DayZ 1.30
DayZ Explorer by KGB
 
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Класс ConstructionPart

Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ConstructionPartTypeData. Подробнее...

Защищенные члены

void ConstructionPart (string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array< string > required_parts)
 
void InitAdditionalPartInstanceInfo (PartInstanceInitData initData)
 intended to fill in additional INSTANCE info AFTER basic info is filled (which is tied to constructor parameters from ye olden times). Override as needed.
 
void PartInstanceDeferredInit (EntityAI parent)
 Init stuff reliant on entity position or other stuff that can't be done in constructor.
 
void InitInsiderBoxData (EntityAI parent)
 'inside' box data to help determine whether the character is inside. Modelspace.
 
int GetSyncDataSize ()
 Not ready for overrides yet. All in good time.
 
void ComposeSyncDataOnBuild (inout int syncData, int offset)
 
void ComposeSyncDataOnDismantle (inout int syncData, int offset)
 
void ComposeSyncDataOnDestroy (inout int syncData, int offset)
 
void ClearPartBitMask (inout int syncData, int offset)
 
int CalculateBitMaskOnBuild (int offset)
 default behavior for simple parts
 
int CalculateBitMaskOnDismantle (int offset)
 default behavior for simple parts
 
int CalculateBitMaskOnDestroy (int offset)
 default behavior for simple parts
 
int CalculateLocalSyncBitMask (int syncData, int offset)
 Translates the bitmask value from the main syncVariable into simple int format of 'GetSyncDataSize' size (currently 2 bits)
 
void StoreLocalSyncBitMask (int bitmask)
 
int GetLocalSyncBitMask ()
 
bool IsBuilt ()
 
bool IsLocalSyncBuilt ()
 'true' if synced as built already
 
TConstructionPartInsiderBoxData GetInsiderBoxData ()
 translated MODELSPACE positions of min/max memory points (should be single points in memory LOD)
 
bool CanBeRepaired (int zoneHealthLevel, ItemBase tool=null, PlayerBase player=null)
 
int GetMaxRepairLevel (ItemBase tool=null, PlayerBase player=null)
 health state from 'GetHealthLevel', not the actual health float value!
 
string GetName ()
 
string GetPartName ()
 
string GetMainPartName ()
 
int GetId ()
 
bool DamageToolOnBuild ()
 
bool DamageHandsOnBuild ()
 
bool DamageToolOnDeconstruct ()
 
bool DamageHandsOnDeconstruct ()
 
bool IsUtilityPart ()
 
bool CanPartDecay ()
 
float GetPartDecayRate ()
 
float GetPartDecayThreshold ()
 
int GetHandBuildFBAnimOverride ()
 
bool CanSimulateItemFalling ()
 
bool HasEssentialAttachmentSlots ()
 
bool HasRelatedGUICategories ()
 
bool IsBase ()
 
bool IsGate ()
 
array< string > GetRequiredParts ()
 
array< string > GetConflictedParts ()
 
array< string > GetCollisionData ()
 strings of min/max selections (should be single points in memory LOD)
 
array< string > GetItemFallingData ()
 strings of min/max selections (should be single points in memory LOD)
 
array< string > GetEssentialAttachmentSlots ()
 
array< string > GetRelatedGUICategoryNames ()
 
string GetBuildTextOverride ()
 
string GetDismantleTextOverride ()
 
int GetMaterialType ()
 rough material type, used for effect playback
 
int GetBuildActionTypeMask ()
 
int GetBuildIndicationTypeMask ()
 
int GetDismantleActionTypeMask ()
 
array< ref ConstructionMaterialData > GetMaterialsData ()
 
bool IsReversible ()
 
bool IsReversedLocal ()
 
TConstructionPartVariantArray GetRequiredPartsVariants ()
 
ConstructionPartStaticsSupportData GetPartStaticsSupportData ()
 
int GetSupportProvided (int category)
 
int GetSupportRequirement (int category)
 
set< int > GetConfiguredSupportCategories ()
 
void SetBuiltState (bool is_built)
 
void SetPartTypeData (ConstructionPartTypeData ptd)
 
void PlayConstructionEffects (EntityAI parent)
 
void PlayConstructionSound (EntityAI parent, vector effectPos)
 Plays sound of current construction state on parent; BaseBuildingBase uses its own class events for this..
 
void PlayConstructionParticle (EntityAI parent, vector effectPos)
 Plays particle of current construction state on parent; BaseBuildingBase uses its own class events for this..
 
void HandleShowConstructionPart (EntityAI parent)
 
void HandleHideConstructionPart (EntityAI parent)
 
void HandleAddPhysics (EntityAI parent)
 
void HandleRemovePhysics (EntityAI parent)
 
void OnBeforeBuildServer (EntityAI parent, Man builder)
 
void OnBeforeDismantleServer (EntityAI parent, Man dismantler)
 
void OnBeforeDestroyServer (EntityAI parent, Man destroyer)
 
void OnBuiltServer (EntityAI parent, Man builder)
 
void OnDismantledServer (EntityAI parent, Man dismantler)
 
void OnDestroyedServer (EntityAI parent, Man destroyer)
 
void CloseDoorOnPartUnbuild (EntityAI parent)
 
void TryShowAnim (string animSourceName, notnull EntityAI parent)
 Override-friendly.
 
void TryHideAnim (string animSourceName, notnull EntityAI parent)
 Override-friendly.
 
void PerformShowAnim (string animSourceName, notnull EntityAI parent)
 Sealed on purpose.
 
void PerformHideAnim (string animSourceName, notnull EntityAI parent)
 Sealed on purpose.
 
void TryHandleUtilityParts (EntityAI parent)
 
void SetRequestBuiltState (bool req_built)
 obsolete, stored on 'ConstructionPartTypeData'
 

Защищенные данные

const int ANIMATION_EFFECT_DELAY_BUILD = 350
 no. of bits to store synced info, per part. System not ready for variable size parts yet.
 
ConstructionPartTypeData m_PartTypeData
 
int m_LocalSyncBitMask = 0
 Entity-type object storing non-instanced data.
 
bool m_IsBuilt
 
ref TConstructionPartInsiderBoxData m_InsiderBoxData
 
string m_Name
 
string m_PartName
 
string m_MainPartName
 
int m_Id
 
bool m_IsBase
 
bool m_IsGate
 
ref array< string > m_RequiredParts
 

Закрытые статические данные

static const int BITWISE_SYNCINFO_SIZE_BASE = 2
 

Подробное описание

Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ConstructionPartTypeData.

См. определение в файле ConstructionPart.c строка 3