DayZ 1.30
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◆ CanPutIntoHands()

override bool bsbDebugPrint::CanPutIntoHands ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 2214

2216{
2217 const string ANIMATION_DEPLOYED = "Deployed";
2218
2219 float m_ConstructionKitHealth; //stored health value for used construction kit
2220
2221 bool m_HasBase;
2222 //variables for synchronization of base building parts (2x31 is the current limit)
2223 int m_SyncParts01; //synchronization for already built parts (31 parts)
2224 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2225 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2226 int m_InteractedPartId; //construction part id that an action was performed on
2227 int m_PerformedActionId; //action id that was performed on a construction part
2228 protected ref ConstructionBasic m_Construction;
2229
2230 //Sounds
2231 //build
2232 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2233 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2234 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2235 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2236 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2237 //dismantle
2238 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2239 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2240 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2241 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2242 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2243
2244 protected EffectSound m_Sound;
2245
2249
2250 // Constructor
2251 void BaseBuildingBase()
2252 {
2254
2255 //synchronized variables
2256 RegisterNetSyncVariableInt( "m_SyncParts01" );
2257 RegisterNetSyncVariableInt( "m_SyncParts02" );
2258 RegisterNetSyncVariableInt( "m_SyncParts03" );
2259 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2260 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2261 RegisterNetSyncVariableBool( "m_HasBase" );
2262
2263 //Construction init
2264 ConstructionInit();
2265
2266 if (ConfigIsExisting("hybridAttachments"))
2267 {
2269 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2270 }
2271 if (ConfigIsExisting("mountables"))
2272 {
2274 ConfigGetTextArray("mountables", m_Mountables);
2275 }
2276
2277 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2278 SetAllowDamage(true);
2279 }
2280
2281 override string GetInvulnerabilityTypeString()
2282 {
2283 return "disableBaseDamage";
2284 }
2285
2286 override bool CanObstruct()
2287 {
2288 return true;
2289 }
2290
2291 override int GetHideIconMask()
2292 {
2293 return EInventoryIconVisibility.HIDE_VICINITY;
2294 }
2295
2296 override void InitItemSounds()
2297 {
2298 super.InitItemSounds();
2299
2301 SoundParameters params = new SoundParameters();
2302 params.m_Loop = true;
2303
2304 if (GetFoldSoundset() != string.Empty)
2305 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2306 if (GetLoopFoldSoundset() != string.Empty)
2307 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2308 }
2309
2310 override string GetFoldSoundset()
2311 {
2312 return "putDown_FenceKit_SoundSet";
2313 }
2314
2315 override string GetLoopFoldSoundset()
2316 {
2317 return "Shelter_Site_Build_Loop_SoundSet";
2318 }
2319
2320 // --- SYNCHRONIZATION
2322 {
2323 if ( g_Game.IsServer() )
2324 {
2325 SetSynchDirty();
2326 }
2327 }
2328
2329 override void OnVariablesSynchronized()
2330 {
2331 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2332 super.OnVariablesSynchronized();
2333
2334 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2335 }
2336
2337 protected void OnSynchronizedClient()
2338 {
2339 //update parts
2341
2342 //update action on part
2344
2345 //update visuals (client)
2346 UpdateVisuals();
2347 }
2348
2349 //parts synchronization
2350 void RegisterPartForSync( int part_id )
2351 {
2352 //part_id must starts from index = 1
2353 int offset;
2354 int mask;
2355
2356 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2357 {
2358 offset = part_id - 1;
2359 mask = 1 << offset;
2360
2361 m_SyncParts01 = m_SyncParts01 | mask;
2362 }
2363 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2364 {
2365 offset = ( part_id % 32 );
2366 mask = 1 << offset;
2367
2368 m_SyncParts02 = m_SyncParts02 | mask;
2369 }
2370 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2371 {
2372 offset = ( part_id % 63 );
2373 mask = 1 << offset;
2374
2375 m_SyncParts03 = m_SyncParts03 | mask;
2376 }
2377 }
2378
2379 void UnregisterPartForSync( int part_id )
2380 {
2381 //part_id must starts from index = 1
2382 int offset;
2383 int mask;
2384
2385 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2386 {
2387 offset = part_id - 1;
2388 mask = 1 << offset;
2389
2390 m_SyncParts01 = m_SyncParts01 & ~mask;
2391 }
2392 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2393 {
2394 offset = ( part_id % 32 );
2395 mask = 1 << offset;
2396
2397 m_SyncParts02 = m_SyncParts02 & ~mask;
2398 }
2399 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2400 {
2401 offset = ( part_id % 63 );
2402 mask = 1 << offset;
2403
2404 m_SyncParts03 = m_SyncParts03 & ~mask;
2405 }
2406 }
2407
2408 bool IsPartBuildInSyncData( int part_id )
2409 {
2410 //part_id must starts from index = 1
2411 int offset;
2412 int mask;
2413
2414 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2415 {
2416 offset = part_id - 1;
2417 mask = 1 << offset;
2418
2419 if ( ( m_SyncParts01 & mask ) > 0 )
2420 {
2421 return true;
2422 }
2423 }
2424 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2425 {
2426 offset = ( part_id % 32 );
2427 mask = 1 << offset;
2428
2429 if ( ( m_SyncParts02 & mask ) > 0 )
2430 {
2431 return true;
2432 }
2433 }
2434 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2435 {
2436 offset = ( part_id % 63 );
2437 mask = 1 << offset;
2438
2439 if ( ( m_SyncParts03 & mask ) > 0 )
2440 {
2441 return true;
2442 }
2443 }
2444
2445 return false;
2446 }
2447
2448 protected void RegisterActionForSync( int part_id, int action_id )
2449 {
2450 m_InteractedPartId = part_id;
2451 m_PerformedActionId = action_id;
2452 }
2453
2454 protected void ResetActionSyncData()
2455 {
2456 //reset data
2457 m_InteractedPartId = -1;
2459 }
2460
2461 protected void SetActionFromSyncData()
2462 {
2463 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2464 {
2466 int build_action_id = m_PerformedActionId;
2467
2468 switch( build_action_id )
2469 {
2470 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2471 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2472 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2473 }
2474 }
2475 }
2476 //------
2477
2479 {
2480 string key = part.GetPartName();
2481 bool is_base = part.IsBase();
2482 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2483 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2484 if ( is_part_built_sync )
2485 {
2486 if ( !part.IsBuilt() )
2487 {
2488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2489 GetConstruction().AddToConstructedParts( key );
2490 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2491
2492 if (is_base)
2493 {
2495 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2496 }
2497 }
2498 }
2499 else
2500 {
2501 if ( part.IsBuilt() )
2502 {
2503 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2504 GetConstruction().RemoveFromConstructedParts( key );
2505 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2506
2507 if (is_base)
2508 {
2510 AddProxyPhysics( ANIMATION_DEPLOYED );
2511 }
2512 }
2513 }
2514
2515 //check slot lock for material attachments
2516 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2517 }
2518
2519 //set construction parts based on synchronized data
2521 {
2522 Construction construction = GetConstruction();
2523 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2524
2525 for ( int i = 0; i < construction_parts.Count(); ++i )
2526 {
2527 string key = construction_parts.GetKey( i );
2528 ConstructionPart value = construction_parts.Get( key );
2529 SetPartFromSyncData(value);
2530 }
2531
2532 //regenerate navmesh
2533 UpdateNavmesh();
2534 }
2535
2536 protected ConstructionPart GetConstructionPartById( int id )
2537 {
2538 Construction construction = GetConstruction();
2539 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2540
2541 for ( int i = 0; i < construction_parts.Count(); ++i )
2542 {
2543 string key = construction_parts.GetKey( i );
2544 ConstructionPart value = construction_parts.Get( key );
2545
2546 if ( value.GetId() == id )
2547 {
2548 return value;
2549 }
2550 }
2551
2552 return NULL;
2553 }
2554 //
2555
2556 //Base
2557 bool HasBase()
2558 {
2559 return m_HasBase;
2560 }
2561
2562 void SetBaseState( bool has_base )
2563 {
2564 m_HasBase = has_base;
2565 }
2566
2567 override bool IsDeployable()
2568 {
2569 return true;
2570 }
2571
2572 bool IsOpened()
2573 {
2574 return false;
2575 }
2576
2577 //--- CONSTRUCTION KIT
2579 {
2580 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2581 if ( m_ConstructionKitHealth > 0 )
2582 {
2583 construction_kit.SetHealth( m_ConstructionKitHealth );
2584 }
2585
2586 return construction_kit;
2587 }
2588
2589 void CreateConstructionKitInHands(notnull PlayerBase player)
2590 {
2591 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2592 if ( m_ConstructionKitHealth > 0 )
2593 {
2594 construction_kit.SetHealth( m_ConstructionKitHealth );
2595 }
2596 }
2597
2598 protected vector GetKitSpawnPosition()
2599 {
2600 return GetPosition();
2601 }
2602
2603 protected string GetConstructionKitType()
2604 {
2605 return "";
2606 }
2607
2608 void DestroyConstructionKit( ItemBase construction_kit )
2609 {
2610 m_ConstructionKitHealth = construction_kit.GetHealth();
2611 g_Game.ObjectDelete( construction_kit );
2612 }
2613
2614 //--- CONSTRUCTION
2615 void DestroyConstruction()
2616 {
2617 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2618 g_Game.ObjectDelete( this );
2619 }
2620
2621 // --- EVENTS
2622 override void EEDelete(EntityAI parent)
2623 {
2624 super.EEDelete(parent);
2625
2626 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2627 {
2628 areaDamage.Destroy();
2629 }
2630
2631 }
2632
2633 override void OnStoreSave( ParamsWriteContext ctx )
2634 {
2635 super.OnStoreSave( ctx );
2636
2637 //sync parts 01
2638 ctx.Write( m_SyncParts01 );
2639 ctx.Write( m_SyncParts02 );
2640 ctx.Write( m_SyncParts03 );
2641
2642 ctx.Write( m_HasBase );
2643 }
2644
2645 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2646 {
2647 if ( !super.OnStoreLoad( ctx, version ) )
2648 return false;
2649
2650 //--- Base building data ---
2651 //Restore synced parts data
2652 if ( !ctx.Read( m_SyncParts01 ) )
2653 {
2654 m_SyncParts01 = 0; //set default
2655 return false;
2656 }
2657 if ( !ctx.Read( m_SyncParts02 ) )
2658 {
2659 m_SyncParts02 = 0; //set default
2660 return false;
2661 }
2662 if ( !ctx.Read( m_SyncParts03 ) )
2663 {
2664 m_SyncParts03 = 0; //set default
2665 return false;
2666 }
2667
2668 //has base
2669 if ( !ctx.Read( m_HasBase ) )
2670 {
2671 m_HasBase = false;
2672 return false;
2673 }
2674 //---
2675
2676 return true;
2677 }
2678
2679 override void AfterStoreLoad()
2680 {
2681 super.AfterStoreLoad();
2682
2684 {
2686 }
2687 }
2688
2690 {
2691 //update server data
2693
2694 //set base state
2695 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2696 SetBaseState( part.IsBuilt() ) ;
2697
2698 //synchronize after load
2700 }
2701
2702 override void OnCreatePhysics()
2703 {
2704 super.OnCreatePhysics();
2705
2706 ConstructionInit();
2708 }
2709
2710 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2711 {
2713 return;
2714
2715 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2716 }
2717
2718 override void EEOnAfterLoad()
2719 {
2721 {
2722 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2723 }
2724
2725 super.EEOnAfterLoad();
2726 }
2727
2728 override void EEItemAttached( EntityAI item, string slot_name )
2729 {
2730 super.EEItemAttached( item, slot_name );
2731
2732 CheckForHybridAttachments( item, slot_name );
2733 UpdateVisuals();
2734 UpdateAttachmentPhysics( slot_name, false );
2735 }
2736
2737 override void EEItemDetached( EntityAI item, string slot_name )
2738 {
2739 super.EEItemDetached( item, slot_name );
2740
2741 UpdateVisuals();
2742 UpdateAttachmentPhysics( slot_name, false );
2743 }
2744
2745 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2746 {
2747 string slot_name = InventorySlots.GetSlotName( slotId );
2748 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2749
2750 UpdateAttachmentVisuals( slot_name, locked );
2751 UpdateAttachmentPhysics( slot_name, locked );
2752 }
2753
2754 //ignore out of reach condition
2755 override bool IgnoreOutOfReachCondition()
2756 {
2757 return true;
2758 }
2759
2760 //CONSTRUCTION EVENTS
2761 //Build
2762 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2763 {
2764 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2765
2766 //check base state
2767 if (construtionPart.IsBase())
2768 {
2769 SetBaseState(true);
2770
2771 //spawn kit
2773 }
2774
2775 //register constructed parts for synchronization
2776 RegisterPartForSync(construtionPart.GetId());
2777
2778 //register action that was performed on part
2779 RegisterActionForSync(construtionPart.GetId(), action_id);
2780
2781 //synchronize
2783
2784 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2785
2786 UpdateNavmesh();
2787
2788 //update visuals
2789 UpdateVisuals();
2790
2791 //reset action sync data
2792 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2793 }
2794
2795 void OnPartBuiltClient(string part_name, int action_id)
2796 {
2797 //play sound
2798 SoundBuildStart( part_name );
2799 }
2800
2801 //Dismantle
2802 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2803 {
2804 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2805 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2806
2807 //register constructed parts for synchronization
2808 UnregisterPartForSync(construtionPart.GetId());
2809
2810 //register action that was performed on part
2811 RegisterActionForSync(construtionPart.GetId(), action_id);
2812
2813 //synchronize
2815
2816 // server part of sync, client will be synced from SetPartsFromSyncData
2817 SetPartFromSyncData(construtionPart);
2818
2819 UpdateNavmesh();
2820
2821 //update visuals
2822 UpdateVisuals();
2823
2824 //reset action sync data
2825 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2826
2827 //check base state
2828 if (construtionPart.IsBase())
2829 {
2830 //Destroy construction
2831 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2832 }
2833 }
2834
2835 void OnPartDismantledClient( string part_name, int action_id )
2836 {
2837 //play sound
2838 SoundDismantleStart( part_name );
2839 }
2840
2841 //Destroy
2842 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2843 {
2844 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2845 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2846
2847 //register constructed parts for synchronization
2848 UnregisterPartForSync(construtionPart.GetId());
2849
2850 //register action that was performed on part
2851 RegisterActionForSync(construtionPart.GetId(), action_id);
2852
2853 //synchronize
2855
2856 // server part of sync, client will be synced from SetPartsFromSyncData
2857 SetPartFromSyncData(construtionPart);
2858
2859 UpdateNavmesh();
2860
2861 //update visuals
2862 UpdateVisuals();
2863
2864 //reset action sync data
2865 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2866
2867 //check base state
2868 if (construtionPart.IsBase())
2869 {
2870 //Destroy construction
2871 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2872 }
2873 }
2874
2875 void OnPartDestroyedClient( string part_name, int action_id )
2876 {
2877 //play sound
2878 SoundDestroyStart( part_name );
2879 }
2880
2881 // --- UPDATE
2882 void InitBaseState()
2883 {
2884 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2885
2886 InitVisuals();
2887 UpdateNavmesh(); //regenerate navmesh
2888 }
2889
2890 void InitVisuals()
2891 {
2892 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2893 //check base
2894 if ( !HasBase() )
2895 {
2896 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2897 }
2898 else
2899 {
2900 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2901 }
2902
2903 GetConstruction().InitVisuals();
2904 }
2905
2906 void UpdateVisuals()
2907 {
2908 array<string> attachmentSlots = new array<string>;
2909
2910 GetAttachmentSlots(this, attachmentSlots);
2911 foreach (string slotName : attachmentSlots)
2912 {
2914 }
2915
2916 //check base
2917 if (!HasBase())
2918 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2919 else
2920 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2921
2922 GetConstruction().UpdateVisuals();
2923 }
2924
2925 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2926 {
2927 string slotNameMounted = slot_name + "_Mounted";
2928 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2929
2930 if (attachment)
2931 {
2932 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2933 if (barbedWire && barbedWire.IsMounted())
2934 CreateAreaDamage(slotNameMounted);
2935 else
2936 DestroyAreaDamage(slotNameMounted);
2937
2938 if (is_locked)
2939 {
2940 SetAnimationPhase(slotNameMounted, 0);
2941 SetAnimationPhase(slot_name, 1);
2942 }
2943 else
2944 {
2945 SetAnimationPhase(slotNameMounted, 1);
2946 SetAnimationPhase(slot_name, 0);
2947 }
2948 }
2949 else
2950 {
2951 SetAnimationPhase(slotNameMounted, 1);
2952 SetAnimationPhase(slot_name, 1);
2953
2954 DestroyAreaDamage(slotNameMounted);
2955 }
2956 }
2957
2958 // avoid calling this function on frequent occasions, it's a massive performance hit
2959 void UpdatePhysics()
2960 {
2962 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2963
2964 array<string> attachmentSlots = new array<string>;
2965 GetAttachmentSlots(this, attachmentSlots);
2966
2968 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2969
2970 foreach (string slotName : attachmentSlots)
2971 {
2973 }
2974
2975 //check base
2976 if (!HasBase())
2977 {
2979 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2980
2981 AddProxyPhysics(ANIMATION_DEPLOYED);
2982 }
2983 else
2984 {
2986 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2987
2988 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2989 }
2990
2991 GetConstruction().UpdatePhysics();
2992 UpdateNavmesh();
2993 }
2994
2995 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2996 {
2997 //checks for invalid appends; hotfix
2998 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2999 return;
3000 //----------------------------------
3001 string slot_name_mounted = slot_name + "_Mounted";
3002 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3003
3004 //remove proxy physics
3005 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3006 RemoveProxyPhysics( slot_name_mounted );
3007 RemoveProxyPhysics( slot_name );
3008
3009 if ( attachment )
3010 {
3011 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3012 if ( is_locked )
3013 {
3014 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3015 AddProxyPhysics( slot_name_mounted );
3016 }
3017 else
3018 {
3019 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3020 AddProxyPhysics( slot_name );
3021 }
3022 }
3023 }
3024
3025 protected void UpdateNavmesh()
3026 {
3027 SetAffectPathgraph( true, false );
3028 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3029 }
3030
3031 override bool CanUseConstruction()
3032 {
3033 return true;
3034 }
3035
3036 override bool CanUseConstructionBuild()
3037 {
3038 return true;
3039 }
3040
3041 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3042 {
3043 if ( attachment )
3044 {
3045 InventoryLocation inventory_location = new InventoryLocation;
3046 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3047
3048 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3049 }
3050
3051 return false;
3052 }
3053
3054 protected bool IsAttachmentSlotLocked( string slot_name )
3055 {
3056 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3057 }
3058
3059 //--- ATTACHMENT SLOTS
3060 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3061 {
3062 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3063 if ( g_Game.ConfigIsExisting( config_path ) )
3064 {
3065 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3066 }
3067 }
3068
3069 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3070 {
3071 return true;
3072 }
3073
3074 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3075 {
3076 return true;
3077 }
3078
3079 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3080 {
3081 return true;
3082 }
3083
3084 // --- INIT
3086 {
3087 m_Construction = new Construction(this);
3088 return m_Construction;
3089 }
3090
3092 {
3093 return m_Construction;
3094 }
3095
3097 {
3098 return Construction.Cast(m_Construction);
3099 }
3100
3102 {
3103 int attachment_count = GetInventory().AttachmentCount();
3104 if ( attachment_count > 0 )
3105 {
3106 if ( HasBase() && attachment_count == 1 )
3107 {
3108 return false;
3109 }
3110
3111 return true;
3112 }
3113
3114 return false;
3115 }
3116
3117 override bool ShowZonesHealth()
3118 {
3119 return true;
3120 }
3121
3122 override bool IsTakeable()
3123 {
3124 return false;
3125 }
3126
3127 //this into/outo parent.Cargo
3128 override bool CanPutInCargo( EntityAI parent )
3129 {
3130 return false;
3131 }
3132
3133 override bool CanRemoveFromCargo( EntityAI parent )
3134 {
3135 return false;
3136 }
3137
3138 //hands
3139 override bool CanPutIntoHands( EntityAI parent )
3140 {
3141 return false;
3142 }
3143
3144 //--- ACTION CONDITIONS
3145 //direction
3146 override bool IsFacingPlayer( PlayerBase player, string selection )
3147 {
3148 return true;
3149 }
3150
3151 override bool IsPlayerInside( PlayerBase player, string selection )
3152 {
3153 return true;
3154 }
3155
3158 {
3159 return false;
3160 }
3161
3162 //roof check
3163 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3164 {
3165 return false;
3166 }
3167
3168 //selection->player distance check
3169 bool HasProperDistance( string selection, PlayerBase player )
3170 {
3171 return true;
3172 }
3173
3174 //folding
3176 {
3177 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3178 {
3179 return false;
3180 }
3181
3182 return true;
3183 }
3184
3186 {
3189
3190 return item;
3191 }
3192
3193 //Damage triggers (barbed wire)
3194 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3195 {
3196 if ( g_Game && g_Game.IsServer() )
3197 {
3198 //destroy area damage if some already exists
3199 DestroyAreaDamage( slot_name );
3200
3201 //create new area damage
3203 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3204
3205 vector min_max[2];
3206 if ( MemoryPointExists( slot_name + "_min" ) )
3207 {
3208 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3209 }
3210 if ( MemoryPointExists( slot_name + "_max" ) )
3211 {
3212 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3213 }
3214
3215 //get proper trigger extents (min<max)
3216 vector extents[2];
3217 GetConstruction().GetTriggerExtents( min_max, extents );
3218
3219 //get box center
3220 vector center;
3221 center = GetConstruction().GetBoxCenter( min_max );
3222 center = ModelToWorld( center );
3223
3224 //rotate center if needed
3226 CalcDamageAreaRotation( rotation_angle, center, orientation );
3227
3228 areaDamage.SetExtents( extents[0], extents[1] );
3229 areaDamage.SetAreaPosition( center );
3230 areaDamage.SetAreaOrientation( orientation );
3231 areaDamage.SetLoopInterval( 1.0 );
3232 areaDamage.SetDeferDuration( 0.2 );
3233 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3234 areaDamage.SetAmmoName( "BarbedWireHit" );
3235 areaDamage.Spawn();
3236
3237 m_DamageTriggers.Insert( slot_name, areaDamage );
3238 }
3239 }
3240
3241 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3242 {
3243 if ( angle_deg != 0 )
3244 {
3245 //orientation
3246 orientation[0] = orientation[0] - angle_deg;
3247
3248 //center
3249 vector rotate_axis;
3250 if ( MemoryPointExists( "rotate_axis" ) )
3251 {
3252 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3253 }
3254 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];
3255 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];
3256 center[0] = r_center_x;
3257 center[2] = r_center_z;
3258 }
3259 }
3260
3261 void DestroyAreaDamage( string slot_name )
3262 {
3263 if (g_Game && g_Game.IsServer())
3264 {
3266 if (m_DamageTriggers.Find(slot_name, areaDamage))
3267 {
3268 if (areaDamage)
3269 {
3270 areaDamage.Destroy();
3271 }
3272
3273 m_DamageTriggers.Remove( slot_name );
3274 }
3275 }
3276 }
3277
3278 override bool IsIgnoredByConstruction()
3279 {
3280 return true;
3281 }
3282
3283 //================================================================
3284 // SOUNDS
3285 //================================================================
3286 protected void SoundBuildStart( string part_name )
3287 {
3288 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3289 }
3290
3291 protected void SoundDismantleStart( string part_name )
3292 {
3293 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3294 }
3295
3296 protected void SoundDestroyStart( string part_name )
3297 {
3298 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3299 }
3300
3301 protected string GetBuildSoundByMaterial( string part_name )
3302 {
3303 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3304
3305 switch ( material_type )
3306 {
3307 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3308 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3309 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3310 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3311 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3312 }
3313
3314 return "";
3315 }
3316
3317 protected string GetDismantleSoundByMaterial( string part_name )
3318 {
3319 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3320
3321 switch ( material_type )
3322 {
3323 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3324 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3325 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3326 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3327 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3328 }
3329
3330 return "";
3331 }
3332
3333 //misc
3334 void CheckForHybridAttachments( EntityAI item, string slot_name )
3335 {
3336 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3337 {
3338 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3339 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3340 {
3341 SetHealth(slot_name,"Health",item.GetHealth());
3342 }
3343 }
3344 }
3345
3346 override int GetDamageSystemVersionChange()
3347 {
3348 return 111;
3349 }
3350
3351 override void SetActions()
3352 {
3353 super.SetActions();
3354
3358 }
3359
3360 protected void DestroyConstructedParts()
3361 {
3362 Construction construction = GetConstruction();
3363 if (!construction)
3364 return;
3365
3366 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3367 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3368 {
3369 ConstructionPart part = constructionParts.GetElement(i);
3370 if (part && part.IsBuilt() && !part.IsUtilityPart())
3371 {
3372 construction.DestroyPartServer(null, part.GetPartName(), -1);
3373 }
3374 }
3375 }
3376
3377 protected void HandleFallingForConstructedParts()
3378 {
3379 Construction construction = GetConstruction();
3380 if (!construction)
3381 return;
3382
3383 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3384 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3385 {
3386 ConstructionPart part = constructionParts.GetElement(i);
3387 if (part && part.IsBuilt() && !part.IsUtilityPart())
3388 {
3389 construction.HandleEntityFalling(part.GetPartName());
3390 }
3391 }
3392 }
3393
3395 override void OnItemFallRebuilding()
3396 {
3397 if (!g_Game.IsServer())
3398 return;
3399
3402
3403 if (DestroyOnFall())
3404 {
3406 {
3408 }
3409 else
3410 {
3412 {
3414 }
3415 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3416 }
3417 }
3418 }
3419
3421 {
3422 if (HasAnyAttachmentsOrCargo())
3423 {
3425 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3426 }
3427 }
3428
3429 //================================================================
3430 // DEBUG
3431 //================================================================
3432
3435 {
3436 return null;
3437 }
3438
3439 override void OnDebugSpawn()
3440 {
3441 FullyBuild();
3442 }
3443
3444 void FullyBuild()
3445 {
3447 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3448
3449 Man p;
3450
3451 #ifdef SERVER
3452 array<Man> players = new array<Man>;
3453 g_Game.GetWorld().GetPlayerList(players);
3454 if (players.Count())
3455 p = players[0];
3456 #else
3457 p = g_Game.GetPlayer();
3458 #endif
3459
3460 foreach (ConstructionPart part : parts)
3461 {
3462 bool excluded = false;
3463 string partName = part.GetPartName();
3464 if (excludes)
3465 {
3466 foreach (string exclude : excludes)
3467 {
3468 if (partName.Contains(exclude))
3469 {
3470 excluded = true;
3471 break;
3472 }
3473 }
3474 }
3475
3476 if (!excluded)
3477 {
3478 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3479 }
3480 }
3481
3482 GetConstruction().UpdateVisuals();
3483 }
3484
3486 //Deprecated code playpen//
3488 [Obsolete("handled in the Construction component directly")]
3489 protected void HandleItemFalling(ConstructionPart part)
3490 {
3491 }
3492
3493 [Obsolete("handled in the Construction component directly")]
3494 protected void ItemFall(vector min, vector max)
3495 {
3496 }
3497
3498 [Obsolete("obsolete debug method")]
3499 protected void DebugCustomState()
3500 {
3501 }
3502}
3503
3504void bsbDebugPrint (string s)
3505{
3506#ifdef BSB_DEBUG
3507 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3508#else
3509 //Print("" + s); // comment/uncomment to hide/see debug logs
3510#endif
3511}
3512void bsbDebugSpam (string s)
3513{
3514#ifdef BSB_DEBUG_SPAM
3515 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3516#else
3517 //Print("" + s); // comment/uncomment to hide/see debug logs
3518#endif
3519}
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