DayZ 1.30
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◆ CanRemoveFromCargo()

override bool bsbDebugPrint::CanRemoveFromCargo ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 2208

2210{
2211 const string ANIMATION_DEPLOYED = "Deployed";
2212
2213 float m_ConstructionKitHealth; //stored health value for used construction kit
2214
2215 bool m_HasBase;
2216 //variables for synchronization of base building parts (2x31 is the current limit)
2217 int m_SyncParts01; //synchronization for already built parts (31 parts)
2218 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2219 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2220 int m_InteractedPartId; //construction part id that an action was performed on
2221 int m_PerformedActionId; //action id that was performed on a construction part
2222 protected ref ConstructionBasic m_Construction;
2223
2224 //Sounds
2225 //build
2226 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2227 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2228 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2229 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2230 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2231 //dismantle
2232 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2233 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2234 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2235 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2236 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2237
2238 protected EffectSound m_Sound;
2239
2243
2244 // Constructor
2245 void BaseBuildingBase()
2246 {
2248
2249 //synchronized variables
2250 RegisterNetSyncVariableInt( "m_SyncParts01" );
2251 RegisterNetSyncVariableInt( "m_SyncParts02" );
2252 RegisterNetSyncVariableInt( "m_SyncParts03" );
2253 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2254 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2255 RegisterNetSyncVariableBool( "m_HasBase" );
2256
2257 //Construction init
2258 ConstructionInit();
2259
2260 if (ConfigIsExisting("hybridAttachments"))
2261 {
2263 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2264 }
2265 if (ConfigIsExisting("mountables"))
2266 {
2268 ConfigGetTextArray("mountables", m_Mountables);
2269 }
2270
2271 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2272 SetAllowDamage(true);
2273 }
2274
2275 override string GetInvulnerabilityTypeString()
2276 {
2277 return "disableBaseDamage";
2278 }
2279
2280 override bool CanObstruct()
2281 {
2282 return true;
2283 }
2284
2285 override int GetHideIconMask()
2286 {
2287 return EInventoryIconVisibility.HIDE_VICINITY;
2288 }
2289
2290 override void InitItemSounds()
2291 {
2292 super.InitItemSounds();
2293
2295 SoundParameters params = new SoundParameters();
2296 params.m_Loop = true;
2297
2298 if (GetFoldSoundset() != string.Empty)
2299 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2300 if (GetLoopFoldSoundset() != string.Empty)
2301 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2302 }
2303
2304 override string GetFoldSoundset()
2305 {
2306 return "putDown_FenceKit_SoundSet";
2307 }
2308
2309 override string GetLoopFoldSoundset()
2310 {
2311 return "Shelter_Site_Build_Loop_SoundSet";
2312 }
2313
2314 // --- SYNCHRONIZATION
2316 {
2317 if ( g_Game.IsServer() )
2318 {
2319 SetSynchDirty();
2320 }
2321 }
2322
2323 override void OnVariablesSynchronized()
2324 {
2325 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2326 super.OnVariablesSynchronized();
2327
2328 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2329 }
2330
2331 protected void OnSynchronizedClient()
2332 {
2333 //update parts
2335
2336 //update action on part
2338
2339 //update visuals (client)
2340 UpdateVisuals();
2341 }
2342
2343 //parts synchronization
2344 void RegisterPartForSync( int part_id )
2345 {
2346 //part_id must starts from index = 1
2347 int offset;
2348 int mask;
2349
2350 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2351 {
2352 offset = part_id - 1;
2353 mask = 1 << offset;
2354
2355 m_SyncParts01 = m_SyncParts01 | mask;
2356 }
2357 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2358 {
2359 offset = ( part_id % 32 );
2360 mask = 1 << offset;
2361
2362 m_SyncParts02 = m_SyncParts02 | mask;
2363 }
2364 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2365 {
2366 offset = ( part_id % 63 );
2367 mask = 1 << offset;
2368
2369 m_SyncParts03 = m_SyncParts03 | mask;
2370 }
2371 }
2372
2373 void UnregisterPartForSync( int part_id )
2374 {
2375 //part_id must starts from index = 1
2376 int offset;
2377 int mask;
2378
2379 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2380 {
2381 offset = part_id - 1;
2382 mask = 1 << offset;
2383
2384 m_SyncParts01 = m_SyncParts01 & ~mask;
2385 }
2386 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2387 {
2388 offset = ( part_id % 32 );
2389 mask = 1 << offset;
2390
2391 m_SyncParts02 = m_SyncParts02 & ~mask;
2392 }
2393 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2394 {
2395 offset = ( part_id % 63 );
2396 mask = 1 << offset;
2397
2398 m_SyncParts03 = m_SyncParts03 & ~mask;
2399 }
2400 }
2401
2402 bool IsPartBuildInSyncData( int part_id )
2403 {
2404 //part_id must starts from index = 1
2405 int offset;
2406 int mask;
2407
2408 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2409 {
2410 offset = part_id - 1;
2411 mask = 1 << offset;
2412
2413 if ( ( m_SyncParts01 & mask ) > 0 )
2414 {
2415 return true;
2416 }
2417 }
2418 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2419 {
2420 offset = ( part_id % 32 );
2421 mask = 1 << offset;
2422
2423 if ( ( m_SyncParts02 & mask ) > 0 )
2424 {
2425 return true;
2426 }
2427 }
2428 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2429 {
2430 offset = ( part_id % 63 );
2431 mask = 1 << offset;
2432
2433 if ( ( m_SyncParts03 & mask ) > 0 )
2434 {
2435 return true;
2436 }
2437 }
2438
2439 return false;
2440 }
2441
2442 protected void RegisterActionForSync( int part_id, int action_id )
2443 {
2444 m_InteractedPartId = part_id;
2445 m_PerformedActionId = action_id;
2446 }
2447
2448 protected void ResetActionSyncData()
2449 {
2450 //reset data
2451 m_InteractedPartId = -1;
2453 }
2454
2455 protected void SetActionFromSyncData()
2456 {
2457 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2458 {
2460 int build_action_id = m_PerformedActionId;
2461
2462 switch( build_action_id )
2463 {
2464 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2465 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2466 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2467 }
2468 }
2469 }
2470 //------
2471
2473 {
2474 string key = part.GetPartName();
2475 bool is_base = part.IsBase();
2476 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2477 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2478 if ( is_part_built_sync )
2479 {
2480 if ( !part.IsBuilt() )
2481 {
2482 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2483 GetConstruction().AddToConstructedParts( key );
2484 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2485
2486 if (is_base)
2487 {
2489 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2490 }
2491 }
2492 }
2493 else
2494 {
2495 if ( part.IsBuilt() )
2496 {
2497 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2498 GetConstruction().RemoveFromConstructedParts( key );
2499 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2500
2501 if (is_base)
2502 {
2504 AddProxyPhysics( ANIMATION_DEPLOYED );
2505 }
2506 }
2507 }
2508
2509 //check slot lock for material attachments
2510 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2511 }
2512
2513 //set construction parts based on synchronized data
2515 {
2516 Construction construction = GetConstruction();
2517 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2518
2519 for ( int i = 0; i < construction_parts.Count(); ++i )
2520 {
2521 string key = construction_parts.GetKey( i );
2522 ConstructionPart value = construction_parts.Get( key );
2523 SetPartFromSyncData(value);
2524 }
2525
2526 //regenerate navmesh
2527 UpdateNavmesh();
2528 }
2529
2530 protected ConstructionPart GetConstructionPartById( int id )
2531 {
2532 Construction construction = GetConstruction();
2533 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2534
2535 for ( int i = 0; i < construction_parts.Count(); ++i )
2536 {
2537 string key = construction_parts.GetKey( i );
2538 ConstructionPart value = construction_parts.Get( key );
2539
2540 if ( value.GetId() == id )
2541 {
2542 return value;
2543 }
2544 }
2545
2546 return NULL;
2547 }
2548 //
2549
2550 //Base
2551 bool HasBase()
2552 {
2553 return m_HasBase;
2554 }
2555
2556 void SetBaseState( bool has_base )
2557 {
2558 m_HasBase = has_base;
2559 }
2560
2561 override bool IsDeployable()
2562 {
2563 return true;
2564 }
2565
2566 bool IsOpened()
2567 {
2568 return false;
2569 }
2570
2571 //--- CONSTRUCTION KIT
2573 {
2574 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2575 if ( m_ConstructionKitHealth > 0 )
2576 {
2577 construction_kit.SetHealth( m_ConstructionKitHealth );
2578 }
2579
2580 return construction_kit;
2581 }
2582
2583 void CreateConstructionKitInHands(notnull PlayerBase player)
2584 {
2585 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2586 if ( m_ConstructionKitHealth > 0 )
2587 {
2588 construction_kit.SetHealth( m_ConstructionKitHealth );
2589 }
2590 }
2591
2592 protected vector GetKitSpawnPosition()
2593 {
2594 return GetPosition();
2595 }
2596
2597 protected string GetConstructionKitType()
2598 {
2599 return "";
2600 }
2601
2602 void DestroyConstructionKit( ItemBase construction_kit )
2603 {
2604 m_ConstructionKitHealth = construction_kit.GetHealth();
2605 g_Game.ObjectDelete( construction_kit );
2606 }
2607
2608 //--- CONSTRUCTION
2609 void DestroyConstruction()
2610 {
2611 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2612 g_Game.ObjectDelete( this );
2613 }
2614
2615 // --- EVENTS
2616 override void EEDelete(EntityAI parent)
2617 {
2618 super.EEDelete(parent);
2619
2620 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2621 {
2622 areaDamage.Destroy();
2623 }
2624
2625 }
2626
2627 override void OnStoreSave( ParamsWriteContext ctx )
2628 {
2629 super.OnStoreSave( ctx );
2630
2631 //sync parts 01
2632 ctx.Write( m_SyncParts01 );
2633 ctx.Write( m_SyncParts02 );
2634 ctx.Write( m_SyncParts03 );
2635
2636 ctx.Write( m_HasBase );
2637 }
2638
2639 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2640 {
2641 if ( !super.OnStoreLoad( ctx, version ) )
2642 return false;
2643
2644 //--- Base building data ---
2645 //Restore synced parts data
2646 if ( !ctx.Read( m_SyncParts01 ) )
2647 {
2648 m_SyncParts01 = 0; //set default
2649 return false;
2650 }
2651 if ( !ctx.Read( m_SyncParts02 ) )
2652 {
2653 m_SyncParts02 = 0; //set default
2654 return false;
2655 }
2656 if ( !ctx.Read( m_SyncParts03 ) )
2657 {
2658 m_SyncParts03 = 0; //set default
2659 return false;
2660 }
2661
2662 //has base
2663 if ( !ctx.Read( m_HasBase ) )
2664 {
2665 m_HasBase = false;
2666 return false;
2667 }
2668 //---
2669
2670 return true;
2671 }
2672
2673 override void AfterStoreLoad()
2674 {
2675 super.AfterStoreLoad();
2676
2678 {
2680 }
2681 }
2682
2684 {
2685 //update server data
2687
2688 //set base state
2689 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2690 SetBaseState( part.IsBuilt() ) ;
2691
2692 //synchronize after load
2694 }
2695
2696 override void OnCreatePhysics()
2697 {
2698 super.OnCreatePhysics();
2699
2700 ConstructionInit();
2702 }
2703
2704 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2705 {
2707 return;
2708
2709 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2710 }
2711
2712 override void EEOnAfterLoad()
2713 {
2715 {
2716 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2717 }
2718
2719 super.EEOnAfterLoad();
2720 }
2721
2722 override void EEItemAttached( EntityAI item, string slot_name )
2723 {
2724 super.EEItemAttached( item, slot_name );
2725
2726 CheckForHybridAttachments( item, slot_name );
2727 UpdateVisuals();
2728 UpdateAttachmentPhysics( slot_name, false );
2729 }
2730
2731 override void EEItemDetached( EntityAI item, string slot_name )
2732 {
2733 super.EEItemDetached( item, slot_name );
2734
2735 UpdateVisuals();
2736 UpdateAttachmentPhysics( slot_name, false );
2737 }
2738
2739 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2740 {
2741 string slot_name = InventorySlots.GetSlotName( slotId );
2742 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2743
2744 UpdateAttachmentVisuals( slot_name, locked );
2745 UpdateAttachmentPhysics( slot_name, locked );
2746 }
2747
2748 //ignore out of reach condition
2749 override bool IgnoreOutOfReachCondition()
2750 {
2751 return true;
2752 }
2753
2754 //CONSTRUCTION EVENTS
2755 //Build
2756 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2757 {
2758 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2759
2760 //check base state
2761 if (construtionPart.IsBase())
2762 {
2763 SetBaseState(true);
2764
2765 //spawn kit
2767 }
2768
2769 //register constructed parts for synchronization
2770 RegisterPartForSync(construtionPart.GetId());
2771
2772 //register action that was performed on part
2773 RegisterActionForSync(construtionPart.GetId(), action_id);
2774
2775 //synchronize
2777
2778 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2779
2780 UpdateNavmesh();
2781
2782 //update visuals
2783 UpdateVisuals();
2784
2785 //reset action sync data
2786 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2787 }
2788
2789 void OnPartBuiltClient(string part_name, int action_id)
2790 {
2791 //play sound
2792 SoundBuildStart( part_name );
2793 }
2794
2795 //Dismantle
2796 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2797 {
2798 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2799 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2800
2801 //register constructed parts for synchronization
2802 UnregisterPartForSync(construtionPart.GetId());
2803
2804 //register action that was performed on part
2805 RegisterActionForSync(construtionPart.GetId(), action_id);
2806
2807 //synchronize
2809
2810 // server part of sync, client will be synced from SetPartsFromSyncData
2811 SetPartFromSyncData(construtionPart);
2812
2813 UpdateNavmesh();
2814
2815 //update visuals
2816 UpdateVisuals();
2817
2818 //reset action sync data
2819 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2820
2821 //check base state
2822 if (construtionPart.IsBase())
2823 {
2824 //Destroy construction
2825 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2826 }
2827 }
2828
2829 void OnPartDismantledClient( string part_name, int action_id )
2830 {
2831 //play sound
2832 SoundDismantleStart( part_name );
2833 }
2834
2835 //Destroy
2836 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2837 {
2838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2839 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2840
2841 //register constructed parts for synchronization
2842 UnregisterPartForSync(construtionPart.GetId());
2843
2844 //register action that was performed on part
2845 RegisterActionForSync(construtionPart.GetId(), action_id);
2846
2847 //synchronize
2849
2850 // server part of sync, client will be synced from SetPartsFromSyncData
2851 SetPartFromSyncData(construtionPart);
2852
2853 UpdateNavmesh();
2854
2855 //update visuals
2856 UpdateVisuals();
2857
2858 //reset action sync data
2859 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2860
2861 //check base state
2862 if (construtionPart.IsBase())
2863 {
2864 //Destroy construction
2865 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2866 }
2867 }
2868
2869 void OnPartDestroyedClient( string part_name, int action_id )
2870 {
2871 //play sound
2872 SoundDestroyStart( part_name );
2873 }
2874
2875 // --- UPDATE
2876 void InitBaseState()
2877 {
2878 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2879
2880 InitVisuals();
2881 UpdateNavmesh(); //regenerate navmesh
2882 }
2883
2884 void InitVisuals()
2885 {
2886 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2887 //check base
2888 if ( !HasBase() )
2889 {
2890 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2891 }
2892 else
2893 {
2894 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2895 }
2896
2897 GetConstruction().InitVisuals();
2898 }
2899
2900 void UpdateVisuals()
2901 {
2902 array<string> attachmentSlots = new array<string>;
2903
2904 GetAttachmentSlots(this, attachmentSlots);
2905 foreach (string slotName : attachmentSlots)
2906 {
2908 }
2909
2910 //check base
2911 if (!HasBase())
2912 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2913 else
2914 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2915
2916 GetConstruction().UpdateVisuals();
2917 }
2918
2919 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2920 {
2921 string slotNameMounted = slot_name + "_Mounted";
2922 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2923
2924 if (attachment)
2925 {
2926 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2927 if (barbedWire && barbedWire.IsMounted())
2928 CreateAreaDamage(slotNameMounted);
2929 else
2930 DestroyAreaDamage(slotNameMounted);
2931
2932 if (is_locked)
2933 {
2934 SetAnimationPhase(slotNameMounted, 0);
2935 SetAnimationPhase(slot_name, 1);
2936 }
2937 else
2938 {
2939 SetAnimationPhase(slotNameMounted, 1);
2940 SetAnimationPhase(slot_name, 0);
2941 }
2942 }
2943 else
2944 {
2945 SetAnimationPhase(slotNameMounted, 1);
2946 SetAnimationPhase(slot_name, 1);
2947
2948 DestroyAreaDamage(slotNameMounted);
2949 }
2950 }
2951
2952 // avoid calling this function on frequent occasions, it's a massive performance hit
2953 void UpdatePhysics()
2954 {
2956 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2957
2958 array<string> attachmentSlots = new array<string>;
2959 GetAttachmentSlots(this, attachmentSlots);
2960
2962 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2963
2964 foreach (string slotName : attachmentSlots)
2965 {
2967 }
2968
2969 //check base
2970 if (!HasBase())
2971 {
2973 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2974
2975 AddProxyPhysics(ANIMATION_DEPLOYED);
2976 }
2977 else
2978 {
2980 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2981
2982 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2983 }
2984
2985 GetConstruction().UpdatePhysics();
2986 UpdateNavmesh();
2987 }
2988
2989 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2990 {
2991 //checks for invalid appends; hotfix
2992 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2993 return;
2994 //----------------------------------
2995 string slot_name_mounted = slot_name + "_Mounted";
2996 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2997
2998 //remove proxy physics
2999 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3000 RemoveProxyPhysics( slot_name_mounted );
3001 RemoveProxyPhysics( slot_name );
3002
3003 if ( attachment )
3004 {
3005 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3006 if ( is_locked )
3007 {
3008 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3009 AddProxyPhysics( slot_name_mounted );
3010 }
3011 else
3012 {
3013 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3014 AddProxyPhysics( slot_name );
3015 }
3016 }
3017 }
3018
3019 protected void UpdateNavmesh()
3020 {
3021 SetAffectPathgraph( true, false );
3022 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3023 }
3024
3025 override bool CanUseConstruction()
3026 {
3027 return true;
3028 }
3029
3030 override bool CanUseConstructionBuild()
3031 {
3032 return true;
3033 }
3034
3035 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3036 {
3037 if ( attachment )
3038 {
3039 InventoryLocation inventory_location = new InventoryLocation;
3040 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3041
3042 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3043 }
3044
3045 return false;
3046 }
3047
3048 protected bool IsAttachmentSlotLocked( string slot_name )
3049 {
3050 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3051 }
3052
3053 //--- ATTACHMENT SLOTS
3054 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3055 {
3056 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3057 if ( g_Game.ConfigIsExisting( config_path ) )
3058 {
3059 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3060 }
3061 }
3062
3063 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3064 {
3065 return true;
3066 }
3067
3068 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3069 {
3070 return true;
3071 }
3072
3073 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3074 {
3075 return true;
3076 }
3077
3078 // --- INIT
3080 {
3081 m_Construction = new Construction(this);
3082 return m_Construction;
3083 }
3084
3086 {
3087 return m_Construction;
3088 }
3089
3091 {
3092 return Construction.Cast(m_Construction);
3093 }
3094
3096 {
3097 int attachment_count = GetInventory().AttachmentCount();
3098 if ( attachment_count > 0 )
3099 {
3100 if ( HasBase() && attachment_count == 1 )
3101 {
3102 return false;
3103 }
3104
3105 return true;
3106 }
3107
3108 return false;
3109 }
3110
3111 override bool ShowZonesHealth()
3112 {
3113 return true;
3114 }
3115
3116 override bool IsTakeable()
3117 {
3118 return false;
3119 }
3120
3121 //this into/outo parent.Cargo
3122 override bool CanPutInCargo( EntityAI parent )
3123 {
3124 return false;
3125 }
3126
3127 override bool CanRemoveFromCargo( EntityAI parent )
3128 {
3129 return false;
3130 }
3131
3132 //hands
3133 override bool CanPutIntoHands( EntityAI parent )
3134 {
3135 return false;
3136 }
3137
3138 //--- ACTION CONDITIONS
3139 //direction
3140 override bool IsFacingPlayer( PlayerBase player, string selection )
3141 {
3142 return true;
3143 }
3144
3145 override bool IsPlayerInside( PlayerBase player, string selection )
3146 {
3147 return true;
3148 }
3149
3152 {
3153 return false;
3154 }
3155
3156 //roof check
3157 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3158 {
3159 return false;
3160 }
3161
3162 //selection->player distance check
3163 bool HasProperDistance( string selection, PlayerBase player )
3164 {
3165 return true;
3166 }
3167
3168 //folding
3170 {
3171 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3172 {
3173 return false;
3174 }
3175
3176 return true;
3177 }
3178
3180 {
3183
3184 return item;
3185 }
3186
3187 //Damage triggers (barbed wire)
3188 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3189 {
3190 if ( g_Game && g_Game.IsServer() )
3191 {
3192 //destroy area damage if some already exists
3193 DestroyAreaDamage( slot_name );
3194
3195 //create new area damage
3197 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3198
3199 vector min_max[2];
3200 if ( MemoryPointExists( slot_name + "_min" ) )
3201 {
3202 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3203 }
3204 if ( MemoryPointExists( slot_name + "_max" ) )
3205 {
3206 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3207 }
3208
3209 //get proper trigger extents (min<max)
3210 vector extents[2];
3211 GetConstruction().GetTriggerExtents( min_max, extents );
3212
3213 //get box center
3214 vector center;
3215 center = GetConstruction().GetBoxCenter( min_max );
3216 center = ModelToWorld( center );
3217
3218 //rotate center if needed
3220 CalcDamageAreaRotation( rotation_angle, center, orientation );
3221
3222 areaDamage.SetExtents( extents[0], extents[1] );
3223 areaDamage.SetAreaPosition( center );
3224 areaDamage.SetAreaOrientation( orientation );
3225 areaDamage.SetLoopInterval( 1.0 );
3226 areaDamage.SetDeferDuration( 0.2 );
3227 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3228 areaDamage.SetAmmoName( "BarbedWireHit" );
3229 areaDamage.Spawn();
3230
3231 m_DamageTriggers.Insert( slot_name, areaDamage );
3232 }
3233 }
3234
3235 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3236 {
3237 if ( angle_deg != 0 )
3238 {
3239 //orientation
3240 orientation[0] = orientation[0] - angle_deg;
3241
3242 //center
3243 vector rotate_axis;
3244 if ( MemoryPointExists( "rotate_axis" ) )
3245 {
3246 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3247 }
3248 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];
3249 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];
3250 center[0] = r_center_x;
3251 center[2] = r_center_z;
3252 }
3253 }
3254
3255 void DestroyAreaDamage( string slot_name )
3256 {
3257 if (g_Game && g_Game.IsServer())
3258 {
3260 if (m_DamageTriggers.Find(slot_name, areaDamage))
3261 {
3262 if (areaDamage)
3263 {
3264 areaDamage.Destroy();
3265 }
3266
3267 m_DamageTriggers.Remove( slot_name );
3268 }
3269 }
3270 }
3271
3272 override bool IsIgnoredByConstruction()
3273 {
3274 return true;
3275 }
3276
3277 //================================================================
3278 // SOUNDS
3279 //================================================================
3280 protected void SoundBuildStart( string part_name )
3281 {
3282 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3283 }
3284
3285 protected void SoundDismantleStart( string part_name )
3286 {
3287 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3288 }
3289
3290 protected void SoundDestroyStart( string part_name )
3291 {
3292 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3293 }
3294
3295 protected string GetBuildSoundByMaterial( string part_name )
3296 {
3297 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3298
3299 switch ( material_type )
3300 {
3301 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3302 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3303 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3304 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3305 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3306 }
3307
3308 return "";
3309 }
3310
3311 protected string GetDismantleSoundByMaterial( string part_name )
3312 {
3313 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3314
3315 switch ( material_type )
3316 {
3317 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3318 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3319 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3320 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3321 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3322 }
3323
3324 return "";
3325 }
3326
3327 //misc
3328 void CheckForHybridAttachments( EntityAI item, string slot_name )
3329 {
3330 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3331 {
3332 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3333 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3334 {
3335 SetHealth(slot_name,"Health",item.GetHealth());
3336 }
3337 }
3338 }
3339
3340 override int GetDamageSystemVersionChange()
3341 {
3342 return 111;
3343 }
3344
3345 override void SetActions()
3346 {
3347 super.SetActions();
3348
3352 }
3353
3354 protected void DestroyConstructedParts()
3355 {
3356 Construction construction = GetConstruction();
3357 if (!construction)
3358 return;
3359
3360 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3361 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3362 {
3363 ConstructionPart part = constructionParts.GetElement(i);
3364 if (part && part.IsBuilt() && !part.IsUtilityPart())
3365 {
3366 construction.DestroyPartServer(null, part.GetPartName(), -1);
3367 }
3368 }
3369 }
3370
3371 protected void HandleFallingForConstructedParts()
3372 {
3373 Construction construction = GetConstruction();
3374 if (!construction)
3375 return;
3376
3377 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3378 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3379 {
3380 ConstructionPart part = constructionParts.GetElement(i);
3381 if (part && part.IsBuilt() && !part.IsUtilityPart())
3382 {
3383 construction.HandleEntityFalling(part.GetPartName());
3384 }
3385 }
3386 }
3387
3389 override void OnItemFallRebuilding()
3390 {
3391 if (!g_Game.IsServer())
3392 return;
3393
3396
3397 if (DestroyOnFall())
3398 {
3400 {
3402 }
3403 else
3404 {
3406 {
3408 }
3409 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3410 }
3411 }
3412 }
3413
3415 {
3416 if (HasAnyAttachmentsOrCargo())
3417 {
3419 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3420 }
3421 }
3422
3423 //================================================================
3424 // DEBUG
3425 //================================================================
3426
3429 {
3430 return null;
3431 }
3432
3433 override void OnDebugSpawn()
3434 {
3435 FullyBuild();
3436 }
3437
3438 void FullyBuild()
3439 {
3441 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3442
3443 Man p;
3444
3445 #ifdef SERVER
3446 array<Man> players = new array<Man>;
3447 g_Game.GetWorld().GetPlayerList(players);
3448 if (players.Count())
3449 p = players[0];
3450 #else
3451 p = g_Game.GetPlayer();
3452 #endif
3453
3454 foreach (ConstructionPart part : parts)
3455 {
3456 bool excluded = false;
3457 string partName = part.GetPartName();
3458 if (excludes)
3459 {
3460 foreach (string exclude : excludes)
3461 {
3462 if (partName.Contains(exclude))
3463 {
3464 excluded = true;
3465 break;
3466 }
3467 }
3468 }
3469
3470 if (!excluded)
3471 {
3472 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3473 }
3474 }
3475
3476 GetConstruction().UpdateVisuals();
3477 }
3478
3480 //Deprecated code playpen//
3482 [Obsolete("handled in the Construction component directly")]
3483 protected void HandleItemFalling(ConstructionPart part)
3484 {
3485 }
3486
3487 [Obsolete("handled in the Construction component directly")]
3488 protected void ItemFall(vector min, vector max)
3489 {
3490 }
3491
3492 [Obsolete("obsolete debug method")]
3493 protected void DebugCustomState()
3494 {
3495 }
3496}
3497
3498void bsbDebugPrint (string s)
3499{
3500#ifdef BSB_DEBUG
3501 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3502#else
3503 //Print("" + s); // comment/uncomment to hide/see debug logs
3504#endif
3505}
3506void bsbDebugSpam (string s)
3507{
3508#ifdef BSB_DEBUG_SPAM
3509 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3510#else
3511 //Print("" + s); // comment/uncomment to hide/see debug logs
3512#endif
3513}
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