DayZ 1.30
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◆ DestroyAreaDamage()

void bsbDebugPrint::DestroyAreaDamage ( string slot_name)
protected

См. определение в файле BaseBuildingBase.c строка 2336

2338{
2339 const string ANIMATION_DEPLOYED = "Deployed";
2340
2341 float m_ConstructionKitHealth; //stored health value for used construction kit
2342
2343 bool m_HasBase;
2344 //variables for synchronization of base building parts (2x31 is the current limit)
2345 int m_SyncParts01; //synchronization for already built parts (31 parts)
2346 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2347 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2348 int m_InteractedPartId; //construction part id that an action was performed on
2349 int m_PerformedActionId; //action id that was performed on a construction part
2350 protected ref ConstructionBasic m_Construction;
2351
2352 //Sounds
2353 //build
2354 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2355 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2356 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2357 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2358 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2359 //dismantle
2360 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2361 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2362 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2363 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2364 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2365
2366 protected EffectSound m_Sound;
2367
2371
2372 // Constructor
2373 void BaseBuildingBase()
2374 {
2376
2377 //synchronized variables
2378 RegisterNetSyncVariableInt( "m_SyncParts01" );
2379 RegisterNetSyncVariableInt( "m_SyncParts02" );
2380 RegisterNetSyncVariableInt( "m_SyncParts03" );
2381 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2382 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2383 RegisterNetSyncVariableBool( "m_HasBase" );
2384
2385 //Construction init
2386 ConstructionInit();
2387
2388 if (ConfigIsExisting("hybridAttachments"))
2389 {
2391 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2392 }
2393 if (ConfigIsExisting("mountables"))
2394 {
2396 ConfigGetTextArray("mountables", m_Mountables);
2397 }
2398
2399 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2400 SetAllowDamage(true);
2401 }
2402
2403 override string GetInvulnerabilityTypeString()
2404 {
2405 return "disableBaseDamage";
2406 }
2407
2408 override bool CanObstruct()
2409 {
2410 return true;
2411 }
2412
2413 override int GetHideIconMask()
2414 {
2415 return EInventoryIconVisibility.HIDE_VICINITY;
2416 }
2417
2418 override void InitItemSounds()
2419 {
2420 super.InitItemSounds();
2421
2423 SoundParameters params = new SoundParameters();
2424 params.m_Loop = true;
2425
2426 if (GetFoldSoundset() != string.Empty)
2427 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2428 if (GetLoopFoldSoundset() != string.Empty)
2429 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2430 }
2431
2432 override string GetFoldSoundset()
2433 {
2434 return "putDown_FenceKit_SoundSet";
2435 }
2436
2437 override string GetLoopFoldSoundset()
2438 {
2439 return "Shelter_Site_Build_Loop_SoundSet";
2440 }
2441
2442 // --- SYNCHRONIZATION
2444 {
2445 if ( g_Game.IsServer() )
2446 {
2447 SetSynchDirty();
2448 }
2449 }
2450
2451 override void OnVariablesSynchronized()
2452 {
2453 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2454 super.OnVariablesSynchronized();
2455
2456 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2457 }
2458
2459 protected void OnSynchronizedClient()
2460 {
2461 //update parts
2463
2464 //update action on part
2466
2467 //update visuals (client)
2468 UpdateVisuals();
2469 }
2470
2471 //parts synchronization
2472 void RegisterPartForSync( int part_id )
2473 {
2474 //part_id must starts from index = 1
2475 int offset;
2476 int mask;
2477
2478 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2479 {
2480 offset = part_id - 1;
2481 mask = 1 << offset;
2482
2483 m_SyncParts01 = m_SyncParts01 | mask;
2484 }
2485 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2486 {
2487 offset = ( part_id % 32 );
2488 mask = 1 << offset;
2489
2490 m_SyncParts02 = m_SyncParts02 | mask;
2491 }
2492 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2493 {
2494 offset = ( part_id % 63 );
2495 mask = 1 << offset;
2496
2497 m_SyncParts03 = m_SyncParts03 | mask;
2498 }
2499 }
2500
2501 void UnregisterPartForSync( int part_id )
2502 {
2503 //part_id must starts from index = 1
2504 int offset;
2505 int mask;
2506
2507 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2508 {
2509 offset = part_id - 1;
2510 mask = 1 << offset;
2511
2512 m_SyncParts01 = m_SyncParts01 & ~mask;
2513 }
2514 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2515 {
2516 offset = ( part_id % 32 );
2517 mask = 1 << offset;
2518
2519 m_SyncParts02 = m_SyncParts02 & ~mask;
2520 }
2521 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2522 {
2523 offset = ( part_id % 63 );
2524 mask = 1 << offset;
2525
2526 m_SyncParts03 = m_SyncParts03 & ~mask;
2527 }
2528 }
2529
2530 bool IsPartBuildInSyncData( int part_id )
2531 {
2532 //part_id must starts from index = 1
2533 int offset;
2534 int mask;
2535
2536 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2537 {
2538 offset = part_id - 1;
2539 mask = 1 << offset;
2540
2541 if ( ( m_SyncParts01 & mask ) > 0 )
2542 {
2543 return true;
2544 }
2545 }
2546 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2547 {
2548 offset = ( part_id % 32 );
2549 mask = 1 << offset;
2550
2551 if ( ( m_SyncParts02 & mask ) > 0 )
2552 {
2553 return true;
2554 }
2555 }
2556 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2557 {
2558 offset = ( part_id % 63 );
2559 mask = 1 << offset;
2560
2561 if ( ( m_SyncParts03 & mask ) > 0 )
2562 {
2563 return true;
2564 }
2565 }
2566
2567 return false;
2568 }
2569
2570 protected void RegisterActionForSync( int part_id, int action_id )
2571 {
2572 m_InteractedPartId = part_id;
2573 m_PerformedActionId = action_id;
2574 }
2575
2576 protected void ResetActionSyncData()
2577 {
2578 //reset data
2579 m_InteractedPartId = -1;
2581 }
2582
2583 protected void SetActionFromSyncData()
2584 {
2585 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2586 {
2588 int build_action_id = m_PerformedActionId;
2589
2590 switch( build_action_id )
2591 {
2592 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2593 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2594 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2595 }
2596 }
2597 }
2598 //------
2599
2601 {
2602 string key = part.GetPartName();
2603 bool is_base = part.IsBase();
2604 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2605 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2606 if ( is_part_built_sync )
2607 {
2608 if ( !part.IsBuilt() )
2609 {
2610 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2611 GetConstruction().AddToConstructedParts( key );
2612 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2613
2614 if (is_base)
2615 {
2617 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2618 }
2619 }
2620 }
2621 else
2622 {
2623 if ( part.IsBuilt() )
2624 {
2625 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2626 GetConstruction().RemoveFromConstructedParts( key );
2627 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2628
2629 if (is_base)
2630 {
2632 AddProxyPhysics( ANIMATION_DEPLOYED );
2633 }
2634 }
2635 }
2636
2637 //check slot lock for material attachments
2638 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2639 }
2640
2641 //set construction parts based on synchronized data
2643 {
2644 Construction construction = GetConstruction();
2645 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2646
2647 for ( int i = 0; i < construction_parts.Count(); ++i )
2648 {
2649 string key = construction_parts.GetKey( i );
2650 ConstructionPart value = construction_parts.Get( key );
2651 SetPartFromSyncData(value);
2652 }
2653
2654 //regenerate navmesh
2655 UpdateNavmesh();
2656 }
2657
2658 protected ConstructionPart GetConstructionPartById( int id )
2659 {
2660 Construction construction = GetConstruction();
2661 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2662
2663 for ( int i = 0; i < construction_parts.Count(); ++i )
2664 {
2665 string key = construction_parts.GetKey( i );
2666 ConstructionPart value = construction_parts.Get( key );
2667
2668 if ( value.GetId() == id )
2669 {
2670 return value;
2671 }
2672 }
2673
2674 return NULL;
2675 }
2676 //
2677
2678 //Base
2679 bool HasBase()
2680 {
2681 return m_HasBase;
2682 }
2683
2684 void SetBaseState( bool has_base )
2685 {
2686 m_HasBase = has_base;
2687 }
2688
2689 override bool IsDeployable()
2690 {
2691 return true;
2692 }
2693
2694 bool IsOpened()
2695 {
2696 return false;
2697 }
2698
2699 //--- CONSTRUCTION KIT
2701 {
2702 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2703 if ( m_ConstructionKitHealth > 0 )
2704 {
2705 construction_kit.SetHealth( m_ConstructionKitHealth );
2706 }
2707
2708 return construction_kit;
2709 }
2710
2711 void CreateConstructionKitInHands(notnull PlayerBase player)
2712 {
2713 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2714 if ( m_ConstructionKitHealth > 0 )
2715 {
2716 construction_kit.SetHealth( m_ConstructionKitHealth );
2717 }
2718 }
2719
2720 protected vector GetKitSpawnPosition()
2721 {
2722 return GetPosition();
2723 }
2724
2725 protected string GetConstructionKitType()
2726 {
2727 return "";
2728 }
2729
2730 void DestroyConstructionKit( ItemBase construction_kit )
2731 {
2732 m_ConstructionKitHealth = construction_kit.GetHealth();
2733 g_Game.ObjectDelete( construction_kit );
2734 }
2735
2736 //--- CONSTRUCTION
2737 void DestroyConstruction()
2738 {
2739 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2740 g_Game.ObjectDelete( this );
2741 }
2742
2743 // --- EVENTS
2744 override void EEDelete(EntityAI parent)
2745 {
2746 super.EEDelete(parent);
2747
2748 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2749 {
2750 areaDamage.Destroy();
2751 }
2752
2753 }
2754
2755 override void OnStoreSave( ParamsWriteContext ctx )
2756 {
2757 super.OnStoreSave( ctx );
2758
2759 //sync parts 01
2760 ctx.Write( m_SyncParts01 );
2761 ctx.Write( m_SyncParts02 );
2762 ctx.Write( m_SyncParts03 );
2763
2764 ctx.Write( m_HasBase );
2765 }
2766
2767 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2768 {
2769 if ( !super.OnStoreLoad( ctx, version ) )
2770 return false;
2771
2772 //--- Base building data ---
2773 //Restore synced parts data
2774 if ( !ctx.Read( m_SyncParts01 ) )
2775 {
2776 m_SyncParts01 = 0; //set default
2777 return false;
2778 }
2779 if ( !ctx.Read( m_SyncParts02 ) )
2780 {
2781 m_SyncParts02 = 0; //set default
2782 return false;
2783 }
2784 if ( !ctx.Read( m_SyncParts03 ) )
2785 {
2786 m_SyncParts03 = 0; //set default
2787 return false;
2788 }
2789
2790 //has base
2791 if ( !ctx.Read( m_HasBase ) )
2792 {
2793 m_HasBase = false;
2794 return false;
2795 }
2796 //---
2797
2798 return true;
2799 }
2800
2801 override void AfterStoreLoad()
2802 {
2803 super.AfterStoreLoad();
2804
2806 {
2808 }
2809 }
2810
2812 {
2813 //update server data
2815
2816 //set base state
2817 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2818 SetBaseState( part.IsBuilt() ) ;
2819
2820 //synchronize after load
2822 }
2823
2824 override void OnCreatePhysics()
2825 {
2826 super.OnCreatePhysics();
2827
2828 ConstructionInit();
2830 }
2831
2832 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2833 {
2835 return;
2836
2837 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2838 }
2839
2840 override void EEOnAfterLoad()
2841 {
2843 {
2844 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2845 }
2846
2847 super.EEOnAfterLoad();
2848 }
2849
2850 override void EEItemAttached( EntityAI item, string slot_name )
2851 {
2852 super.EEItemAttached( item, slot_name );
2853
2854 CheckForHybridAttachments( item, slot_name );
2855 UpdateVisuals();
2856 UpdateAttachmentPhysics( slot_name, false );
2857 }
2858
2859 override void EEItemDetached( EntityAI item, string slot_name )
2860 {
2861 super.EEItemDetached( item, slot_name );
2862
2863 UpdateVisuals();
2864 UpdateAttachmentPhysics( slot_name, false );
2865 }
2866
2867 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2868 {
2869 string slot_name = InventorySlots.GetSlotName( slotId );
2870 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2871
2872 UpdateAttachmentVisuals( slot_name, locked );
2873 UpdateAttachmentPhysics( slot_name, locked );
2874 }
2875
2876 //ignore out of reach condition
2877 override bool IgnoreOutOfReachCondition()
2878 {
2879 return true;
2880 }
2881
2882 //CONSTRUCTION EVENTS
2883 //Build
2884 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2885 {
2886 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2887
2888 //check base state
2889 if (construtionPart.IsBase())
2890 {
2891 SetBaseState(true);
2892
2893 //spawn kit
2895 }
2896
2897 //register constructed parts for synchronization
2898 RegisterPartForSync(construtionPart.GetId());
2899
2900 //register action that was performed on part
2901 RegisterActionForSync(construtionPart.GetId(), action_id);
2902
2903 //synchronize
2905
2906 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2907
2908 UpdateNavmesh();
2909
2910 //update visuals
2911 UpdateVisuals();
2912
2913 //reset action sync data
2914 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2915 }
2916
2917 void OnPartBuiltClient(string part_name, int action_id)
2918 {
2919 //play sound
2920 SoundBuildStart( part_name );
2921 }
2922
2923 //Dismantle
2924 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2925 {
2926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2927 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2928
2929 //register constructed parts for synchronization
2930 UnregisterPartForSync(construtionPart.GetId());
2931
2932 //register action that was performed on part
2933 RegisterActionForSync(construtionPart.GetId(), action_id);
2934
2935 //synchronize
2937
2938 // server part of sync, client will be synced from SetPartsFromSyncData
2939 SetPartFromSyncData(construtionPart);
2940
2941 UpdateNavmesh();
2942
2943 //update visuals
2944 UpdateVisuals();
2945
2946 //reset action sync data
2947 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2948
2949 //check base state
2950 if (construtionPart.IsBase())
2951 {
2952 //Destroy construction
2953 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2954 }
2955 }
2956
2957 void OnPartDismantledClient( string part_name, int action_id )
2958 {
2959 //play sound
2960 SoundDismantleStart( part_name );
2961 }
2962
2963 //Destroy
2964 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2965 {
2966 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2967 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2968
2969 //register constructed parts for synchronization
2970 UnregisterPartForSync(construtionPart.GetId());
2971
2972 //register action that was performed on part
2973 RegisterActionForSync(construtionPart.GetId(), action_id);
2974
2975 //synchronize
2977
2978 // server part of sync, client will be synced from SetPartsFromSyncData
2979 SetPartFromSyncData(construtionPart);
2980
2981 UpdateNavmesh();
2982
2983 //update visuals
2984 UpdateVisuals();
2985
2986 //reset action sync data
2987 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2988
2989 //check base state
2990 if (construtionPart.IsBase())
2991 {
2992 //Destroy construction
2993 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2994 }
2995 }
2996
2997 void OnPartDestroyedClient( string part_name, int action_id )
2998 {
2999 //play sound
3000 SoundDestroyStart( part_name );
3001 }
3002
3003 // --- UPDATE
3004 void InitBaseState()
3005 {
3006 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3007
3008 InitVisuals();
3009 UpdateNavmesh(); //regenerate navmesh
3010 }
3011
3012 void InitVisuals()
3013 {
3014 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3015 //check base
3016 if ( !HasBase() )
3017 {
3018 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3019 }
3020 else
3021 {
3022 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3023 }
3024
3025 GetConstruction().InitVisuals();
3026 }
3027
3028 void UpdateVisuals()
3029 {
3030 array<string> attachmentSlots = new array<string>;
3031
3032 GetAttachmentSlots(this, attachmentSlots);
3033 foreach (string slotName : attachmentSlots)
3034 {
3036 }
3037
3038 //check base
3039 if (!HasBase())
3040 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3041 else
3042 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3043
3044 GetConstruction().UpdateVisuals();
3045 }
3046
3047 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3048 {
3049 string slotNameMounted = slot_name + "_Mounted";
3050 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3051
3052 if (attachment)
3053 {
3054 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3055 if (barbedWire && barbedWire.IsMounted())
3056 CreateAreaDamage(slotNameMounted);
3057 else
3058 DestroyAreaDamage(slotNameMounted);
3059
3060 if (is_locked)
3061 {
3062 SetAnimationPhase(slotNameMounted, 0);
3063 SetAnimationPhase(slot_name, 1);
3064 }
3065 else
3066 {
3067 SetAnimationPhase(slotNameMounted, 1);
3068 SetAnimationPhase(slot_name, 0);
3069 }
3070 }
3071 else
3072 {
3073 SetAnimationPhase(slotNameMounted, 1);
3074 SetAnimationPhase(slot_name, 1);
3075
3076 DestroyAreaDamage(slotNameMounted);
3077 }
3078 }
3079
3080 // avoid calling this function on frequent occasions, it's a massive performance hit
3081 void UpdatePhysics()
3082 {
3084 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3085
3086 array<string> attachmentSlots = new array<string>;
3087 GetAttachmentSlots(this, attachmentSlots);
3088
3090 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3091
3092 foreach (string slotName : attachmentSlots)
3093 {
3095 }
3096
3097 //check base
3098 if (!HasBase())
3099 {
3101 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3102
3103 AddProxyPhysics(ANIMATION_DEPLOYED);
3104 }
3105 else
3106 {
3108 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3109
3110 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3111 }
3112
3113 GetConstruction().UpdatePhysics();
3114 UpdateNavmesh();
3115 }
3116
3117 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3118 {
3119 //checks for invalid appends; hotfix
3120 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3121 return;
3122 //----------------------------------
3123 string slot_name_mounted = slot_name + "_Mounted";
3124 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3125
3126 //remove proxy physics
3127 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3128 RemoveProxyPhysics( slot_name_mounted );
3129 RemoveProxyPhysics( slot_name );
3130
3131 if ( attachment )
3132 {
3133 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3134 if ( is_locked )
3135 {
3136 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3137 AddProxyPhysics( slot_name_mounted );
3138 }
3139 else
3140 {
3141 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3142 AddProxyPhysics( slot_name );
3143 }
3144 }
3145 }
3146
3147 protected void UpdateNavmesh()
3148 {
3149 SetAffectPathgraph( true, false );
3150 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3151 }
3152
3153 override bool CanUseConstruction()
3154 {
3155 return true;
3156 }
3157
3158 override bool CanUseConstructionBuild()
3159 {
3160 return true;
3161 }
3162
3163 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3164 {
3165 if ( attachment )
3166 {
3167 InventoryLocation inventory_location = new InventoryLocation;
3168 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3169
3170 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3171 }
3172
3173 return false;
3174 }
3175
3176 protected bool IsAttachmentSlotLocked( string slot_name )
3177 {
3178 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3179 }
3180
3181 //--- ATTACHMENT SLOTS
3182 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3183 {
3184 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3185 if ( g_Game.ConfigIsExisting( config_path ) )
3186 {
3187 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3188 }
3189 }
3190
3191 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3192 {
3193 return true;
3194 }
3195
3196 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3197 {
3198 return true;
3199 }
3200
3201 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3202 {
3203 return true;
3204 }
3205
3206 // --- INIT
3208 {
3209 m_Construction = new Construction(this);
3210 return m_Construction;
3211 }
3212
3214 {
3215 return m_Construction;
3216 }
3217
3219 {
3220 return Construction.Cast(m_Construction);
3221 }
3222
3224 {
3225 int attachment_count = GetInventory().AttachmentCount();
3226 if ( attachment_count > 0 )
3227 {
3228 if ( HasBase() && attachment_count == 1 )
3229 {
3230 return false;
3231 }
3232
3233 return true;
3234 }
3235
3236 return false;
3237 }
3238
3239 override bool ShowZonesHealth()
3240 {
3241 return true;
3242 }
3243
3244 override bool IsTakeable()
3245 {
3246 return false;
3247 }
3248
3249 //this into/outo parent.Cargo
3250 override bool CanPutInCargo( EntityAI parent )
3251 {
3252 return false;
3253 }
3254
3255 override bool CanRemoveFromCargo( EntityAI parent )
3256 {
3257 return false;
3258 }
3259
3260 //hands
3261 override bool CanPutIntoHands( EntityAI parent )
3262 {
3263 return false;
3264 }
3265
3266 //--- ACTION CONDITIONS
3267 //direction
3268 override bool IsFacingPlayer( PlayerBase player, string selection )
3269 {
3270 return true;
3271 }
3272
3273 override bool IsPlayerInside( PlayerBase player, string selection )
3274 {
3275 return true;
3276 }
3277
3280 {
3281 return false;
3282 }
3283
3284 //roof check
3285 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3286 {
3287 return false;
3288 }
3289
3290 //selection->player distance check
3291 bool HasProperDistance( string selection, PlayerBase player )
3292 {
3293 return true;
3294 }
3295
3296 //folding
3298 {
3299 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3300 {
3301 return false;
3302 }
3303
3304 return true;
3305 }
3306
3308 {
3311
3312 return item;
3313 }
3314
3315 //Damage triggers (barbed wire)
3316 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3317 {
3318 if ( g_Game && g_Game.IsServer() )
3319 {
3320 //destroy area damage if some already exists
3321 DestroyAreaDamage( slot_name );
3322
3323 //create new area damage
3325 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3326
3327 vector min_max[2];
3328 if ( MemoryPointExists( slot_name + "_min" ) )
3329 {
3330 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3331 }
3332 if ( MemoryPointExists( slot_name + "_max" ) )
3333 {
3334 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3335 }
3336
3337 //get proper trigger extents (min<max)
3338 vector extents[2];
3339 GetConstruction().GetTriggerExtents( min_max, extents );
3340
3341 //get box center
3342 vector center;
3343 center = GetConstruction().GetBoxCenter( min_max );
3344 center = ModelToWorld( center );
3345
3346 //rotate center if needed
3348 CalcDamageAreaRotation( rotation_angle, center, orientation );
3349
3350 areaDamage.SetExtents( extents[0], extents[1] );
3351 areaDamage.SetAreaPosition( center );
3352 areaDamage.SetAreaOrientation( orientation );
3353 areaDamage.SetLoopInterval( 1.0 );
3354 areaDamage.SetDeferDuration( 0.2 );
3355 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3356 areaDamage.SetAmmoName( "BarbedWireHit" );
3357 areaDamage.Spawn();
3358
3359 m_DamageTriggers.Insert( slot_name, areaDamage );
3360 }
3361 }
3362
3363 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3364 {
3365 if ( angle_deg != 0 )
3366 {
3367 //orientation
3368 orientation[0] = orientation[0] - angle_deg;
3369
3370 //center
3371 vector rotate_axis;
3372 if ( MemoryPointExists( "rotate_axis" ) )
3373 {
3374 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3375 }
3376 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];
3377 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];
3378 center[0] = r_center_x;
3379 center[2] = r_center_z;
3380 }
3381 }
3382
3383 void DestroyAreaDamage( string slot_name )
3384 {
3385 if (g_Game && g_Game.IsServer())
3386 {
3388 if (m_DamageTriggers.Find(slot_name, areaDamage))
3389 {
3390 if (areaDamage)
3391 {
3392 areaDamage.Destroy();
3393 }
3394
3395 m_DamageTriggers.Remove( slot_name );
3396 }
3397 }
3398 }
3399
3400 override bool IsIgnoredByConstruction()
3401 {
3402 return true;
3403 }
3404
3405 //================================================================
3406 // SOUNDS
3407 //================================================================
3408 protected void SoundBuildStart( string part_name )
3409 {
3410 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3411 }
3412
3413 protected void SoundDismantleStart( string part_name )
3414 {
3415 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3416 }
3417
3418 protected void SoundDestroyStart( string part_name )
3419 {
3420 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3421 }
3422
3423 protected string GetBuildSoundByMaterial( string part_name )
3424 {
3425 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3426
3427 switch ( material_type )
3428 {
3429 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3430 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3431 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3432 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3433 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3434 }
3435
3436 return "";
3437 }
3438
3439 protected string GetDismantleSoundByMaterial( string part_name )
3440 {
3441 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3442
3443 switch ( material_type )
3444 {
3445 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3446 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3447 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3448 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3449 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3450 }
3451
3452 return "";
3453 }
3454
3455 //misc
3456 void CheckForHybridAttachments( EntityAI item, string slot_name )
3457 {
3458 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3459 {
3460 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3461 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3462 {
3463 SetHealth(slot_name,"Health",item.GetHealth());
3464 }
3465 }
3466 }
3467
3468 override int GetDamageSystemVersionChange()
3469 {
3470 return 111;
3471 }
3472
3473 override void SetActions()
3474 {
3475 super.SetActions();
3476
3480 }
3481
3482 protected void DestroyConstructedParts()
3483 {
3484 Construction construction = GetConstruction();
3485 if (!construction)
3486 return;
3487
3488 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3489 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3490 {
3491 ConstructionPart part = constructionParts.GetElement(i);
3492 if (part && part.IsBuilt() && !part.IsUtilityPart())
3493 {
3494 construction.DestroyPartServer(null, part.GetPartName(), -1);
3495 }
3496 }
3497 }
3498
3499 protected void HandleFallingForConstructedParts()
3500 {
3501 Construction construction = GetConstruction();
3502 if (!construction)
3503 return;
3504
3505 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3506 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3507 {
3508 ConstructionPart part = constructionParts.GetElement(i);
3509 if (part && part.IsBuilt() && !part.IsUtilityPart())
3510 {
3511 construction.HandleEntityFalling(part.GetPartName());
3512 }
3513 }
3514 }
3515
3517 override void OnItemFallRebuilding()
3518 {
3519 if (!g_Game.IsServer())
3520 return;
3521
3524
3525 if (DestroyOnFall())
3526 {
3528 {
3530 }
3531 else
3532 {
3534 {
3536 }
3537 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3538 }
3539 }
3540 }
3541
3543 {
3544 if (HasAnyAttachmentsOrCargo())
3545 {
3547 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3548 }
3549 }
3550
3551 //================================================================
3552 // DEBUG
3553 //================================================================
3554
3557 {
3558 return null;
3559 }
3560
3561 override void OnDebugSpawn()
3562 {
3563 FullyBuild();
3564 }
3565
3566 void FullyBuild()
3567 {
3569 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3570
3571 Man p;
3572
3573 #ifdef SERVER
3574 array<Man> players = new array<Man>;
3575 g_Game.GetWorld().GetPlayerList(players);
3576 if (players.Count())
3577 p = players[0];
3578 #else
3579 p = g_Game.GetPlayer();
3580 #endif
3581
3582 foreach (ConstructionPart part : parts)
3583 {
3584 bool excluded = false;
3585 string partName = part.GetPartName();
3586 if (excludes)
3587 {
3588 foreach (string exclude : excludes)
3589 {
3590 if (partName.Contains(exclude))
3591 {
3592 excluded = true;
3593 break;
3594 }
3595 }
3596 }
3597
3598 if (!excluded)
3599 {
3600 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3601 }
3602 }
3603
3604 GetConstruction().UpdateVisuals();
3605 }
3606
3608 //Deprecated code playpen//
3610 [Obsolete("handled in the Construction component directly")]
3611 protected void HandleItemFalling(ConstructionPart part)
3612 {
3613 }
3614
3615 [Obsolete("handled in the Construction component directly")]
3616 protected void ItemFall(vector min, vector max)
3617 {
3618 }
3619
3620 [Obsolete("obsolete debug method")]
3621 protected void DebugCustomState()
3622 {
3623 }
3624}
3625
3626void bsbDebugPrint (string s)
3627{
3628#ifdef BSB_DEBUG
3629 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3630#else
3631 //Print("" + s); // comment/uncomment to hide/see debug logs
3632#endif
3633}
3634void bsbDebugSpam (string s)
3635{
3636#ifdef BSB_DEBUG_SPAM
3637 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3638#else
3639 //Print("" + s); // comment/uncomment to hide/see debug logs
3640#endif
3641}
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