 << offset;
2506
2507 m_SyncParts02 = m_SyncParts02 | mask;
2508 }
2509 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2510 {
2511 offset = ( part_id % 63 );
2512 mask = 1 << offset;
2513
2514 m_SyncParts03 = m_SyncParts03 | mask;
2515 }
2516 }
2517
2518 void UnregisterPartForSync( int part_id )
2519 {
2520 //part_id must starts from index = 1
2521 int offset;
2522 int mask;
2523
2524 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2525 {
2526 offset = part_id - 1;
2527 mask = 1 << offset;
2528
2529 m_SyncParts01 = m_SyncParts01 & ~mask;
2530 }
2531 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2532 {
2533 offset = ( part_id % 32 );
2534 mask = 1 << offset;
2535
2536 m_SyncParts02 = m_SyncParts02 & ~mask;
2537 }
2538 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2539 {
2540 offset = ( part_id % 63 );
2541 mask = 1 << offset;
2542
2543 m_SyncParts03 = m_SyncParts03 & ~mask;
2544 }
2545 }
2546
2547 bool IsPartBuildInSyncData( int part_id )
2548 {
2549 //part_id must starts from index = 1
2550 int offset;
2551 int mask;
2552
2553 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2554 {
2555 offset = part_id - 1;
2556 mask = 1 << offset;
2557
2558 if ( ( m_SyncParts01 & mask ) > 0 )
2559 {
2560 return true;
2561 }
2562 }
2563 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2564 {
2565 offset = ( part_id % 32 );
2566 mask = 1 << offset;
2567
2568 if ( ( m_SyncParts02 & mask ) > 0 )
2569 {
2570 return true;
2571 }
2572 }
2573 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2574 {
2575 offset = ( part_id % 63 );
2576 mask = 1 << offset;
2577
2578 if ( ( m_SyncParts03 & mask ) > 0 )
2579 {
2580 return true;
2581 }
2582 }
2583
2584 return false;
2585 }
2586
2587 protected void RegisterActionForSync( int part_id, int action_id )
2588 {
2589 m_InteractedPartId = part_id;
2590 m_PerformedActionId = action_id;
2591 }
2592
2593 protected void ResetActionSyncData()
2594 {
2595 //reset data
2596 m_InteractedPartId = -1;
2598 }
2599
2600 protected void SetActionFromSyncData()
2601 {
2602 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2603 {
2605 int build_action_id = m_PerformedActionId;
2606
2607 switch( build_action_id )
2608 {
2609 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2610 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2611 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2612 }
2613 }
2614 }
2615 //------
2616
2618 {
2619 string key = part.GetPartName();
2620 bool is_base = part.IsBase();
2621 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2622 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2623 if ( is_part_built_sync )
2624 {
2625 if ( !part.IsBuilt() )
2626 {
2627 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2628 GetConstruction().AddToConstructedParts( key );
2629 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2630
2631 if (is_base)
2632 {
2634 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2635 }
2636 }
2637 }
2638 else
2639 {
2640 if ( part.IsBuilt() )
2641 {
2642 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2643 GetConstruction().RemoveFromConstructedParts( key );
2644 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2645
2646 if (is_base)
2647 {
2649 AddProxyPhysics( ANIMATION_DEPLOYED );
2650 }
2651 }
2652 }
2653
2654 //check slot lock for material attachments
2655 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2656 }
2657
2658 //set construction parts based on synchronized data
2660 {
2661 Construction construction = GetConstruction();
2662 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2663
2664 for ( int i = 0; i < construction_parts.Count(); ++i )
2665 {
2666 string key = construction_parts.GetKey( i );
2667 ConstructionPart value = construction_parts.Get( key );
2668 SetPartFromSyncData(value);
2669 }
2670
2671 //regenerate navmesh
2672 UpdateNavmesh();
2673 }
2674
2675 protected ConstructionPart GetConstructionPartById( int id )
2676 {
2677 Construction construction = GetConstruction();
2678 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2679
2680 for ( int i = 0; i < construction_parts.Count(); ++i )
2681 {
2682 string key = construction_parts.GetKey( i );
2683 ConstructionPart value = construction_parts.Get( key );
2684
2685 if ( value.GetId() == id )
2686 {
2687 return value;
2688 }
2689 }
2690
2691 return NULL;
2692 }
2693 //
2694
2695 //Base
2696 bool HasBase()
2697 {
2698 return m_HasBase;
2699 }
2700
2701 void SetBaseState( bool has_base )
2702 {
2703 m_HasBase = has_base;
2704 }
2705
2706 override bool IsDeployable()
2707 {
2708 return true;
2709 }
2710
2711 bool IsOpened()
2712 {
2713 return false;
2714 }
2715
2716 //--- CONSTRUCTION KIT
2718 {
2719 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2720 if ( m_ConstructionKitHealth > 0 )
2721 {
2722 construction_kit.SetHealth( m_ConstructionKitHealth );
2723 }
2724
2725 return construction_kit;
2726 }
2727
2728 void CreateConstructionKitInHands(notnull PlayerBase player)
2729 {
2730 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2731 if ( m_ConstructionKitHealth > 0 )
2732 {
2733 construction_kit.SetHealth( m_ConstructionKitHealth );
2734 }
2735 }
2736
2737 protected vector GetKitSpawnPosition()
2738 {
2739 return GetPosition();
2740 }
2741
2742 protected string GetConstructionKitType()
2743 {
2744 return "";
2745 }
2746
2747 void DestroyConstructionKit( ItemBase construction_kit )
2748 {
2749 m_ConstructionKitHealth = construction_kit.GetHealth();
2750 g_Game.ObjectDelete( construction_kit );
2751 }
2752
2753 //--- CONSTRUCTION
2754 void DestroyConstruction()
2755 {
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2757 g_Game.ObjectDelete( this );
2758 }
2759
2760 // --- EVENTS
2761 override void EEDelete(EntityAI parent)
2762 {
2763 super.EEDelete(parent);
2764
2765 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2766 {
2767 areaDamage.Destroy();
2768 }
2769
2770 }
2771
2772 override void OnStoreSave( ParamsWriteContext ctx )
2773 {
2774 super.OnStoreSave( ctx );
2775
2776 //sync parts 01
2777 ctx.Write( m_SyncParts01 );
2778 ctx.Write( m_SyncParts02 );
2779 ctx.Write( m_SyncParts03 );
2780
2781 ctx.Write( m_HasBase );
2782 }
2783
2784 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2785 {
2786 if ( !super.OnStoreLoad( ctx, version ) )
2787 return false;
2788
2789 //--- Base building data ---
2790 //Restore synced parts data
2791 if ( !ctx.Read( m_SyncParts01 ) )
2792 {
2793 m_SyncParts01 = 0; //set default
2794 return false;
2795 }
2796 if ( !ctx.Read( m_SyncParts02 ) )
2797 {
2798 m_SyncParts02 = 0; //set default
2799 return false;
2800 }
2801 if ( !ctx.Read( m_SyncParts03 ) )
2802 {
2803 m_SyncParts03 = 0; //set default
2804 return false;
2805 }
2806
2807 //has base
2808 if ( !ctx.Read( m_HasBase ) )
2809 {
2810 m_HasBase = false;
2811 return false;
2812 }
2813 //---
2814
2815 return true;
2816 }
2817
2818 override void AfterStoreLoad()
2819 {
2820 super.AfterStoreLoad();
2821
2823 {
2825 }
2826 }
2827
2829 {
2830 //update server data
2832
2833 //set base state
2834 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2835 SetBaseState( part.IsBuilt() ) ;
2836
2837 //synchronize after load
2839 }
2840
2841 override void OnCreatePhysics()
2842 {
2843 super.OnCreatePhysics();
2844
2845 ConstructionInit();
2847 }
2848
2849 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2850 {
2852 return;
2853
2854 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2855 }
2856
2857 override void EEOnAfterLoad()
2858 {
2860 {
2861 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2862 }
2863
2864 super.EEOnAfterLoad();
2865 }
2866
2867 override void EEItemAttached( EntityAI item, string slot_name )
2868 {
2869 super.EEItemAttached( item, slot_name );
2870
2871 CheckForHybridAttachments( item, slot_name );
2872 UpdateVisuals();
2873 UpdateAttachmentPhysics( slot_name, false );
2874 }
2875
2876 override void EEItemDetached( EntityAI item, string slot_name )
2877 {
2878 super.EEItemDetached( item, slot_name );
2879
2880 UpdateVisuals();
2881 UpdateAttachmentPhysics( slot_name, false );
2882 }
2883
2884 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2885 {
2886 string slot_name = InventorySlots.GetSlotName( slotId );
2887 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2888
2889 UpdateAttachmentVisuals( slot_name, locked );
2890 UpdateAttachmentPhysics( slot_name, locked );
2891 }
2892
2893 //ignore out of reach condition
2894 override bool IgnoreOutOfReachCondition()
2895 {
2896 return true;
2897 }
2898
2899 //CONSTRUCTION EVENTS
2900 //Build
2901 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2902 {
2903 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2904
2905 //check base state
2906 if (construtionPart.IsBase())
2907 {
2908 SetBaseState(true);
2909
2910 //spawn kit
2912 }
2913
2914 //register constructed parts for synchronization
2915 RegisterPartForSync(construtionPart.GetId());
2916
2917 //register action that was performed on part
2918 RegisterActionForSync(construtionPart.GetId(), action_id);
2919
2920 //synchronize
2922
2923 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2924
2925 UpdateNavmesh();
2926
2927 //update visuals
2928 UpdateVisuals();
2929
2930 //reset action sync data
2931 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2932 }
2933
2934 void OnPartBuiltClient(string part_name, int action_id)
2935 {
2936 //play sound
2937 SoundBuildStart( part_name );
2938 }
2939
2940 //Dismantle
2941 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2942 {
2943 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2944 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2945
2946 //register constructed parts for synchronization
2947 UnregisterPartForSync(construtionPart.GetId());
2948
2949 //register action that was performed on part
2950 RegisterActionForSync(construtionPart.GetId(), action_id);
2951
2952 //synchronize
2954
2955 // server part of sync, client will be synced from SetPartsFromSyncData
2956 SetPartFromSyncData(construtionPart);
2957
2958 UpdateNavmesh();
2959
2960 //update visuals
2961 UpdateVisuals();
2962
2963 //reset action sync data
2964 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2965
2966 //check base state
2967 if (construtionPart.IsBase())
2968 {
2969 //Destroy construction
2970 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2971 }
2972 }
2973
2974 void OnPartDismantledClient( string part_name, int action_id )
2975 {
2976 //play sound
2977 SoundDismantleStart( part_name );
2978 }
2979
2980 //Destroy
2981 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2982 {
2983 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2984 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2985
2986 //register constructed parts for synchronization
2987 UnregisterPartForSync(construtionPart.GetId());
2988
2989 //register action that was performed on part
2990 RegisterActionForSync(construtionPart.GetId(), action_id);
2991
2992 //synchronize
2994
2995 // server part of sync, client will be synced from SetPartsFromSyncData
2996 SetPartFromSyncData(construtionPart);
2997
2998 UpdateNavmesh();
2999
3000 //update visuals
3001 UpdateVisuals();
3002
3003 //reset action sync data
3004 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3005
3006 //check base state
3007 if (construtionPart.IsBase())
3008 {
3009 //Destroy construction
3010 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3011 }
3012 }
3013
3014 void OnPartDestroyedClient( string part_name, int action_id )
3015 {
3016 //play sound
3017 SoundDestroyStart( part_name );
3018 }
3019
3020 // --- UPDATE
3021 void InitBaseState()
3022 {
3023 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3024
3025 InitVisuals();
3026 UpdateNavmesh(); //regenerate navmesh
3027 }
3028
3029 void InitVisuals()
3030 {
3031 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3032 //check base
3033 if ( !HasBase() )
3034 {
3035 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3036 }
3037 else
3038 {
3039 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3040 }
3041
3042 GetConstruction().InitVisuals();
3043 }
3044
3045 void UpdateVisuals()
3046 {
3047 array<string> attachmentSlots = new array<string>;
3048
3049 GetAttachmentSlots(this, attachmentSlots);
3050 foreach (string slotName : attachmentSlots)
3051 {
3053 }
3054
3055 //check base
3056 if (!HasBase())
3057 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3058 else
3059 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3060
3061 GetConstruction().UpdateVisuals();
3062 }
3063
3064 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3065 {
3066 string slotNameMounted = slot_name + "_Mounted";
3067 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3068
3069 if (attachment)
3070 {
3071 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3072 if (barbedWire && barbedWire.IsMounted())
3073 CreateAreaDamage(slotNameMounted);
3074 else
3075 DestroyAreaDamage(slotNameMounted);
3076
3077 if (is_locked)
3078 {
3079 SetAnimationPhase(slotNameMounted, 0);
3080 SetAnimationPhase(slot_name, 1);
3081 }
3082 else
3083 {
3084 SetAnimationPhase(slotNameMounted, 1);
3085 SetAnimationPhase(slot_name, 0);
3086 }
3087 }
3088 else
3089 {
3090 SetAnimationPhase(slotNameMounted, 1);
3091 SetAnimationPhase(slot_name, 1);
3092
3093 DestroyAreaDamage(slotNameMounted);
3094 }
3095 }
3096
3097 // avoid calling this function on frequent occasions, it's a massive performance hit
3098 void UpdatePhysics()
3099 {
3101 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3102
3103 array<string> attachmentSlots = new array<string>;
3104 GetAttachmentSlots(this, attachmentSlots);
3105
3107 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3108
3109 foreach (string slotName : attachmentSlots)
3110 {
3112 }
3113
3114 //check base
3115 if (!HasBase())
3116 {
3118 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3119
3120 AddProxyPhysics(ANIMATION_DEPLOYED);
3121 }
3122 else
3123 {
3125 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3126
3127 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3128 }
3129
3130 GetConstruction().UpdatePhysics();
3131 UpdateNavmesh();
3132 }
3133
3134 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3135 {
3136 //checks for invalid appends; hotfix
3137 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3138 return;
3139 //----------------------------------
3140 string slot_name_mounted = slot_name + "_Mounted";
3141 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3142
3143 //remove proxy physics
3144 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3145 RemoveProxyPhysics( slot_name_mounted );
3146 RemoveProxyPhysics( slot_name );
3147
3148 if ( attachment )
3149 {
3150 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3151 if ( is_locked )
3152 {
3153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3154 AddProxyPhysics( slot_name_mounted );
3155 }
3156 else
3157 {
3158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3159 AddProxyPhysics( slot_name );
3160 }
3161 }
3162 }
3163
3164 protected void UpdateNavmesh()
3165 {
3166 SetAffectPathgraph( true, false );
3167 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3168 }
3169
3170 override bool CanUseConstruction()
3171 {
3172 return true;
3173 }
3174
3175 override bool CanUseConstructionBuild()
3176 {
3177 return true;
3178 }
3179
3180 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3181 {
3182 if ( attachment )
3183 {
3184 InventoryLocation inventory_location = new InventoryLocation;
3185 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3186
3187 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3188 }
3189
3190 return false;
3191 }
3192
3193 protected bool IsAttachmentSlotLocked( string slot_name )
3194 {
3195 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3196 }
3197
3198 //--- ATTACHMENT SLOTS
3199 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3200 {
3201 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3202 if ( g_Game.ConfigIsExisting( config_path ) )
3203 {
3204 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3205 }
3206 }
3207
3208 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3209 {
3210 return true;
3211 }
3212
3213 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3214 {
3215 return true;
3216 }
3217
3218 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3219 {
3220 return true;
3221 }
3222
3223 // --- INIT
3225 {
3226 m_Construction = new Construction(this);
3227 return m_Construction;
3228 }
3229
3231 {
3232 return m_Construction;
3233 }
3234
3236 {
3237 return Construction.Cast(m_Construction);
3238 }
3239
3241 {
3242 int attachment_count = GetInventory().AttachmentCount();
3243 if ( attachment_count > 0 )
3244 {
3245 if ( HasBase() && attachment_count == 1 )
3246 {
3247 return false;
3248 }
3249
3250 return true;
3251 }
3252
3253 return false;
3254 }
3255
3256 override bool ShowZonesHealth()
3257 {
3258 return true;
3259 }
3260
3261 override bool IsTakeable()
3262 {
3263 return false;
3264 }
3265
3266 //this into/outo parent.Cargo
3267 override bool CanPutInCargo( EntityAI parent )
3268 {
3269 return false;
3270 }
3271
3272 override bool CanRemoveFromCargo( EntityAI parent )
3273 {
3274 return false;
3275 }
3276
3277 //hands
3278 override bool CanPutIntoHands( EntityAI parent )
3279 {
3280 return false;
3281 }
3282
3283 //--- ACTION CONDITIONS
3284 //direction
3285 override bool IsFacingPlayer( PlayerBase player, string selection )
3286 {
3287 return true;
3288 }
3289
3290 override bool IsPlayerInside( PlayerBase player, string selection )
3291 {
3292 return true;
3293 }
3294
3297 {
3298 return false;
3299 }
3300
3301 //roof check
3302 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3303 {
3304 return false;
3305 }
3306
3307 //selection->player distance check
3308 bool HasProperDistance( string selection, PlayerBase player )
3309 {
3310 return true;
3311 }
3312
3313 //folding
3315 {
3316 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3317 {
3318 return false;
3319 }
3320
3321 return true;
3322 }
3323
3325 {
3328
3329 return item;
3330 }
3331
3332 //Damage triggers (barbed wire)
3333 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3334 {
3335 if ( g_Game && g_Game.IsServer() )
3336 {
3337 //destroy area damage if some already exists
3338 DestroyAreaDamage( slot_name );
3339
3340 //create new area damage
3342 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3343
3344 vector min_max[2];
3345 if ( MemoryPointExists( slot_name + "_min" ) )
3346 {
3347 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3348 }
3349 if ( MemoryPointExists( slot_name + "_max" ) )
3350 {
3351 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3352 }
3353
3354 //get proper trigger extents (min<max)
3355 vector extents[2];
3356 GetConstruction().GetTriggerExtents( min_max, extents );
3357
3358 //get box center
3359 vector center;
3360 center = GetConstruction().GetBoxCenter( min_max );
3361 center = ModelToWorld( center );
3362
3363 //rotate center if needed
3365 CalcDamageAreaRotation( rotation_angle, center, orientation );
3366
3367 areaDamage.SetExtents( extents[0], extents[1] );
3368 areaDamage.SetAreaPosition( center );
3369 areaDamage.SetAreaOrientation( orientation );
3370 areaDamage.SetLoopInterval( 1.0 );
3371 areaDamage.SetDeferDuration( 0.2 );
3372 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3373 areaDamage.SetAmmoName( "BarbedWireHit" );
3374 areaDamage.Spawn();
3375
3376 m_DamageTriggers.Insert( slot_name, areaDamage );
3377 }
3378 }
3379
3380 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3381 {
3382 if ( angle_deg != 0 )
3383 {
3384 //orientation
3385 orientation[0] = orientation[0] - angle_deg;
3386
3387 //center
3388 vector rotate_axis;
3389 if ( MemoryPointExists( "rotate_axis" ) )
3390 {
3391 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3392 }
3393 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];
3394 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];
3395 center[0] = r_center_x;
3396 center[2] = r_center_z;
3397 }
3398 }
3399
3400 void DestroyAreaDamage( string slot_name )
3401 {
3402 if (g_Game && g_Game.IsServer())
3403 {
3405 if (m_DamageTriggers.Find(slot_name, areaDamage))
3406 {
3407 if (areaDamage)
3408 {
3409 areaDamage.Destroy();
3410 }
3411
3412 m_DamageTriggers.Remove( slot_name );
3413 }
3414 }
3415 }
3416
3417 override bool IsIgnoredByConstruction()
3418 {
3419 return true;
3420 }
3421
3422 //================================================================
3423 // SOUNDS
3424 //================================================================
3425 protected void SoundBuildStart( string part_name )
3426 {
3427 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3428 }
3429
3430 protected void SoundDismantleStart( string part_name )
3431 {
3432 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3433 }
3434
3435 protected void SoundDestroyStart( string part_name )
3436 {
3437 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3438 }
3439
3440 protected string GetBuildSoundByMaterial( string part_name )
3441 {
3442 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3443
3444 switch ( material_type )
3445 {
3446 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3447 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3448 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3449 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3450 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3451 }
3452
3453 return "";
3454 }
3455
3456 protected string GetDismantleSoundByMaterial( string part_name )
3457 {
3458 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3459
3460 switch ( material_type )
3461 {
3462 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3463 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3464 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3465 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3466 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3467 }
3468
3469 return "";
3470 }
3471
3472 //misc
3473 void CheckForHybridAttachments( EntityAI item, string slot_name )
3474 {
3475 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3476 {
3477 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3478 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3479 {
3480 SetHealth(slot_name,"Health",item.GetHealth());
3481 }
3482 }
3483 }
3484
3485 override int GetDamageSystemVersionChange()
3486 {
3487 return 111;
3488 }
3489
3490 override void SetActions()
3491 {
3492 super.SetActions();
3493
3497 }
3498
3499 protected void DestroyConstructedParts()
3500 {
3501 Construction construction = GetConstruction();
3502 if (!construction)
3503 return;
3504
3505 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3506 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3507 {
3508 ConstructionPart part = constructionParts.GetElement(i);
3509 if (part && part.IsBuilt() && !part.IsUtilityPart())
3510 {
3511 construction.DestroyPartServer(null, part.GetPartName(), -1);
3512 }
3513 }
3514 }
3515
3516 protected void HandleFallingForConstructedParts()
3517 {
3518 Construction construction = GetConstruction();
3519 if (!construction)
3520 return;
3521
3522 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3523 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3524 {
3525 ConstructionPart part = constructionParts.GetElement(i);
3526 if (part && part.IsBuilt() && !part.IsUtilityPart())
3527 {
3528 construction.HandleEntityFalling(part.GetPartName());
3529 }
3530 }
3531 }
3532
3534 override void OnItemFallRebuilding()
3535 {
3536 if (!g_Game.IsServer())
3537 return;
3538
3541
3542 if (DestroyOnFall())
3543 {
3545 {
3547 }
3548 else
3549 {
3551 {
3553 }
3554 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3555 }
3556 }
3557 }
3558
3560 {
3561 if (HasAnyAttachmentsOrCargo())
3562 {
3564 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3565 }
3566 }
3567
3568 //================================================================
3569 // DEBUG
3570 //================================================================
3571
3574 {
3575 return null;
3576 }
3577
3578 override void OnDebugSpawn()
3579 {
3580 FullyBuild();
3581 }
3582
3583 void FullyBuild()
3584 {
3586 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3587
3588 Man p;
3589
3590 #ifdef SERVER
3591 array<Man> players = new array<Man>;
3592 g_Game.GetWorld().GetPlayerList(players);
3593 if (players.Count())
3594 p = players[0];
3595 #else
3596 p = g_Game.GetPlayer();
3597 #endif
3598
3599 foreach (ConstructionPart part : parts)
3600 {
3601 bool excluded = false;
3602 string partName = part.GetPartName();
3603 if (excludes)
3604 {
3605 foreach (string exclude : excludes)
3606 {
3607 if (partName.Contains(exclude))
3608 {
3609 excluded = true;
3610 break;
3611 }
3612 }
3613 }
3614
3615 if (!excluded)
3616 {
3617 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3618 }
3619 }
3620
3621 GetConstruction().UpdateVisuals();
3622 }
3623
3625 //Deprecated code playpen//
3627 [Obsolete("handled in the Construction component directly")]
3628 protected void HandleItemFalling(ConstructionPart part)
3629 {
3630 }
3631
3632 [Obsolete("handled in the Construction component directly")]
3633 protected void ItemFall(vector min, vector max)
3634 {
3635 }
3636
3637 [Obsolete("obsolete debug method")]
3638 protected void DebugCustomState()
3639 {
3640 }
3641}
3642
3643void bsbDebugPrint (string s)
3644{
3645#ifdef BSB_DEBUG
3646 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3647#else
3648 //Print("" + s); // comment/uncomment to hide/see debug logs
3649#endif
3650}
3651void bsbDebugSpam (string s)
3652{
3653#ifdef BSB_DEBUG_SPAM
3654 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3655#else
3656 //Print("" + s); // comment/uncomment to hide/see debug logs
3657#endif
3658}
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