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void | Construction (BaseBuildingBase parent) |
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void | Init () |
| Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
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BaseBuildingBase | GetParent () |
| Get parent of the Effect.
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void | SetParent (BaseBuildingBase parent) |
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void | AddToConstructedParts (string part_name) |
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void | RemoveFromConstructedParts (string part_name) |
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void | BuildPartServer (notnull Man player, string part_name, int action_id) |
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void | DismantlePartServer (notnull Man player, string part_name, int action_id) |
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void | DestroyPartServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false) |
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void | DestroyConnectedParts (string part_name) |
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bool | ExceptionCheck (string part_name) |
| Exceptions from 'dependent parts' hierarchy are handled here.
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void | InitVisuals () |
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void | UpdateVisuals () |
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void | UpdatePhysics () |
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void | InitBaseState () |
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void | UpdateConstructionParts () |
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map< string, ref ConstructionPart > | GetConstructionParts () |
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ConstructionPart | GetConstructionPart (string part_name) |
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bool | CanBuildPart (string part_name, ItemBase tool, bool use_tool) |
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bool | MaterialIsRuined (string part_name) |
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void | GetConstructionPartsToBuild (string main_part_name, out array< ConstructionPart > construction_parts, ItemBase tool, out string real_constructionTarget, bool use_tool) |
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ConstructionPart | GetBaseConstructionPart () |
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ConstructionPart | GetGateConstructionPart () |
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bool | HasRequiredPart (string part_name) |
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bool | HasConflictPart (string part_name) |
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ConstructionPart | GetConstructionPartToDismantle (string part_name, ItemBase tool) |
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bool | CanDismantlePart (string part_name, ItemBase tool) |
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bool | HasDependentPart (string part_name) |
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array< string > | GetValidDepenentPartsArray (string part_name, array< string > recurs=null) |
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array< string > | GetRequiredParts (string part_name, string main_part_name) |
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ConstructionPart | GetConstructionPartToDestroy (string part_name) |
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bool | CanDestroyPart (string part_name) |
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void | ShowConstructionPart (string part_name) |
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void | HideConstructionPart (string part_name) |
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void | ShowConstructionPartPhysics (string part_name) |
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void | HideConstructionPartPhysics (string part_name) |
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bool | IsPartConstructed (string part_name) |
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bool | HasMaterials (string part_name, bool repairing=false) |
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bool | HasMaterialWithQuantityAttached (string slot_name, float quantity) |
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void | TakeMaterialsServer (string part_name, bool repairing=false) |
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void | ReceiveMaterialsServer (notnull Man player, string part_name, string damagezone_name) |
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void | DestroyMaterialsServer (Man player, string part_name) |
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void | DropNonUsableMaterialsServer (Man player, string part_name) |
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void | SetLockOnAttachedMaterials (string part_name, bool lock_slot) |
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bool | CanUseToolToBuildPart (string part_name, ItemBase tool) |
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bool | CanUseToolToDismantlePart (string part_name, ItemBase tool) |
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ConstructionMaterialType | GetMaterialType (string part_name) |
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bool | IsColliding (string part_name) |
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bool | IsCollidingEx (CollisionCheckData check_data) |
| Collision check for building part.
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vector | GetCollisionBoxSize (vector min_max[2]) |
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void | GetCollisionBoxData (string part_name, out vector min_max[2]) |
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vector | GetBoxCenter (vector min_max[2]) |
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void | GetTriggerExtents (vector min_max[2], out vector extents[2]) |
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void | DrawDebugCollisionBox (vector min_max[2], int color) |
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void | DestroyDebugCollisionBox () |
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void | CreateCollisionTrigger (string part_name, vector min_max[2], vector center) |
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void | DestroyCollisionTrigger () |
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bool | IsTriggerColliding () |
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void | CollisionCheckData () |
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