DayZ 1.30
DayZ Explorer by KGB
 
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◆ TryHandleUtilityParts()

override void TryHandleUtilityParts ( EntityAI parent)
protected

Currently only local part state + animations, not a proper synced build!

См. определение в файле ConstructionPart.c строка 879

880 {
881 super.TryHandleUtilityParts(parent);
882
883 ConstructionBase con = ConstructionBase.Cast(parent.GetConstructionBasic());
884 array<string> list = m_PartTypeData.GetPartTypeUtilityAutobuildPartsList();
885 foreach (string partName : list)
886 {
887 ConstructionPart part = con.GetConstructionPart(partName);
888 if (con.CanBuildUtilityPart(partName))
889 {
890 con.AddToConstructedParts(partName);
892 }
893 else if (part.IsBuilt())
894 {
895 con.RemoveFromConstructedParts(partName);
897 }
898 }
899 }
void ConstructionBase(EntityAI parent)
Определения ConstructionBase.c:58
ConstructionPartTypeData m_PartTypeData
Определения ConstructionPart.c:526
static void AddPartToProcess(ConstructionBase con, ConstructionPart part)
Определения ConstructionManagerStatic.c:32
Static part of the construction system, for global handling mostly.
Определения ConstructionManagerStatic.c:4
bool IsBuilt()
Определения ConstructionPart.c:160
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Result for an object found in CGame.IsBoxCollidingGeometryProxy.