DayZ 1.30
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◆ DestroyConstructedParts()

void bsbDebugPrint::DestroyConstructedParts ( )
protected

См. определение в файле BaseBuildingBase.c строка 2435

2437{
2438 const string ANIMATION_DEPLOYED = "Deployed";
2439
2440 float m_ConstructionKitHealth; //stored health value for used construction kit
2441
2442 bool m_HasBase;
2443 //variables for synchronization of base building parts (2x31 is the current limit)
2444 int m_SyncParts01; //synchronization for already built parts (31 parts)
2445 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2446 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2447 int m_InteractedPartId; //construction part id that an action was performed on
2448 int m_PerformedActionId; //action id that was performed on a construction part
2449 protected ref ConstructionBasic m_Construction;
2450
2451 //Sounds
2452 //build
2453 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2454 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2455 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2456 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2457 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2458 //dismantle
2459 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2460 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2461 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2462 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2463 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2464
2465 protected EffectSound m_Sound;
2466
2470
2471 // Constructor
2472 void BaseBuildingBase()
2473 {
2475
2476 //synchronized variables
2477 RegisterNetSyncVariableInt( "m_SyncParts01" );
2478 RegisterNetSyncVariableInt( "m_SyncParts02" );
2479 RegisterNetSyncVariableInt( "m_SyncParts03" );
2480 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2481 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2482 RegisterNetSyncVariableBool( "m_HasBase" );
2483
2484 //Construction init
2485 ConstructionInit();
2486
2487 if (ConfigIsExisting("hybridAttachments"))
2488 {
2490 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2491 }
2492 if (ConfigIsExisting("mountables"))
2493 {
2495 ConfigGetTextArray("mountables", m_Mountables);
2496 }
2497
2498 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2499 SetAllowDamage(true);
2500 }
2501
2502 override string GetInvulnerabilityTypeString()
2503 {
2504 return "disableBaseDamage";
2505 }
2506
2507 override bool CanObstruct()
2508 {
2509 return true;
2510 }
2511
2512 override int GetHideIconMask()
2513 {
2514 return EInventoryIconVisibility.HIDE_VICINITY;
2515 }
2516
2517 override void InitItemSounds()
2518 {
2519 super.InitItemSounds();
2520
2522 SoundParameters params = new SoundParameters();
2523 params.m_Loop = true;
2524
2525 if (GetFoldSoundset() != string.Empty)
2526 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2527 if (GetLoopFoldSoundset() != string.Empty)
2528 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2529 }
2530
2531 override string GetFoldSoundset()
2532 {
2533 return "putDown_FenceKit_SoundSet";
2534 }
2535
2536 override string GetLoopFoldSoundset()
2537 {
2538 return "Shelter_Site_Build_Loop_SoundSet";
2539 }
2540
2541 // --- SYNCHRONIZATION
2543 {
2544 if ( g_Game.IsServer() )
2545 {
2546 SetSynchDirty();
2547 }
2548 }
2549
2550 override void OnVariablesSynchronized()
2551 {
2552 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2553 super.OnVariablesSynchronized();
2554
2555 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2556 }
2557
2558 protected void OnSynchronizedClient()
2559 {
2560 //update parts
2562
2563 //update action on part
2565
2566 //update visuals (client)
2567 UpdateVisuals();
2568 }
2569
2570 //parts synchronization
2571 void RegisterPartForSync( int part_id )
2572 {
2573 //part_id must starts from index = 1
2574 int offset;
2575 int mask;
2576
2577 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2578 {
2579 offset = part_id - 1;
2580 mask = 1 << offset;
2581
2582 m_SyncParts01 = m_SyncParts01 | mask;
2583 }
2584 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2585 {
2586 offset = ( part_id % 32 );
2587 mask = 1 << offset;
2588
2589 m_SyncParts02 = m_SyncParts02 | mask;
2590 }
2591 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2592 {
2593 offset = ( part_id % 63 );
2594 mask = 1 << offset;
2595
2596 m_SyncParts03 = m_SyncParts03 | mask;
2597 }
2598 }
2599
2600 void UnregisterPartForSync( int part_id )
2601 {
2602 //part_id must starts from index = 1
2603 int offset;
2604 int mask;
2605
2606 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2607 {
2608 offset = part_id - 1;
2609 mask = 1 << offset;
2610
2611 m_SyncParts01 = m_SyncParts01 & ~mask;
2612 }
2613 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2614 {
2615 offset = ( part_id % 32 );
2616 mask = 1 << offset;
2617
2618 m_SyncParts02 = m_SyncParts02 & ~mask;
2619 }
2620 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2621 {
2622 offset = ( part_id % 63 );
2623 mask = 1 << offset;
2624
2625 m_SyncParts03 = m_SyncParts03 & ~mask;
2626 }
2627 }
2628
2629 bool IsPartBuildInSyncData( int part_id )
2630 {
2631 //part_id must starts from index = 1
2632 int offset;
2633 int mask;
2634
2635 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2636 {
2637 offset = part_id - 1;
2638 mask = 1 << offset;
2639
2640 if ( ( m_SyncParts01 & mask ) > 0 )
2641 {
2642 return true;
2643 }
2644 }
2645 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2646 {
2647 offset = ( part_id % 32 );
2648 mask = 1 << offset;
2649
2650 if ( ( m_SyncParts02 & mask ) > 0 )
2651 {
2652 return true;
2653 }
2654 }
2655 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2656 {
2657 offset = ( part_id % 63 );
2658 mask = 1 << offset;
2659
2660 if ( ( m_SyncParts03 & mask ) > 0 )
2661 {
2662 return true;
2663 }
2664 }
2665
2666 return false;
2667 }
2668
2669 protected void RegisterActionForSync( int part_id, int action_id )
2670 {
2671 m_InteractedPartId = part_id;
2672 m_PerformedActionId = action_id;
2673 }
2674
2675 protected void ResetActionSyncData()
2676 {
2677 //reset data
2678 m_InteractedPartId = -1;
2680 }
2681
2682 protected void SetActionFromSyncData()
2683 {
2684 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2685 {
2687 int build_action_id = m_PerformedActionId;
2688
2689 switch( build_action_id )
2690 {
2691 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2692 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2693 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2694 }
2695 }
2696 }
2697 //------
2698
2700 {
2701 string key = part.GetPartName();
2702 bool is_base = part.IsBase();
2703 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2704 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2705 if ( is_part_built_sync )
2706 {
2707 if ( !part.IsBuilt() )
2708 {
2709 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2710 GetConstruction().AddToConstructedParts( key );
2711 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2712
2713 if (is_base)
2714 {
2716 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2717 }
2718 }
2719 }
2720 else
2721 {
2722 if ( part.IsBuilt() )
2723 {
2724 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2725 GetConstruction().RemoveFromConstructedParts( key );
2726 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2727
2728 if (is_base)
2729 {
2731 AddProxyPhysics( ANIMATION_DEPLOYED );
2732 }
2733 }
2734 }
2735
2736 //check slot lock for material attachments
2737 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2738 }
2739
2740 //set construction parts based on synchronized data
2742 {
2743 Construction construction = GetConstruction();
2744 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2745
2746 for ( int i = 0; i < construction_parts.Count(); ++i )
2747 {
2748 string key = construction_parts.GetKey( i );
2749 ConstructionPart value = construction_parts.Get( key );
2750 SetPartFromSyncData(value);
2751 }
2752
2753 //regenerate navmesh
2754 UpdateNavmesh();
2755 }
2756
2757 protected ConstructionPart GetConstructionPartById( int id )
2758 {
2759 Construction construction = GetConstruction();
2760 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2761
2762 for ( int i = 0; i < construction_parts.Count(); ++i )
2763 {
2764 string key = construction_parts.GetKey( i );
2765 ConstructionPart value = construction_parts.Get( key );
2766
2767 if ( value.GetId() == id )
2768 {
2769 return value;
2770 }
2771 }
2772
2773 return NULL;
2774 }
2775 //
2776
2777 //Base
2778 bool HasBase()
2779 {
2780 return m_HasBase;
2781 }
2782
2783 void SetBaseState( bool has_base )
2784 {
2785 m_HasBase = has_base;
2786 }
2787
2788 override bool IsDeployable()
2789 {
2790 return true;
2791 }
2792
2793 bool IsOpened()
2794 {
2795 return false;
2796 }
2797
2798 //--- CONSTRUCTION KIT
2800 {
2801 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2802 if ( m_ConstructionKitHealth > 0 )
2803 {
2804 construction_kit.SetHealth( m_ConstructionKitHealth );
2805 }
2806
2807 return construction_kit;
2808 }
2809
2810 void CreateConstructionKitInHands(notnull PlayerBase player)
2811 {
2812 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2813 if ( m_ConstructionKitHealth > 0 )
2814 {
2815 construction_kit.SetHealth( m_ConstructionKitHealth );
2816 }
2817 }
2818
2819 protected vector GetKitSpawnPosition()
2820 {
2821 return GetPosition();
2822 }
2823
2824 protected string GetConstructionKitType()
2825 {
2826 return "";
2827 }
2828
2829 void DestroyConstructionKit( ItemBase construction_kit )
2830 {
2831 m_ConstructionKitHealth = construction_kit.GetHealth();
2832 g_Game.ObjectDelete( construction_kit );
2833 }
2834
2835 //--- CONSTRUCTION
2836 void DestroyConstruction()
2837 {
2838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2839 g_Game.ObjectDelete( this );
2840 }
2841
2842 // --- EVENTS
2843 override void EEDelete(EntityAI parent)
2844 {
2845 super.EEDelete(parent);
2846
2847 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2848 {
2849 areaDamage.Destroy();
2850 }
2851
2852 }
2853
2854 override void OnStoreSave( ParamsWriteContext ctx )
2855 {
2856 super.OnStoreSave( ctx );
2857
2858 //sync parts 01
2859 ctx.Write( m_SyncParts01 );
2860 ctx.Write( m_SyncParts02 );
2861 ctx.Write( m_SyncParts03 );
2862
2863 ctx.Write( m_HasBase );
2864 }
2865
2866 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2867 {
2868 if ( !super.OnStoreLoad( ctx, version ) )
2869 return false;
2870
2871 //--- Base building data ---
2872 //Restore synced parts data
2873 if ( !ctx.Read( m_SyncParts01 ) )
2874 {
2875 m_SyncParts01 = 0; //set default
2876 return false;
2877 }
2878 if ( !ctx.Read( m_SyncParts02 ) )
2879 {
2880 m_SyncParts02 = 0; //set default
2881 return false;
2882 }
2883 if ( !ctx.Read( m_SyncParts03 ) )
2884 {
2885 m_SyncParts03 = 0; //set default
2886 return false;
2887 }
2888
2889 //has base
2890 if ( !ctx.Read( m_HasBase ) )
2891 {
2892 m_HasBase = false;
2893 return false;
2894 }
2895 //---
2896
2897 return true;
2898 }
2899
2900 override void AfterStoreLoad()
2901 {
2902 super.AfterStoreLoad();
2903
2905 {
2907 }
2908 }
2909
2911 {
2912 //update server data
2914
2915 //set base state
2916 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2917 SetBaseState( part.IsBuilt() ) ;
2918
2919 //synchronize after load
2921 }
2922
2923 override void OnCreatePhysics()
2924 {
2925 super.OnCreatePhysics();
2926
2927 ConstructionInit();
2929 }
2930
2931 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2932 {
2934 return;
2935
2936 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2937 }
2938
2939 override void EEOnAfterLoad()
2940 {
2942 {
2943 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2944 }
2945
2946 super.EEOnAfterLoad();
2947 }
2948
2949 override void EEItemAttached( EntityAI item, string slot_name )
2950 {
2951 super.EEItemAttached( item, slot_name );
2952
2953 CheckForHybridAttachments( item, slot_name );
2954 UpdateVisuals();
2955 UpdateAttachmentPhysics( slot_name, false );
2956 }
2957
2958 override void EEItemDetached( EntityAI item, string slot_name )
2959 {
2960 super.EEItemDetached( item, slot_name );
2961
2962 UpdateVisuals();
2963 UpdateAttachmentPhysics( slot_name, false );
2964 }
2965
2966 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2967 {
2968 string slot_name = InventorySlots.GetSlotName( slotId );
2969 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2970
2971 UpdateAttachmentVisuals( slot_name, locked );
2972 UpdateAttachmentPhysics( slot_name, locked );
2973 }
2974
2975 //ignore out of reach condition
2976 override bool IgnoreOutOfReachCondition()
2977 {
2978 return true;
2979 }
2980
2981 //CONSTRUCTION EVENTS
2982 //Build
2983 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2984 {
2985 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2986
2987 //check base state
2988 if (construtionPart.IsBase())
2989 {
2990 SetBaseState(true);
2991
2992 //spawn kit
2994 }
2995
2996 //register constructed parts for synchronization
2997 RegisterPartForSync(construtionPart.GetId());
2998
2999 //register action that was performed on part
3000 RegisterActionForSync(construtionPart.GetId(), action_id);
3001
3002 //synchronize
3004
3005 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3006
3007 UpdateNavmesh();
3008
3009 //update visuals
3010 UpdateVisuals();
3011
3012 //reset action sync data
3013 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3014 }
3015
3016 void OnPartBuiltClient(string part_name, int action_id)
3017 {
3018 //play sound
3019 SoundBuildStart( part_name );
3020 }
3021
3022 //Dismantle
3023 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3024 {
3025 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3026 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3027
3028 //register constructed parts for synchronization
3029 UnregisterPartForSync(construtionPart.GetId());
3030
3031 //register action that was performed on part
3032 RegisterActionForSync(construtionPart.GetId(), action_id);
3033
3034 //synchronize
3036
3037 // server part of sync, client will be synced from SetPartsFromSyncData
3038 SetPartFromSyncData(construtionPart);
3039
3040 UpdateNavmesh();
3041
3042 //update visuals
3043 UpdateVisuals();
3044
3045 //reset action sync data
3046 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3047
3048 //check base state
3049 if (construtionPart.IsBase())
3050 {
3051 //Destroy construction
3052 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3053 }
3054 }
3055
3056 void OnPartDismantledClient( string part_name, int action_id )
3057 {
3058 //play sound
3059 SoundDismantleStart( part_name );
3060 }
3061
3062 //Destroy
3063 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3064 {
3065 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3066 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3067
3068 //register constructed parts for synchronization
3069 UnregisterPartForSync(construtionPart.GetId());
3070
3071 //register action that was performed on part
3072 RegisterActionForSync(construtionPart.GetId(), action_id);
3073
3074 //synchronize
3076
3077 // server part of sync, client will be synced from SetPartsFromSyncData
3078 SetPartFromSyncData(construtionPart);
3079
3080 UpdateNavmesh();
3081
3082 //update visuals
3083 UpdateVisuals();
3084
3085 //reset action sync data
3086 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3087
3088 //check base state
3089 if (construtionPart.IsBase())
3090 {
3091 //Destroy construction
3092 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3093 }
3094 }
3095
3096 void OnPartDestroyedClient( string part_name, int action_id )
3097 {
3098 //play sound
3099 SoundDestroyStart( part_name );
3100 }
3101
3102 // --- UPDATE
3103 void InitBaseState()
3104 {
3105 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3106
3107 InitVisuals();
3108 UpdateNavmesh(); //regenerate navmesh
3109 }
3110
3111 void InitVisuals()
3112 {
3113 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3114 //check base
3115 if ( !HasBase() )
3116 {
3117 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3118 }
3119 else
3120 {
3121 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3122 }
3123
3124 GetConstruction().InitVisuals();
3125 }
3126
3127 void UpdateVisuals()
3128 {
3129 array<string> attachmentSlots = new array<string>;
3130
3131 GetAttachmentSlots(this, attachmentSlots);
3132 foreach (string slotName : attachmentSlots)
3133 {
3135 }
3136
3137 //check base
3138 if (!HasBase())
3139 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3140 else
3141 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3142
3143 GetConstruction().UpdateVisuals();
3144 }
3145
3146 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3147 {
3148 string slotNameMounted = slot_name + "_Mounted";
3149 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3150
3151 if (attachment)
3152 {
3153 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3154 if (barbedWire && barbedWire.IsMounted())
3155 CreateAreaDamage(slotNameMounted);
3156 else
3157 DestroyAreaDamage(slotNameMounted);
3158
3159 if (is_locked)
3160 {
3161 SetAnimationPhase(slotNameMounted, 0);
3162 SetAnimationPhase(slot_name, 1);
3163 }
3164 else
3165 {
3166 SetAnimationPhase(slotNameMounted, 1);
3167 SetAnimationPhase(slot_name, 0);
3168 }
3169 }
3170 else
3171 {
3172 SetAnimationPhase(slotNameMounted, 1);
3173 SetAnimationPhase(slot_name, 1);
3174
3175 DestroyAreaDamage(slotNameMounted);
3176 }
3177 }
3178
3179 // avoid calling this function on frequent occasions, it's a massive performance hit
3180 void UpdatePhysics()
3181 {
3183 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3184
3185 array<string> attachmentSlots = new array<string>;
3186 GetAttachmentSlots(this, attachmentSlots);
3187
3189 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3190
3191 foreach (string slotName : attachmentSlots)
3192 {
3194 }
3195
3196 //check base
3197 if (!HasBase())
3198 {
3200 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3201
3202 AddProxyPhysics(ANIMATION_DEPLOYED);
3203 }
3204 else
3205 {
3207 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3208
3209 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3210 }
3211
3212 GetConstruction().UpdatePhysics();
3213 UpdateNavmesh();
3214 }
3215
3216 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3217 {
3218 //checks for invalid appends; hotfix
3219 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3220 return;
3221 //----------------------------------
3222 string slot_name_mounted = slot_name + "_Mounted";
3223 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3224
3225 //remove proxy physics
3226 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3227 RemoveProxyPhysics( slot_name_mounted );
3228 RemoveProxyPhysics( slot_name );
3229
3230 if ( attachment )
3231 {
3232 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3233 if ( is_locked )
3234 {
3235 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3236 AddProxyPhysics( slot_name_mounted );
3237 }
3238 else
3239 {
3240 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3241 AddProxyPhysics( slot_name );
3242 }
3243 }
3244 }
3245
3246 protected void UpdateNavmesh()
3247 {
3248 SetAffectPathgraph( true, false );
3249 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3250 }
3251
3252 override bool CanUseConstruction()
3253 {
3254 return true;
3255 }
3256
3257 override bool CanUseConstructionBuild()
3258 {
3259 return true;
3260 }
3261
3262 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3263 {
3264 if ( attachment )
3265 {
3266 InventoryLocation inventory_location = new InventoryLocation;
3267 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3268
3269 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3270 }
3271
3272 return false;
3273 }
3274
3275 protected bool IsAttachmentSlotLocked( string slot_name )
3276 {
3277 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3278 }
3279
3280 //--- ATTACHMENT SLOTS
3281 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3282 {
3283 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3284 if ( g_Game.ConfigIsExisting( config_path ) )
3285 {
3286 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3287 }
3288 }
3289
3290 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3291 {
3292 return true;
3293 }
3294
3295 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3296 {
3297 return true;
3298 }
3299
3300 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3301 {
3302 return true;
3303 }
3304
3305 // --- INIT
3307 {
3308 m_Construction = new Construction(this);
3309 return m_Construction;
3310 }
3311
3313 {
3314 return m_Construction;
3315 }
3316
3318 {
3319 return Construction.Cast(m_Construction);
3320 }
3321
3323 {
3324 int attachment_count = GetInventory().AttachmentCount();
3325 if ( attachment_count > 0 )
3326 {
3327 if ( HasBase() && attachment_count == 1 )
3328 {
3329 return false;
3330 }
3331
3332 return true;
3333 }
3334
3335 return false;
3336 }
3337
3338 override bool ShowZonesHealth()
3339 {
3340 return true;
3341 }
3342
3343 override bool IsTakeable()
3344 {
3345 return false;
3346 }
3347
3348 //this into/outo parent.Cargo
3349 override bool CanPutInCargo( EntityAI parent )
3350 {
3351 return false;
3352 }
3353
3354 override bool CanRemoveFromCargo( EntityAI parent )
3355 {
3356 return false;
3357 }
3358
3359 //hands
3360 override bool CanPutIntoHands( EntityAI parent )
3361 {
3362 return false;
3363 }
3364
3365 //--- ACTION CONDITIONS
3366 //direction
3367 override bool IsFacingPlayer( PlayerBase player, string selection )
3368 {
3369 return true;
3370 }
3371
3372 override bool IsPlayerInside( PlayerBase player, string selection )
3373 {
3374 return true;
3375 }
3376
3379 {
3380 return false;
3381 }
3382
3383 //roof check
3384 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3385 {
3386 return false;
3387 }
3388
3389 //selection->player distance check
3390 bool HasProperDistance( string selection, PlayerBase player )
3391 {
3392 return true;
3393 }
3394
3395 //folding
3397 {
3398 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3399 {
3400 return false;
3401 }
3402
3403 return true;
3404 }
3405
3407 {
3410
3411 return item;
3412 }
3413
3414 //Damage triggers (barbed wire)
3415 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3416 {
3417 if ( g_Game && g_Game.IsServer() )
3418 {
3419 //destroy area damage if some already exists
3420 DestroyAreaDamage( slot_name );
3421
3422 //create new area damage
3424 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3425
3426 vector min_max[2];
3427 if ( MemoryPointExists( slot_name + "_min" ) )
3428 {
3429 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3430 }
3431 if ( MemoryPointExists( slot_name + "_max" ) )
3432 {
3433 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3434 }
3435
3436 //get proper trigger extents (min<max)
3437 vector extents[2];
3438 GetConstruction().GetTriggerExtents( min_max, extents );
3439
3440 //get box center
3441 vector center;
3442 center = GetConstruction().GetBoxCenter( min_max );
3443 center = ModelToWorld( center );
3444
3445 //rotate center if needed
3447 CalcDamageAreaRotation( rotation_angle, center, orientation );
3448
3449 areaDamage.SetExtents( extents[0], extents[1] );
3450 areaDamage.SetAreaPosition( center );
3451 areaDamage.SetAreaOrientation( orientation );
3452 areaDamage.SetLoopInterval( 1.0 );
3453 areaDamage.SetDeferDuration( 0.2 );
3454 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3455 areaDamage.SetAmmoName( "BarbedWireHit" );
3456 areaDamage.Spawn();
3457
3458 m_DamageTriggers.Insert( slot_name, areaDamage );
3459 }
3460 }
3461
3462 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3463 {
3464 if ( angle_deg != 0 )
3465 {
3466 //orientation
3467 orientation[0] = orientation[0] - angle_deg;
3468
3469 //center
3470 vector rotate_axis;
3471 if ( MemoryPointExists( "rotate_axis" ) )
3472 {
3473 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3474 }
3475 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];
3476 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];
3477 center[0] = r_center_x;
3478 center[2] = r_center_z;
3479 }
3480 }
3481
3482 void DestroyAreaDamage( string slot_name )
3483 {
3484 if (g_Game && g_Game.IsServer())
3485 {
3487 if (m_DamageTriggers.Find(slot_name, areaDamage))
3488 {
3489 if (areaDamage)
3490 {
3491 areaDamage.Destroy();
3492 }
3493
3494 m_DamageTriggers.Remove( slot_name );
3495 }
3496 }
3497 }
3498
3499 override bool IsIgnoredByConstruction()
3500 {
3501 return true;
3502 }
3503
3504 //================================================================
3505 // SOUNDS
3506 //================================================================
3507 protected void SoundBuildStart( string part_name )
3508 {
3509 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3510 }
3511
3512 protected void SoundDismantleStart( string part_name )
3513 {
3514 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3515 }
3516
3517 protected void SoundDestroyStart( string part_name )
3518 {
3519 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3520 }
3521
3522 protected string GetBuildSoundByMaterial( string part_name )
3523 {
3524 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3525
3526 switch ( material_type )
3527 {
3528 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3529 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3530 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3531 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3532 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3533 }
3534
3535 return "";
3536 }
3537
3538 protected string GetDismantleSoundByMaterial( string part_name )
3539 {
3540 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3541
3542 switch ( material_type )
3543 {
3544 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3545 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3546 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3547 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3548 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3549 }
3550
3551 return "";
3552 }
3553
3554 //misc
3555 void CheckForHybridAttachments( EntityAI item, string slot_name )
3556 {
3557 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3558 {
3559 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3560 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3561 {
3562 SetHealth(slot_name,"Health",item.GetHealth());
3563 }
3564 }
3565 }
3566
3567 override int GetDamageSystemVersionChange()
3568 {
3569 return 111;
3570 }
3571
3572 override void SetActions()
3573 {
3574 super.SetActions();
3575
3579 }
3580
3581 protected void DestroyConstructedParts()
3582 {
3583 Construction construction = GetConstruction();
3584 if (!construction)
3585 return;
3586
3587 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3588 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3589 {
3590 ConstructionPart part = constructionParts.GetElement(i);
3591 if (part && part.IsBuilt() && !part.IsUtilityPart())
3592 {
3593 construction.DestroyPartServer(null, part.GetPartName(), -1);
3594 }
3595 }
3596 }
3597
3598 protected void HandleFallingForConstructedParts()
3599 {
3600 Construction construction = GetConstruction();
3601 if (!construction)
3602 return;
3603
3604 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3605 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3606 {
3607 ConstructionPart part = constructionParts.GetElement(i);
3608 if (part && part.IsBuilt() && !part.IsUtilityPart())
3609 {
3610 construction.HandleEntityFalling(part.GetPartName());
3611 }
3612 }
3613 }
3614
3616 override void OnItemFallRebuilding()
3617 {
3618 if (!g_Game.IsServer())
3619 return;
3620
3623
3624 if (DestroyOnFall())
3625 {
3627 {
3629 }
3630 else
3631 {
3633 {
3635 }
3636 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3637 }
3638 }
3639 }
3640
3642 {
3643 if (HasAnyAttachmentsOrCargo())
3644 {
3646 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3647 }
3648 }
3649
3650 //================================================================
3651 // DEBUG
3652 //================================================================
3653
3656 {
3657 return null;
3658 }
3659
3660 override void OnDebugSpawn()
3661 {
3662 FullyBuild();
3663 }
3664
3665 void FullyBuild()
3666 {
3668 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3669
3670 Man p;
3671
3672 #ifdef SERVER
3673 array<Man> players = new array<Man>;
3674 g_Game.GetWorld().GetPlayerList(players);
3675 if (players.Count())
3676 p = players[0];
3677 #else
3678 p = g_Game.GetPlayer();
3679 #endif
3680
3681 foreach (ConstructionPart part : parts)
3682 {
3683 bool excluded = false;
3684 string partName = part.GetPartName();
3685 if (excludes)
3686 {
3687 foreach (string exclude : excludes)
3688 {
3689 if (partName.Contains(exclude))
3690 {
3691 excluded = true;
3692 break;
3693 }
3694 }
3695 }
3696
3697 if (!excluded)
3698 {
3699 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3700 }
3701 }
3702
3703 GetConstruction().UpdateVisuals();
3704 }
3705
3707 //Deprecated code playpen//
3709 [Obsolete("handled in the Construction component directly")]
3710 protected void HandleItemFalling(ConstructionPart part)
3711 {
3712 }
3713
3714 [Obsolete("handled in the Construction component directly")]
3715 protected void ItemFall(vector min, vector max)
3716 {
3717 }
3718
3719 [Obsolete("obsolete debug method")]
3720 protected void DebugCustomState()
3721 {
3722 }
3723}
3724
3725void bsbDebugPrint (string s)
3726{
3727#ifdef BSB_DEBUG
3728 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3729#else
3730 //Print("" + s); // comment/uncomment to hide/see debug logs
3731#endif
3732}
3733void bsbDebugSpam (string s)
3734{
3735#ifdef BSB_DEBUG_SPAM
3736 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3737#else
3738 //Print("" + s); // comment/uncomment to hide/see debug logs
3739#endif
3740}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::OnItemFallRebuilding().