DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnSetSlotLock()

void bsbDebugPrint::OnSetSlotLock ( int slotId,
bool locked,
bool was_locked )
protected

См. определение в файле BaseBuildingBase.c строка 1820

1822{
1823 const string ANIMATION_DEPLOYED = "Deployed";
1824
1825 float m_ConstructionKitHealth; //stored health value for used construction kit
1826
1827 bool m_HasBase;
1828 //variables for synchronization of base building parts (2x31 is the current limit)
1829 int m_SyncParts01; //synchronization for already built parts (31 parts)
1830 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1831 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1832 int m_InteractedPartId; //construction part id that an action was performed on
1833 int m_PerformedActionId; //action id that was performed on a construction part
1834 protected ref ConstructionBasic m_Construction;
1835
1836 //Sounds
1837 //build
1838 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1839 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1840 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1841 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1842 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1843 //dismantle
1844 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1845 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1846 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1847 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1848 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1849
1850 protected EffectSound m_Sound;
1851
1855
1856 // Constructor
1857 void BaseBuildingBase()
1858 {
1860
1861 //synchronized variables
1862 RegisterNetSyncVariableInt( "m_SyncParts01" );
1863 RegisterNetSyncVariableInt( "m_SyncParts02" );
1864 RegisterNetSyncVariableInt( "m_SyncParts03" );
1865 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1866 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1867 RegisterNetSyncVariableBool( "m_HasBase" );
1868
1869 //Construction init
1870 ConstructionInit();
1871
1872 if (ConfigIsExisting("hybridAttachments"))
1873 {
1875 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1876 }
1877 if (ConfigIsExisting("mountables"))
1878 {
1880 ConfigGetTextArray("mountables", m_Mountables);
1881 }
1882
1883 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1884 SetAllowDamage(true);
1885 }
1886
1887 override string GetInvulnerabilityTypeString()
1888 {
1889 return "disableBaseDamage";
1890 }
1891
1892 override bool CanObstruct()
1893 {
1894 return true;
1895 }
1896
1897 override int GetHideIconMask()
1898 {
1899 return EInventoryIconVisibility.HIDE_VICINITY;
1900 }
1901
1902 override void InitItemSounds()
1903 {
1904 super.InitItemSounds();
1905
1907 SoundParameters params = new SoundParameters();
1908 params.m_Loop = true;
1909
1910 if (GetFoldSoundset() != string.Empty)
1911 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1912 if (GetLoopFoldSoundset() != string.Empty)
1913 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1914 }
1915
1916 override string GetFoldSoundset()
1917 {
1918 return "putDown_FenceKit_SoundSet";
1919 }
1920
1921 override string GetLoopFoldSoundset()
1922 {
1923 return "Shelter_Site_Build_Loop_SoundSet";
1924 }
1925
1926 // --- SYNCHRONIZATION
1928 {
1929 if ( g_Game.IsServer() )
1930 {
1931 SetSynchDirty();
1932 }
1933 }
1934
1935 override void OnVariablesSynchronized()
1936 {
1937 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1938 super.OnVariablesSynchronized();
1939
1940 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1941 }
1942
1943 protected void OnSynchronizedClient()
1944 {
1945 //update parts
1947
1948 //update action on part
1950
1951 //update visuals (client)
1952 UpdateVisuals();
1953 }
1954
1955 //parts synchronization
1956 void RegisterPartForSync( int part_id )
1957 {
1958 //part_id must starts from index = 1
1959 int offset;
1960 int mask;
1961
1962 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1963 {
1964 offset = part_id - 1;
1965 mask = 1 << offset;
1966
1967 m_SyncParts01 = m_SyncParts01 | mask;
1968 }
1969 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1970 {
1971 offset = ( part_id % 32 );
1972 mask = 1 << offset;
1973
1974 m_SyncParts02 = m_SyncParts02 | mask;
1975 }
1976 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1977 {
1978 offset = ( part_id % 63 );
1979 mask = 1 << offset;
1980
1981 m_SyncParts03 = m_SyncParts03 | mask;
1982 }
1983 }
1984
1985 void UnregisterPartForSync( int part_id )
1986 {
1987 //part_id must starts from index = 1
1988 int offset;
1989 int mask;
1990
1991 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1992 {
1993 offset = part_id - 1;
1994 mask = 1 << offset;
1995
1996 m_SyncParts01 = m_SyncParts01 & ~mask;
1997 }
1998 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1999 {
2000 offset = ( part_id % 32 );
2001 mask = 1 << offset;
2002
2003 m_SyncParts02 = m_SyncParts02 & ~mask;
2004 }
2005 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2006 {
2007 offset = ( part_id % 63 );
2008 mask = 1 << offset;
2009
2010 m_SyncParts03 = m_SyncParts03 & ~mask;
2011 }
2012 }
2013
2014 bool IsPartBuildInSyncData( int part_id )
2015 {
2016 //part_id must starts from index = 1
2017 int offset;
2018 int mask;
2019
2020 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2021 {
2022 offset = part_id - 1;
2023 mask = 1 << offset;
2024
2025 if ( ( m_SyncParts01 & mask ) > 0 )
2026 {
2027 return true;
2028 }
2029 }
2030 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2031 {
2032 offset = ( part_id % 32 );
2033 mask = 1 << offset;
2034
2035 if ( ( m_SyncParts02 & mask ) > 0 )
2036 {
2037 return true;
2038 }
2039 }
2040 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2041 {
2042 offset = ( part_id % 63 );
2043 mask = 1 << offset;
2044
2045 if ( ( m_SyncParts03 & mask ) > 0 )
2046 {
2047 return true;
2048 }
2049 }
2050
2051 return false;
2052 }
2053
2054 protected void RegisterActionForSync( int part_id, int action_id )
2055 {
2056 m_InteractedPartId = part_id;
2057 m_PerformedActionId = action_id;
2058 }
2059
2060 protected void ResetActionSyncData()
2061 {
2062 //reset data
2063 m_InteractedPartId = -1;
2065 }
2066
2067 protected void SetActionFromSyncData()
2068 {
2069 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2070 {
2072 int build_action_id = m_PerformedActionId;
2073
2074 switch( build_action_id )
2075 {
2076 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2077 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2078 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2079 }
2080 }
2081 }
2082 //------
2083
2085 {
2086 string key = part.GetPartName();
2087 bool is_base = part.IsBase();
2088 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2089 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2090 if ( is_part_built_sync )
2091 {
2092 if ( !part.IsBuilt() )
2093 {
2094 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2095 GetConstruction().AddToConstructedParts( key );
2096 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2097
2098 if (is_base)
2099 {
2101 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2102 }
2103 }
2104 }
2105 else
2106 {
2107 if ( part.IsBuilt() )
2108 {
2109 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2110 GetConstruction().RemoveFromConstructedParts( key );
2111 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2112
2113 if (is_base)
2114 {
2116 AddProxyPhysics( ANIMATION_DEPLOYED );
2117 }
2118 }
2119 }
2120
2121 //check slot lock for material attachments
2122 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2123 }
2124
2125 //set construction parts based on synchronized data
2127 {
2128 Construction construction = GetConstruction();
2129 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2130
2131 for ( int i = 0; i < construction_parts.Count(); ++i )
2132 {
2133 string key = construction_parts.GetKey( i );
2134 ConstructionPart value = construction_parts.Get( key );
2135 SetPartFromSyncData(value);
2136 }
2137
2138 //regenerate navmesh
2139 UpdateNavmesh();
2140 }
2141
2142 protected ConstructionPart GetConstructionPartById( int id )
2143 {
2144 Construction construction = GetConstruction();
2145 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2146
2147 for ( int i = 0; i < construction_parts.Count(); ++i )
2148 {
2149 string key = construction_parts.GetKey( i );
2150 ConstructionPart value = construction_parts.Get( key );
2151
2152 if ( value.GetId() == id )
2153 {
2154 return value;
2155 }
2156 }
2157
2158 return NULL;
2159 }
2160 //
2161
2162 //Base
2163 bool HasBase()
2164 {
2165 return m_HasBase;
2166 }
2167
2168 void SetBaseState( bool has_base )
2169 {
2170 m_HasBase = has_base;
2171 }
2172
2173 override bool IsDeployable()
2174 {
2175 return true;
2176 }
2177
2178 bool IsOpened()
2179 {
2180 return false;
2181 }
2182
2183 //--- CONSTRUCTION KIT
2185 {
2186 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2187 if ( m_ConstructionKitHealth > 0 )
2188 {
2189 construction_kit.SetHealth( m_ConstructionKitHealth );
2190 }
2191
2192 return construction_kit;
2193 }
2194
2195 void CreateConstructionKitInHands(notnull PlayerBase player)
2196 {
2197 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2198 if ( m_ConstructionKitHealth > 0 )
2199 {
2200 construction_kit.SetHealth( m_ConstructionKitHealth );
2201 }
2202 }
2203
2204 protected vector GetKitSpawnPosition()
2205 {
2206 return GetPosition();
2207 }
2208
2209 protected string GetConstructionKitType()
2210 {
2211 return "";
2212 }
2213
2214 void DestroyConstructionKit( ItemBase construction_kit )
2215 {
2216 m_ConstructionKitHealth = construction_kit.GetHealth();
2217 g_Game.ObjectDelete( construction_kit );
2218 }
2219
2220 //--- CONSTRUCTION
2221 void DestroyConstruction()
2222 {
2223 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2224 g_Game.ObjectDelete( this );
2225 }
2226
2227 // --- EVENTS
2228 override void EEDelete(EntityAI parent)
2229 {
2230 super.EEDelete(parent);
2231
2232 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2233 {
2234 areaDamage.Destroy();
2235 }
2236
2237 }
2238
2239 override void OnStoreSave( ParamsWriteContext ctx )
2240 {
2241 super.OnStoreSave( ctx );
2242
2243 //sync parts 01
2244 ctx.Write( m_SyncParts01 );
2245 ctx.Write( m_SyncParts02 );
2246 ctx.Write( m_SyncParts03 );
2247
2248 ctx.Write( m_HasBase );
2249 }
2250
2251 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2252 {
2253 if ( !super.OnStoreLoad( ctx, version ) )
2254 return false;
2255
2256 //--- Base building data ---
2257 //Restore synced parts data
2258 if ( !ctx.Read( m_SyncParts01 ) )
2259 {
2260 m_SyncParts01 = 0; //set default
2261 return false;
2262 }
2263 if ( !ctx.Read( m_SyncParts02 ) )
2264 {
2265 m_SyncParts02 = 0; //set default
2266 return false;
2267 }
2268 if ( !ctx.Read( m_SyncParts03 ) )
2269 {
2270 m_SyncParts03 = 0; //set default
2271 return false;
2272 }
2273
2274 //has base
2275 if ( !ctx.Read( m_HasBase ) )
2276 {
2277 m_HasBase = false;
2278 return false;
2279 }
2280 //---
2281
2282 return true;
2283 }
2284
2285 override void AfterStoreLoad()
2286 {
2287 super.AfterStoreLoad();
2288
2290 {
2292 }
2293 }
2294
2296 {
2297 //update server data
2299
2300 //set base state
2301 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2302 SetBaseState( part.IsBuilt() ) ;
2303
2304 //synchronize after load
2306 }
2307
2308 override void OnCreatePhysics()
2309 {
2310 super.OnCreatePhysics();
2311
2312 ConstructionInit();
2314 }
2315
2316 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2317 {
2319 return;
2320
2321 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2322 }
2323
2324 override void EEOnAfterLoad()
2325 {
2327 {
2328 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2329 }
2330
2331 super.EEOnAfterLoad();
2332 }
2333
2334 override void EEItemAttached( EntityAI item, string slot_name )
2335 {
2336 super.EEItemAttached( item, slot_name );
2337
2338 CheckForHybridAttachments( item, slot_name );
2339 UpdateVisuals();
2340 UpdateAttachmentPhysics( slot_name, false );
2341 }
2342
2343 override void EEItemDetached( EntityAI item, string slot_name )
2344 {
2345 super.EEItemDetached( item, slot_name );
2346
2347 UpdateVisuals();
2348 UpdateAttachmentPhysics( slot_name, false );
2349 }
2350
2351 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2352 {
2353 string slot_name = InventorySlots.GetSlotName( slotId );
2354 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2355
2356 UpdateAttachmentVisuals( slot_name, locked );
2357 UpdateAttachmentPhysics( slot_name, locked );
2358 }
2359
2360 //ignore out of reach condition
2361 override bool IgnoreOutOfReachCondition()
2362 {
2363 return true;
2364 }
2365
2366 //CONSTRUCTION EVENTS
2367 //Build
2368 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2369 {
2370 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2371
2372 //check base state
2373 if (construtionPart.IsBase())
2374 {
2375 SetBaseState(true);
2376
2377 //spawn kit
2379 }
2380
2381 //register constructed parts for synchronization
2382 RegisterPartForSync(construtionPart.GetId());
2383
2384 //register action that was performed on part
2385 RegisterActionForSync(construtionPart.GetId(), action_id);
2386
2387 //synchronize
2389
2390 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2391
2392 UpdateNavmesh();
2393
2394 //update visuals
2395 UpdateVisuals();
2396
2397 //reset action sync data
2398 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2399 }
2400
2401 void OnPartBuiltClient(string part_name, int action_id)
2402 {
2403 //play sound
2404 SoundBuildStart( part_name );
2405 }
2406
2407 //Dismantle
2408 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2409 {
2410 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2411 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2412
2413 //register constructed parts for synchronization
2414 UnregisterPartForSync(construtionPart.GetId());
2415
2416 //register action that was performed on part
2417 RegisterActionForSync(construtionPart.GetId(), action_id);
2418
2419 //synchronize
2421
2422 // server part of sync, client will be synced from SetPartsFromSyncData
2423 SetPartFromSyncData(construtionPart);
2424
2425 UpdateNavmesh();
2426
2427 //update visuals
2428 UpdateVisuals();
2429
2430 //reset action sync data
2431 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2432
2433 //check base state
2434 if (construtionPart.IsBase())
2435 {
2436 //Destroy construction
2437 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2438 }
2439 }
2440
2441 void OnPartDismantledClient( string part_name, int action_id )
2442 {
2443 //play sound
2444 SoundDismantleStart( part_name );
2445 }
2446
2447 //Destroy
2448 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2449 {
2450 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2451 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2452
2453 //register constructed parts for synchronization
2454 UnregisterPartForSync(construtionPart.GetId());
2455
2456 //register action that was performed on part
2457 RegisterActionForSync(construtionPart.GetId(), action_id);
2458
2459 //synchronize
2461
2462 // server part of sync, client will be synced from SetPartsFromSyncData
2463 SetPartFromSyncData(construtionPart);
2464
2465 UpdateNavmesh();
2466
2467 //update visuals
2468 UpdateVisuals();
2469
2470 //reset action sync data
2471 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2472
2473 //check base state
2474 if (construtionPart.IsBase())
2475 {
2476 //Destroy construction
2477 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2478 }
2479 }
2480
2481 void OnPartDestroyedClient( string part_name, int action_id )
2482 {
2483 //play sound
2484 SoundDestroyStart( part_name );
2485 }
2486
2487 // --- UPDATE
2488 void InitBaseState()
2489 {
2490 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2491
2492 InitVisuals();
2493 UpdateNavmesh(); //regenerate navmesh
2494 }
2495
2496 void InitVisuals()
2497 {
2498 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2499 //check base
2500 if ( !HasBase() )
2501 {
2502 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2503 }
2504 else
2505 {
2506 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2507 }
2508
2509 GetConstruction().InitVisuals();
2510 }
2511
2512 void UpdateVisuals()
2513 {
2514 array<string> attachmentSlots = new array<string>;
2515
2516 GetAttachmentSlots(this, attachmentSlots);
2517 foreach (string slotName : attachmentSlots)
2518 {
2520 }
2521
2522 //check base
2523 if (!HasBase())
2524 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2525 else
2526 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2527
2528 GetConstruction().UpdateVisuals();
2529 }
2530
2531 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2532 {
2533 string slotNameMounted = slot_name + "_Mounted";
2534 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2535
2536 if (attachment)
2537 {
2538 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2539 if (barbedWire && barbedWire.IsMounted())
2540 CreateAreaDamage(slotNameMounted);
2541 else
2542 DestroyAreaDamage(slotNameMounted);
2543
2544 if (is_locked)
2545 {
2546 SetAnimationPhase(slotNameMounted, 0);
2547 SetAnimationPhase(slot_name, 1);
2548 }
2549 else
2550 {
2551 SetAnimationPhase(slotNameMounted, 1);
2552 SetAnimationPhase(slot_name, 0);
2553 }
2554 }
2555 else
2556 {
2557 SetAnimationPhase(slotNameMounted, 1);
2558 SetAnimationPhase(slot_name, 1);
2559
2560 DestroyAreaDamage(slotNameMounted);
2561 }
2562 }
2563
2564 // avoid calling this function on frequent occasions, it's a massive performance hit
2565 void UpdatePhysics()
2566 {
2568 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2569
2570 array<string> attachmentSlots = new array<string>;
2571 GetAttachmentSlots(this, attachmentSlots);
2572
2574 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2575
2576 foreach (string slotName : attachmentSlots)
2577 {
2579 }
2580
2581 //check base
2582 if (!HasBase())
2583 {
2585 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2586
2587 AddProxyPhysics(ANIMATION_DEPLOYED);
2588 }
2589 else
2590 {
2592 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2593
2594 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2595 }
2596
2597 GetConstruction().UpdatePhysics();
2598 UpdateNavmesh();
2599 }
2600
2601 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2602 {
2603 //checks for invalid appends; hotfix
2604 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2605 return;
2606 //----------------------------------
2607 string slot_name_mounted = slot_name + "_Mounted";
2608 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2609
2610 //remove proxy physics
2611 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2612 RemoveProxyPhysics( slot_name_mounted );
2613 RemoveProxyPhysics( slot_name );
2614
2615 if ( attachment )
2616 {
2617 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2618 if ( is_locked )
2619 {
2620 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2621 AddProxyPhysics( slot_name_mounted );
2622 }
2623 else
2624 {
2625 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2626 AddProxyPhysics( slot_name );
2627 }
2628 }
2629 }
2630
2631 protected void UpdateNavmesh()
2632 {
2633 SetAffectPathgraph( true, false );
2634 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2635 }
2636
2637 override bool CanUseConstruction()
2638 {
2639 return true;
2640 }
2641
2642 override bool CanUseConstructionBuild()
2643 {
2644 return true;
2645 }
2646
2647 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2648 {
2649 if ( attachment )
2650 {
2651 InventoryLocation inventory_location = new InventoryLocation;
2652 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2653
2654 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2655 }
2656
2657 return false;
2658 }
2659
2660 protected bool IsAttachmentSlotLocked( string slot_name )
2661 {
2662 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2663 }
2664
2665 //--- ATTACHMENT SLOTS
2666 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2667 {
2668 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2669 if ( g_Game.ConfigIsExisting( config_path ) )
2670 {
2671 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2672 }
2673 }
2674
2675 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2676 {
2677 return true;
2678 }
2679
2680 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2681 {
2682 return true;
2683 }
2684
2685 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2686 {
2687 return true;
2688 }
2689
2690 // --- INIT
2692 {
2693 m_Construction = new Construction(this);
2694 return m_Construction;
2695 }
2696
2698 {
2699 return m_Construction;
2700 }
2701
2703 {
2704 return Construction.Cast(m_Construction);
2705 }
2706
2708 {
2709 int attachment_count = GetInventory().AttachmentCount();
2710 if ( attachment_count > 0 )
2711 {
2712 if ( HasBase() && attachment_count == 1 )
2713 {
2714 return false;
2715 }
2716
2717 return true;
2718 }
2719
2720 return false;
2721 }
2722
2723 override bool ShowZonesHealth()
2724 {
2725 return true;
2726 }
2727
2728 override bool IsTakeable()
2729 {
2730 return false;
2731 }
2732
2733 //this into/outo parent.Cargo
2734 override bool CanPutInCargo( EntityAI parent )
2735 {
2736 return false;
2737 }
2738
2739 override bool CanRemoveFromCargo( EntityAI parent )
2740 {
2741 return false;
2742 }
2743
2744 //hands
2745 override bool CanPutIntoHands( EntityAI parent )
2746 {
2747 return false;
2748 }
2749
2750 //--- ACTION CONDITIONS
2751 //direction
2752 override bool IsFacingPlayer( PlayerBase player, string selection )
2753 {
2754 return true;
2755 }
2756
2757 override bool IsPlayerInside( PlayerBase player, string selection )
2758 {
2759 return true;
2760 }
2761
2764 {
2765 return false;
2766 }
2767
2768 //roof check
2769 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2770 {
2771 return false;
2772 }
2773
2774 //selection->player distance check
2775 bool HasProperDistance( string selection, PlayerBase player )
2776 {
2777 return true;
2778 }
2779
2780 //folding
2782 {
2783 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2784 {
2785 return false;
2786 }
2787
2788 return true;
2789 }
2790
2792 {
2795
2796 return item;
2797 }
2798
2799 //Damage triggers (barbed wire)
2800 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2801 {
2802 if ( g_Game && g_Game.IsServer() )
2803 {
2804 //destroy area damage if some already exists
2805 DestroyAreaDamage( slot_name );
2806
2807 //create new area damage
2809 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2810
2811 vector min_max[2];
2812 if ( MemoryPointExists( slot_name + "_min" ) )
2813 {
2814 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2815 }
2816 if ( MemoryPointExists( slot_name + "_max" ) )
2817 {
2818 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2819 }
2820
2821 //get proper trigger extents (min<max)
2822 vector extents[2];
2823 GetConstruction().GetTriggerExtents( min_max, extents );
2824
2825 //get box center
2826 vector center;
2827 center = GetConstruction().GetBoxCenter( min_max );
2828 center = ModelToWorld( center );
2829
2830 //rotate center if needed
2832 CalcDamageAreaRotation( rotation_angle, center, orientation );
2833
2834 areaDamage.SetExtents( extents[0], extents[1] );
2835 areaDamage.SetAreaPosition( center );
2836 areaDamage.SetAreaOrientation( orientation );
2837 areaDamage.SetLoopInterval( 1.0 );
2838 areaDamage.SetDeferDuration( 0.2 );
2839 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2840 areaDamage.SetAmmoName( "BarbedWireHit" );
2841 areaDamage.Spawn();
2842
2843 m_DamageTriggers.Insert( slot_name, areaDamage );
2844 }
2845 }
2846
2847 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2848 {
2849 if ( angle_deg != 0 )
2850 {
2851 //orientation
2852 orientation[0] = orientation[0] - angle_deg;
2853
2854 //center
2855 vector rotate_axis;
2856 if ( MemoryPointExists( "rotate_axis" ) )
2857 {
2858 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2859 }
2860 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];
2861 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];
2862 center[0] = r_center_x;
2863 center[2] = r_center_z;
2864 }
2865 }
2866
2867 void DestroyAreaDamage( string slot_name )
2868 {
2869 if (g_Game && g_Game.IsServer())
2870 {
2872 if (m_DamageTriggers.Find(slot_name, areaDamage))
2873 {
2874 if (areaDamage)
2875 {
2876 areaDamage.Destroy();
2877 }
2878
2879 m_DamageTriggers.Remove( slot_name );
2880 }
2881 }
2882 }
2883
2884 override bool IsIgnoredByConstruction()
2885 {
2886 return true;
2887 }
2888
2889 //================================================================
2890 // SOUNDS
2891 //================================================================
2892 protected void SoundBuildStart( string part_name )
2893 {
2894 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2895 }
2896
2897 protected void SoundDismantleStart( string part_name )
2898 {
2899 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2900 }
2901
2902 protected void SoundDestroyStart( string part_name )
2903 {
2904 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2905 }
2906
2907 protected string GetBuildSoundByMaterial( string part_name )
2908 {
2909 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2910
2911 switch ( material_type )
2912 {
2913 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2914 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2915 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2916 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2917 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2918 }
2919
2920 return "";
2921 }
2922
2923 protected string GetDismantleSoundByMaterial( string part_name )
2924 {
2925 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2926
2927 switch ( material_type )
2928 {
2929 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2930 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2931 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2932 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2933 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2934 }
2935
2936 return "";
2937 }
2938
2939 //misc
2940 void CheckForHybridAttachments( EntityAI item, string slot_name )
2941 {
2942 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2943 {
2944 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2945 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2946 {
2947 SetHealth(slot_name,"Health",item.GetHealth());
2948 }
2949 }
2950 }
2951
2952 override int GetDamageSystemVersionChange()
2953 {
2954 return 111;
2955 }
2956
2957 override void SetActions()
2958 {
2959 super.SetActions();
2960
2964 }
2965
2966 protected void DestroyConstructedParts()
2967 {
2968 Construction construction = GetConstruction();
2969 if (!construction)
2970 return;
2971
2972 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2973 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2974 {
2975 ConstructionPart part = constructionParts.GetElement(i);
2976 if (part && part.IsBuilt() && !part.IsUtilityPart())
2977 {
2978 construction.DestroyPartServer(null, part.GetPartName(), -1);
2979 }
2980 }
2981 }
2982
2983 protected void HandleFallingForConstructedParts()
2984 {
2985 Construction construction = GetConstruction();
2986 if (!construction)
2987 return;
2988
2989 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2990 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2991 {
2992 ConstructionPart part = constructionParts.GetElement(i);
2993 if (part && part.IsBuilt() && !part.IsUtilityPart())
2994 {
2995 construction.HandleEntityFalling(part.GetPartName());
2996 }
2997 }
2998 }
2999
3001 override void OnItemFallRebuilding()
3002 {
3003 if (!g_Game.IsServer())
3004 return;
3005
3008
3009 if (DestroyOnFall())
3010 {
3012 {
3014 }
3015 else
3016 {
3018 {
3020 }
3021 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3022 }
3023 }
3024 }
3025
3027 {
3028 if (HasAnyAttachmentsOrCargo())
3029 {
3031 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3032 }
3033 }
3034
3035 //================================================================
3036 // DEBUG
3037 //================================================================
3038
3041 {
3042 return null;
3043 }
3044
3045 override void OnDebugSpawn()
3046 {
3047 FullyBuild();
3048 }
3049
3050 void FullyBuild()
3051 {
3053 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3054
3055 Man p;
3056
3057 #ifdef SERVER
3058 array<Man> players = new array<Man>;
3059 g_Game.GetWorld().GetPlayerList(players);
3060 if (players.Count())
3061 p = players[0];
3062 #else
3063 p = g_Game.GetPlayer();
3064 #endif
3065
3066 foreach (ConstructionPart part : parts)
3067 {
3068 bool excluded = false;
3069 string partName = part.GetPartName();
3070 if (excludes)
3071 {
3072 foreach (string exclude : excludes)
3073 {
3074 if (partName.Contains(exclude))
3075 {
3076 excluded = true;
3077 break;
3078 }
3079 }
3080 }
3081
3082 if (!excluded)
3083 {
3084 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3085 }
3086 }
3087
3088 GetConstruction().UpdateVisuals();
3089 }
3090
3092 //Deprecated code playpen//
3094 [Obsolete("handled in the Construction component directly")]
3095 protected void HandleItemFalling(ConstructionPart part)
3096 {
3097 }
3098
3099 [Obsolete("handled in the Construction component directly")]
3100 protected void ItemFall(vector min, vector max)
3101 {
3102 }
3103
3104 [Obsolete("obsolete debug method")]
3105 protected void DebugCustomState()
3106 {
3107 }
3108}
3109
3110void bsbDebugPrint (string s)
3111{
3112#ifdef BSB_DEBUG
3113 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3114#else
3115 //Print("" + s); // comment/uncomment to hide/see debug logs
3116#endif
3117}
3118void bsbDebugSpam (string s)
3119{
3120#ifdef BSB_DEBUG_SPAM
3121 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3122#else
3123 //Print("" + s); // comment/uncomment to hide/see debug logs
3124#endif
3125}
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