DayZ 1.30
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◆ IsPartBuildInSyncData()

bool bsbDebugPrint::IsPartBuildInSyncData ( int part_id)
protected

См. определение в файле BaseBuildingBase.c строка 1483

1485{
1486 const string ANIMATION_DEPLOYED = "Deployed";
1487
1488 float m_ConstructionKitHealth; //stored health value for used construction kit
1489
1490 bool m_HasBase;
1491 //variables for synchronization of base building parts (2x31 is the current limit)
1492 int m_SyncParts01; //synchronization for already built parts (31 parts)
1493 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1494 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1495 int m_InteractedPartId; //construction part id that an action was performed on
1496 int m_PerformedActionId; //action id that was performed on a construction part
1497 protected ref ConstructionBasic m_Construction;
1498
1499 //Sounds
1500 //build
1501 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1502 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1503 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1504 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1505 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1506 //dismantle
1507 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1508 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1509 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1510 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1511 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1512
1513 protected EffectSound m_Sound;
1514
1518
1519 // Constructor
1520 void BaseBuildingBase()
1521 {
1523
1524 //synchronized variables
1525 RegisterNetSyncVariableInt( "m_SyncParts01" );
1526 RegisterNetSyncVariableInt( "m_SyncParts02" );
1527 RegisterNetSyncVariableInt( "m_SyncParts03" );
1528 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1529 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1530 RegisterNetSyncVariableBool( "m_HasBase" );
1531
1532 //Construction init
1533 ConstructionInit();
1534
1535 if (ConfigIsExisting("hybridAttachments"))
1536 {
1538 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1539 }
1540 if (ConfigIsExisting("mountables"))
1541 {
1543 ConfigGetTextArray("mountables", m_Mountables);
1544 }
1545
1546 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1547 SetAllowDamage(true);
1548 }
1549
1550 override string GetInvulnerabilityTypeString()
1551 {
1552 return "disableBaseDamage";
1553 }
1554
1555 override bool CanObstruct()
1556 {
1557 return true;
1558 }
1559
1560 override int GetHideIconMask()
1561 {
1562 return EInventoryIconVisibility.HIDE_VICINITY;
1563 }
1564
1565 override void InitItemSounds()
1566 {
1567 super.InitItemSounds();
1568
1570 SoundParameters params = new SoundParameters();
1571 params.m_Loop = true;
1572
1573 if (GetFoldSoundset() != string.Empty)
1574 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1575 if (GetLoopFoldSoundset() != string.Empty)
1576 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1577 }
1578
1579 override string GetFoldSoundset()
1580 {
1581 return "putDown_FenceKit_SoundSet";
1582 }
1583
1584 override string GetLoopFoldSoundset()
1585 {
1586 return "Shelter_Site_Build_Loop_SoundSet";
1587 }
1588
1589 // --- SYNCHRONIZATION
1591 {
1592 if ( g_Game.IsServer() )
1593 {
1594 SetSynchDirty();
1595 }
1596 }
1597
1598 override void OnVariablesSynchronized()
1599 {
1600 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1601 super.OnVariablesSynchronized();
1602
1603 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1604 }
1605
1606 protected void OnSynchronizedClient()
1607 {
1608 //update parts
1610
1611 //update action on part
1613
1614 //update visuals (client)
1615 UpdateVisuals();
1616 }
1617
1618 //parts synchronization
1619 void RegisterPartForSync( int part_id )
1620 {
1621 //part_id must starts from index = 1
1622 int offset;
1623 int mask;
1624
1625 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1626 {
1627 offset = part_id - 1;
1628 mask = 1 << offset;
1629
1630 m_SyncParts01 = m_SyncParts01 | mask;
1631 }
1632 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1633 {
1634 offset = ( part_id % 32 );
1635 mask = 1 << offset;
1636
1637 m_SyncParts02 = m_SyncParts02 | mask;
1638 }
1639 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1640 {
1641 offset = ( part_id % 63 );
1642 mask = 1 << offset;
1643
1644 m_SyncParts03 = m_SyncParts03 | mask;
1645 }
1646 }
1647
1648 void UnregisterPartForSync( int part_id )
1649 {
1650 //part_id must starts from index = 1
1651 int offset;
1652 int mask;
1653
1654 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1655 {
1656 offset = part_id - 1;
1657 mask = 1 << offset;
1658
1659 m_SyncParts01 = m_SyncParts01 & ~mask;
1660 }
1661 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1662 {
1663 offset = ( part_id % 32 );
1664 mask = 1 << offset;
1665
1666 m_SyncParts02 = m_SyncParts02 & ~mask;
1667 }
1668 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1669 {
1670 offset = ( part_id % 63 );
1671 mask = 1 << offset;
1672
1673 m_SyncParts03 = m_SyncParts03 & ~mask;
1674 }
1675 }
1676
1677 bool IsPartBuildInSyncData( int part_id )
1678 {
1679 //part_id must starts from index = 1
1680 int offset;
1681 int mask;
1682
1683 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1684 {
1685 offset = part_id - 1;
1686 mask = 1 << offset;
1687
1688 if ( ( m_SyncParts01 & mask ) > 0 )
1689 {
1690 return true;
1691 }
1692 }
1693 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1694 {
1695 offset = ( part_id % 32 );
1696 mask = 1 << offset;
1697
1698 if ( ( m_SyncParts02 & mask ) > 0 )
1699 {
1700 return true;
1701 }
1702 }
1703 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1704 {
1705 offset = ( part_id % 63 );
1706 mask = 1 << offset;
1707
1708 if ( ( m_SyncParts03 & mask ) > 0 )
1709 {
1710 return true;
1711 }
1712 }
1713
1714 return false;
1715 }
1716
1717 protected void RegisterActionForSync( int part_id, int action_id )
1718 {
1719 m_InteractedPartId = part_id;
1720 m_PerformedActionId = action_id;
1721 }
1722
1723 protected void ResetActionSyncData()
1724 {
1725 //reset data
1726 m_InteractedPartId = -1;
1728 }
1729
1730 protected void SetActionFromSyncData()
1731 {
1732 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1733 {
1735 int build_action_id = m_PerformedActionId;
1736
1737 switch( build_action_id )
1738 {
1739 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1740 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1741 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1742 }
1743 }
1744 }
1745 //------
1746
1748 {
1749 string key = part.GetPartName();
1750 bool is_base = part.IsBase();
1751 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1752 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1753 if ( is_part_built_sync )
1754 {
1755 if ( !part.IsBuilt() )
1756 {
1757 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1758 GetConstruction().AddToConstructedParts( key );
1759 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1760
1761 if (is_base)
1762 {
1764 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1765 }
1766 }
1767 }
1768 else
1769 {
1770 if ( part.IsBuilt() )
1771 {
1772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1773 GetConstruction().RemoveFromConstructedParts( key );
1774 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1775
1776 if (is_base)
1777 {
1779 AddProxyPhysics( ANIMATION_DEPLOYED );
1780 }
1781 }
1782 }
1783
1784 //check slot lock for material attachments
1785 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1786 }
1787
1788 //set construction parts based on synchronized data
1790 {
1791 Construction construction = GetConstruction();
1792 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1793
1794 for ( int i = 0; i < construction_parts.Count(); ++i )
1795 {
1796 string key = construction_parts.GetKey( i );
1797 ConstructionPart value = construction_parts.Get( key );
1798 SetPartFromSyncData(value);
1799 }
1800
1801 //regenerate navmesh
1802 UpdateNavmesh();
1803 }
1804
1805 protected ConstructionPart GetConstructionPartById( int id )
1806 {
1807 Construction construction = GetConstruction();
1808 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1809
1810 for ( int i = 0; i < construction_parts.Count(); ++i )
1811 {
1812 string key = construction_parts.GetKey( i );
1813 ConstructionPart value = construction_parts.Get( key );
1814
1815 if ( value.GetId() == id )
1816 {
1817 return value;
1818 }
1819 }
1820
1821 return NULL;
1822 }
1823 //
1824
1825 //Base
1826 bool HasBase()
1827 {
1828 return m_HasBase;
1829 }
1830
1831 void SetBaseState( bool has_base )
1832 {
1833 m_HasBase = has_base;
1834 }
1835
1836 override bool IsDeployable()
1837 {
1838 return true;
1839 }
1840
1841 bool IsOpened()
1842 {
1843 return false;
1844 }
1845
1846 //--- CONSTRUCTION KIT
1848 {
1849 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1850 if ( m_ConstructionKitHealth > 0 )
1851 {
1852 construction_kit.SetHealth( m_ConstructionKitHealth );
1853 }
1854
1855 return construction_kit;
1856 }
1857
1858 void CreateConstructionKitInHands(notnull PlayerBase player)
1859 {
1860 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1861 if ( m_ConstructionKitHealth > 0 )
1862 {
1863 construction_kit.SetHealth( m_ConstructionKitHealth );
1864 }
1865 }
1866
1867 protected vector GetKitSpawnPosition()
1868 {
1869 return GetPosition();
1870 }
1871
1872 protected string GetConstructionKitType()
1873 {
1874 return "";
1875 }
1876
1877 void DestroyConstructionKit( ItemBase construction_kit )
1878 {
1879 m_ConstructionKitHealth = construction_kit.GetHealth();
1880 g_Game.ObjectDelete( construction_kit );
1881 }
1882
1883 //--- CONSTRUCTION
1884 void DestroyConstruction()
1885 {
1886 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1887 g_Game.ObjectDelete( this );
1888 }
1889
1890 // --- EVENTS
1891 override void EEDelete(EntityAI parent)
1892 {
1893 super.EEDelete(parent);
1894
1895 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1896 {
1897 areaDamage.Destroy();
1898 }
1899
1900 }
1901
1902 override void OnStoreSave( ParamsWriteContext ctx )
1903 {
1904 super.OnStoreSave( ctx );
1905
1906 //sync parts 01
1907 ctx.Write( m_SyncParts01 );
1908 ctx.Write( m_SyncParts02 );
1909 ctx.Write( m_SyncParts03 );
1910
1911 ctx.Write( m_HasBase );
1912 }
1913
1914 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1915 {
1916 if ( !super.OnStoreLoad( ctx, version ) )
1917 return false;
1918
1919 //--- Base building data ---
1920 //Restore synced parts data
1921 if ( !ctx.Read( m_SyncParts01 ) )
1922 {
1923 m_SyncParts01 = 0; //set default
1924 return false;
1925 }
1926 if ( !ctx.Read( m_SyncParts02 ) )
1927 {
1928 m_SyncParts02 = 0; //set default
1929 return false;
1930 }
1931 if ( !ctx.Read( m_SyncParts03 ) )
1932 {
1933 m_SyncParts03 = 0; //set default
1934 return false;
1935 }
1936
1937 //has base
1938 if ( !ctx.Read( m_HasBase ) )
1939 {
1940 m_HasBase = false;
1941 return false;
1942 }
1943 //---
1944
1945 return true;
1946 }
1947
1948 override void AfterStoreLoad()
1949 {
1950 super.AfterStoreLoad();
1951
1953 {
1955 }
1956 }
1957
1959 {
1960 //update server data
1962
1963 //set base state
1964 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1965 SetBaseState( part.IsBuilt() ) ;
1966
1967 //synchronize after load
1969 }
1970
1971 override void OnCreatePhysics()
1972 {
1973 super.OnCreatePhysics();
1974
1975 ConstructionInit();
1977 }
1978
1979 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1980 {
1982 return;
1983
1984 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1985 }
1986
1987 override void EEOnAfterLoad()
1988 {
1990 {
1991 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1992 }
1993
1994 super.EEOnAfterLoad();
1995 }
1996
1997 override void EEItemAttached( EntityAI item, string slot_name )
1998 {
1999 super.EEItemAttached( item, slot_name );
2000
2001 CheckForHybridAttachments( item, slot_name );
2002 UpdateVisuals();
2003 UpdateAttachmentPhysics( slot_name, false );
2004 }
2005
2006 override void EEItemDetached( EntityAI item, string slot_name )
2007 {
2008 super.EEItemDetached( item, slot_name );
2009
2010 UpdateVisuals();
2011 UpdateAttachmentPhysics( slot_name, false );
2012 }
2013
2014 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2015 {
2016 string slot_name = InventorySlots.GetSlotName( slotId );
2017 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2018
2019 UpdateAttachmentVisuals( slot_name, locked );
2020 UpdateAttachmentPhysics( slot_name, locked );
2021 }
2022
2023 //ignore out of reach condition
2024 override bool IgnoreOutOfReachCondition()
2025 {
2026 return true;
2027 }
2028
2029 //CONSTRUCTION EVENTS
2030 //Build
2031 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2032 {
2033 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2034
2035 //check base state
2036 if (construtionPart.IsBase())
2037 {
2038 SetBaseState(true);
2039
2040 //spawn kit
2042 }
2043
2044 //register constructed parts for synchronization
2045 RegisterPartForSync(construtionPart.GetId());
2046
2047 //register action that was performed on part
2048 RegisterActionForSync(construtionPart.GetId(), action_id);
2049
2050 //synchronize
2052
2053 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2054
2055 UpdateNavmesh();
2056
2057 //update visuals
2058 UpdateVisuals();
2059
2060 //reset action sync data
2061 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2062 }
2063
2064 void OnPartBuiltClient(string part_name, int action_id)
2065 {
2066 //play sound
2067 SoundBuildStart( part_name );
2068 }
2069
2070 //Dismantle
2071 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2072 {
2073 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2074 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2075
2076 //register constructed parts for synchronization
2077 UnregisterPartForSync(construtionPart.GetId());
2078
2079 //register action that was performed on part
2080 RegisterActionForSync(construtionPart.GetId(), action_id);
2081
2082 //synchronize
2084
2085 // server part of sync, client will be synced from SetPartsFromSyncData
2086 SetPartFromSyncData(construtionPart);
2087
2088 UpdateNavmesh();
2089
2090 //update visuals
2091 UpdateVisuals();
2092
2093 //reset action sync data
2094 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2095
2096 //check base state
2097 if (construtionPart.IsBase())
2098 {
2099 //Destroy construction
2100 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2101 }
2102 }
2103
2104 void OnPartDismantledClient( string part_name, int action_id )
2105 {
2106 //play sound
2107 SoundDismantleStart( part_name );
2108 }
2109
2110 //Destroy
2111 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2112 {
2113 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2114 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2115
2116 //register constructed parts for synchronization
2117 UnregisterPartForSync(construtionPart.GetId());
2118
2119 //register action that was performed on part
2120 RegisterActionForSync(construtionPart.GetId(), action_id);
2121
2122 //synchronize
2124
2125 // server part of sync, client will be synced from SetPartsFromSyncData
2126 SetPartFromSyncData(construtionPart);
2127
2128 UpdateNavmesh();
2129
2130 //update visuals
2131 UpdateVisuals();
2132
2133 //reset action sync data
2134 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2135
2136 //check base state
2137 if (construtionPart.IsBase())
2138 {
2139 //Destroy construction
2140 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2141 }
2142 }
2143
2144 void OnPartDestroyedClient( string part_name, int action_id )
2145 {
2146 //play sound
2147 SoundDestroyStart( part_name );
2148 }
2149
2150 // --- UPDATE
2151 void InitBaseState()
2152 {
2153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2154
2155 InitVisuals();
2156 UpdateNavmesh(); //regenerate navmesh
2157 }
2158
2159 void InitVisuals()
2160 {
2161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2162 //check base
2163 if ( !HasBase() )
2164 {
2165 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2166 }
2167 else
2168 {
2169 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2170 }
2171
2172 GetConstruction().InitVisuals();
2173 }
2174
2175 void UpdateVisuals()
2176 {
2177 array<string> attachmentSlots = new array<string>;
2178
2179 GetAttachmentSlots(this, attachmentSlots);
2180 foreach (string slotName : attachmentSlots)
2181 {
2183 }
2184
2185 //check base
2186 if (!HasBase())
2187 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2188 else
2189 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2190
2191 GetConstruction().UpdateVisuals();
2192 }
2193
2194 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2195 {
2196 string slotNameMounted = slot_name + "_Mounted";
2197 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2198
2199 if (attachment)
2200 {
2201 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2202 if (barbedWire && barbedWire.IsMounted())
2203 CreateAreaDamage(slotNameMounted);
2204 else
2205 DestroyAreaDamage(slotNameMounted);
2206
2207 if (is_locked)
2208 {
2209 SetAnimationPhase(slotNameMounted, 0);
2210 SetAnimationPhase(slot_name, 1);
2211 }
2212 else
2213 {
2214 SetAnimationPhase(slotNameMounted, 1);
2215 SetAnimationPhase(slot_name, 0);
2216 }
2217 }
2218 else
2219 {
2220 SetAnimationPhase(slotNameMounted, 1);
2221 SetAnimationPhase(slot_name, 1);
2222
2223 DestroyAreaDamage(slotNameMounted);
2224 }
2225 }
2226
2227 // avoid calling this function on frequent occasions, it's a massive performance hit
2228 void UpdatePhysics()
2229 {
2231 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2232
2233 array<string> attachmentSlots = new array<string>;
2234 GetAttachmentSlots(this, attachmentSlots);
2235
2237 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2238
2239 foreach (string slotName : attachmentSlots)
2240 {
2242 }
2243
2244 //check base
2245 if (!HasBase())
2246 {
2248 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2249
2250 AddProxyPhysics(ANIMATION_DEPLOYED);
2251 }
2252 else
2253 {
2255 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2256
2257 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2258 }
2259
2260 GetConstruction().UpdatePhysics();
2261 UpdateNavmesh();
2262 }
2263
2264 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2265 {
2266 //checks for invalid appends; hotfix
2267 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2268 return;
2269 //----------------------------------
2270 string slot_name_mounted = slot_name + "_Mounted";
2271 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2272
2273 //remove proxy physics
2274 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2275 RemoveProxyPhysics( slot_name_mounted );
2276 RemoveProxyPhysics( slot_name );
2277
2278 if ( attachment )
2279 {
2280 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2281 if ( is_locked )
2282 {
2283 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2284 AddProxyPhysics( slot_name_mounted );
2285 }
2286 else
2287 {
2288 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2289 AddProxyPhysics( slot_name );
2290 }
2291 }
2292 }
2293
2294 protected void UpdateNavmesh()
2295 {
2296 SetAffectPathgraph( true, false );
2297 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2298 }
2299
2300 override bool CanUseConstruction()
2301 {
2302 return true;
2303 }
2304
2305 override bool CanUseConstructionBuild()
2306 {
2307 return true;
2308 }
2309
2310 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2311 {
2312 if ( attachment )
2313 {
2314 InventoryLocation inventory_location = new InventoryLocation;
2315 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2316
2317 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2318 }
2319
2320 return false;
2321 }
2322
2323 protected bool IsAttachmentSlotLocked( string slot_name )
2324 {
2325 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2326 }
2327
2328 //--- ATTACHMENT SLOTS
2329 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2330 {
2331 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2332 if ( g_Game.ConfigIsExisting( config_path ) )
2333 {
2334 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2335 }
2336 }
2337
2338 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2339 {
2340 return true;
2341 }
2342
2343 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2344 {
2345 return true;
2346 }
2347
2348 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2349 {
2350 return true;
2351 }
2352
2353 // --- INIT
2355 {
2356 m_Construction = new Construction(this);
2357 return m_Construction;
2358 }
2359
2361 {
2362 return m_Construction;
2363 }
2364
2366 {
2367 return Construction.Cast(m_Construction);
2368 }
2369
2371 {
2372 int attachment_count = GetInventory().AttachmentCount();
2373 if ( attachment_count > 0 )
2374 {
2375 if ( HasBase() && attachment_count == 1 )
2376 {
2377 return false;
2378 }
2379
2380 return true;
2381 }
2382
2383 return false;
2384 }
2385
2386 override bool ShowZonesHealth()
2387 {
2388 return true;
2389 }
2390
2391 override bool IsTakeable()
2392 {
2393 return false;
2394 }
2395
2396 //this into/outo parent.Cargo
2397 override bool CanPutInCargo( EntityAI parent )
2398 {
2399 return false;
2400 }
2401
2402 override bool CanRemoveFromCargo( EntityAI parent )
2403 {
2404 return false;
2405 }
2406
2407 //hands
2408 override bool CanPutIntoHands( EntityAI parent )
2409 {
2410 return false;
2411 }
2412
2413 //--- ACTION CONDITIONS
2414 //direction
2415 override bool IsFacingPlayer( PlayerBase player, string selection )
2416 {
2417 return true;
2418 }
2419
2420 override bool IsPlayerInside( PlayerBase player, string selection )
2421 {
2422 return true;
2423 }
2424
2427 {
2428 return false;
2429 }
2430
2431 //roof check
2432 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2433 {
2434 return false;
2435 }
2436
2437 //selection->player distance check
2438 bool HasProperDistance( string selection, PlayerBase player )
2439 {
2440 return true;
2441 }
2442
2443 //folding
2445 {
2446 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2447 {
2448 return false;
2449 }
2450
2451 return true;
2452 }
2453
2455 {
2458
2459 return item;
2460 }
2461
2462 //Damage triggers (barbed wire)
2463 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2464 {
2465 if ( g_Game && g_Game.IsServer() )
2466 {
2467 //destroy area damage if some already exists
2468 DestroyAreaDamage( slot_name );
2469
2470 //create new area damage
2472 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2473
2474 vector min_max[2];
2475 if ( MemoryPointExists( slot_name + "_min" ) )
2476 {
2477 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2478 }
2479 if ( MemoryPointExists( slot_name + "_max" ) )
2480 {
2481 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2482 }
2483
2484 //get proper trigger extents (min<max)
2485 vector extents[2];
2486 GetConstruction().GetTriggerExtents( min_max, extents );
2487
2488 //get box center
2489 vector center;
2490 center = GetConstruction().GetBoxCenter( min_max );
2491 center = ModelToWorld( center );
2492
2493 //rotate center if needed
2495 CalcDamageAreaRotation( rotation_angle, center, orientation );
2496
2497 areaDamage.SetExtents( extents[0], extents[1] );
2498 areaDamage.SetAreaPosition( center );
2499 areaDamage.SetAreaOrientation( orientation );
2500 areaDamage.SetLoopInterval( 1.0 );
2501 areaDamage.SetDeferDuration( 0.2 );
2502 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2503 areaDamage.SetAmmoName( "BarbedWireHit" );
2504 areaDamage.Spawn();
2505
2506 m_DamageTriggers.Insert( slot_name, areaDamage );
2507 }
2508 }
2509
2510 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2511 {
2512 if ( angle_deg != 0 )
2513 {
2514 //orientation
2515 orientation[0] = orientation[0] - angle_deg;
2516
2517 //center
2518 vector rotate_axis;
2519 if ( MemoryPointExists( "rotate_axis" ) )
2520 {
2521 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2522 }
2523 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];
2524 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];
2525 center[0] = r_center_x;
2526 center[2] = r_center_z;
2527 }
2528 }
2529
2530 void DestroyAreaDamage( string slot_name )
2531 {
2532 if (g_Game && g_Game.IsServer())
2533 {
2535 if (m_DamageTriggers.Find(slot_name, areaDamage))
2536 {
2537 if (areaDamage)
2538 {
2539 areaDamage.Destroy();
2540 }
2541
2542 m_DamageTriggers.Remove( slot_name );
2543 }
2544 }
2545 }
2546
2547 override bool IsIgnoredByConstruction()
2548 {
2549 return true;
2550 }
2551
2552 //================================================================
2553 // SOUNDS
2554 //================================================================
2555 protected void SoundBuildStart( string part_name )
2556 {
2557 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2558 }
2559
2560 protected void SoundDismantleStart( string part_name )
2561 {
2562 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2563 }
2564
2565 protected void SoundDestroyStart( string part_name )
2566 {
2567 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2568 }
2569
2570 protected string GetBuildSoundByMaterial( string part_name )
2571 {
2572 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2573
2574 switch ( material_type )
2575 {
2576 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2577 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2578 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2579 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2580 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2581 }
2582
2583 return "";
2584 }
2585
2586 protected string GetDismantleSoundByMaterial( string part_name )
2587 {
2588 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2589
2590 switch ( material_type )
2591 {
2592 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2593 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2594 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2595 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2596 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2597 }
2598
2599 return "";
2600 }
2601
2602 //misc
2603 void CheckForHybridAttachments( EntityAI item, string slot_name )
2604 {
2605 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2606 {
2607 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2608 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2609 {
2610 SetHealth(slot_name,"Health",item.GetHealth());
2611 }
2612 }
2613 }
2614
2615 override int GetDamageSystemVersionChange()
2616 {
2617 return 111;
2618 }
2619
2620 override void SetActions()
2621 {
2622 super.SetActions();
2623
2627 }
2628
2629 protected void DestroyConstructedParts()
2630 {
2631 Construction construction = GetConstruction();
2632 if (!construction)
2633 return;
2634
2635 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2636 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2637 {
2638 ConstructionPart part = constructionParts.GetElement(i);
2639 if (part && part.IsBuilt() && !part.IsUtilityPart())
2640 {
2641 construction.DestroyPartServer(null, part.GetPartName(), -1);
2642 }
2643 }
2644 }
2645
2646 protected void HandleFallingForConstructedParts()
2647 {
2648 Construction construction = GetConstruction();
2649 if (!construction)
2650 return;
2651
2652 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2653 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2654 {
2655 ConstructionPart part = constructionParts.GetElement(i);
2656 if (part && part.IsBuilt() && !part.IsUtilityPart())
2657 {
2658 construction.HandleEntityFalling(part.GetPartName());
2659 }
2660 }
2661 }
2662
2664 override void OnItemFallRebuilding()
2665 {
2666 if (!g_Game.IsServer())
2667 return;
2668
2671
2672 if (DestroyOnFall())
2673 {
2675 {
2677 }
2678 else
2679 {
2681 {
2683 }
2684 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2685 }
2686 }
2687 }
2688
2690 {
2691 if (HasAnyAttachmentsOrCargo())
2692 {
2694 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2695 }
2696 }
2697
2698 //================================================================
2699 // DEBUG
2700 //================================================================
2701
2704 {
2705 return null;
2706 }
2707
2708 override void OnDebugSpawn()
2709 {
2710 FullyBuild();
2711 }
2712
2713 void FullyBuild()
2714 {
2716 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2717
2718 Man p;
2719
2720 #ifdef SERVER
2721 array<Man> players = new array<Man>;
2722 g_Game.GetWorld().GetPlayerList(players);
2723 if (players.Count())
2724 p = players[0];
2725 #else
2726 p = g_Game.GetPlayer();
2727 #endif
2728
2729 foreach (ConstructionPart part : parts)
2730 {
2731 bool excluded = false;
2732 string partName = part.GetPartName();
2733 if (excludes)
2734 {
2735 foreach (string exclude : excludes)
2736 {
2737 if (partName.Contains(exclude))
2738 {
2739 excluded = true;
2740 break;
2741 }
2742 }
2743 }
2744
2745 if (!excluded)
2746 {
2747 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2748 }
2749 }
2750
2751 GetConstruction().UpdateVisuals();
2752 }
2753
2755 //Deprecated code playpen//
2757 [Obsolete("handled in the Construction component directly")]
2758 protected void HandleItemFalling(ConstructionPart part)
2759 {
2760 }
2761
2762 [Obsolete("handled in the Construction component directly")]
2763 protected void ItemFall(vector min, vector max)
2764 {
2765 }
2766
2767 [Obsolete("obsolete debug method")]
2768 protected void DebugCustomState()
2769 {
2770 }
2771}
2772
2773void bsbDebugPrint (string s)
2774{
2775#ifdef BSB_DEBUG
2776 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2777#else
2778 //Print("" + s); // comment/uncomment to hide/see debug logs
2779#endif
2780}
2781void bsbDebugSpam (string s)
2782{
2783#ifdef BSB_DEBUG_SPAM
2784 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2785#else
2786 //Print("" + s); // comment/uncomment to hide/see debug logs
2787#endif
2788}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::SetPartFromSyncData().