DayZ 1.30
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◆ GetLoopFoldSoundset()

string GetLoopFoldSoundset ( )
protected

См. определение в файле BaseBuildingBase.c строка 1390

1392{
1393 const string ANIMATION_DEPLOYED = "Deployed";
1394
1395 float m_ConstructionKitHealth; //stored health value for used construction kit
1396
1397 bool m_HasBase;
1398 //variables for synchronization of base building parts (2x31 is the current limit)
1399 int m_SyncParts01; //synchronization for already built parts (31 parts)
1400 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1401 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1402 int m_InteractedPartId; //construction part id that an action was performed on
1403 int m_PerformedActionId; //action id that was performed on a construction part
1404 protected ref ConstructionBasic m_Construction;
1405
1406 //Sounds
1407 //build
1408 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1409 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1410 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1411 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1412 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1413 //dismantle
1414 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1415 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1416 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1417 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1418 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1419
1420 protected EffectSound m_Sound;
1421
1425
1426 // Constructor
1427 void BaseBuildingBase()
1428 {
1430
1431 //synchronized variables
1432 RegisterNetSyncVariableInt( "m_SyncParts01" );
1433 RegisterNetSyncVariableInt( "m_SyncParts02" );
1434 RegisterNetSyncVariableInt( "m_SyncParts03" );
1435 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1436 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1437 RegisterNetSyncVariableBool( "m_HasBase" );
1438
1439 //Construction init
1440 ConstructionInit();
1441
1442 if (ConfigIsExisting("hybridAttachments"))
1443 {
1445 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1446 }
1447 if (ConfigIsExisting("mountables"))
1448 {
1450 ConfigGetTextArray("mountables", m_Mountables);
1451 }
1452
1453 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1454 SetAllowDamage(true);
1455 }
1456
1457 override string GetInvulnerabilityTypeString()
1458 {
1459 return "disableBaseDamage";
1460 }
1461
1462 override bool CanObstruct()
1463 {
1464 return true;
1465 }
1466
1467 override int GetHideIconMask()
1468 {
1469 return EInventoryIconVisibility.HIDE_VICINITY;
1470 }
1471
1472 override void InitItemSounds()
1473 {
1474 super.InitItemSounds();
1475
1477 SoundParameters params = new SoundParameters();
1478 params.m_Loop = true;
1479
1480 if (GetFoldSoundset() != string.Empty)
1481 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1482 if (GetLoopFoldSoundset() != string.Empty)
1483 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1484 }
1485
1486 override string GetFoldSoundset()
1487 {
1488 return "putDown_FenceKit_SoundSet";
1489 }
1490
1491 override string GetLoopFoldSoundset()
1492 {
1493 return "Shelter_Site_Build_Loop_SoundSet";
1494 }
1495
1496 // --- SYNCHRONIZATION
1498 {
1499 if ( g_Game.IsServer() )
1500 {
1501 SetSynchDirty();
1502 }
1503 }
1504
1505 override void OnVariablesSynchronized()
1506 {
1507 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1508 super.OnVariablesSynchronized();
1509
1510 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1511 }
1512
1513 protected void OnSynchronizedClient()
1514 {
1515 //update parts
1517
1518 //update action on part
1520
1521 //update visuals (client)
1522 UpdateVisuals();
1523 }
1524
1525 //parts synchronization
1526 void RegisterPartForSync( int part_id )
1527 {
1528 //part_id must starts from index = 1
1529 int offset;
1530 int mask;
1531
1532 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1533 {
1534 offset = part_id - 1;
1535 mask = 1 << offset;
1536
1537 m_SyncParts01 = m_SyncParts01 | mask;
1538 }
1539 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1540 {
1541 offset = ( part_id % 32 );
1542 mask = 1 << offset;
1543
1544 m_SyncParts02 = m_SyncParts02 | mask;
1545 }
1546 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1547 {
1548 offset = ( part_id % 63 );
1549 mask = 1 << offset;
1550
1551 m_SyncParts03 = m_SyncParts03 | mask;
1552 }
1553 }
1554
1555 void UnregisterPartForSync( int part_id )
1556 {
1557 //part_id must starts from index = 1
1558 int offset;
1559 int mask;
1560
1561 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1562 {
1563 offset = part_id - 1;
1564 mask = 1 << offset;
1565
1566 m_SyncParts01 = m_SyncParts01 & ~mask;
1567 }
1568 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1569 {
1570 offset = ( part_id % 32 );
1571 mask = 1 << offset;
1572
1573 m_SyncParts02 = m_SyncParts02 & ~mask;
1574 }
1575 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1576 {
1577 offset = ( part_id % 63 );
1578 mask = 1 << offset;
1579
1580 m_SyncParts03 = m_SyncParts03 & ~mask;
1581 }
1582 }
1583
1584 bool IsPartBuildInSyncData( int part_id )
1585 {
1586 //part_id must starts from index = 1
1587 int offset;
1588 int mask;
1589
1590 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1591 {
1592 offset = part_id - 1;
1593 mask = 1 << offset;
1594
1595 if ( ( m_SyncParts01 & mask ) > 0 )
1596 {
1597 return true;
1598 }
1599 }
1600 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1601 {
1602 offset = ( part_id % 32 );
1603 mask = 1 << offset;
1604
1605 if ( ( m_SyncParts02 & mask ) > 0 )
1606 {
1607 return true;
1608 }
1609 }
1610 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1611 {
1612 offset = ( part_id % 63 );
1613 mask = 1 << offset;
1614
1615 if ( ( m_SyncParts03 & mask ) > 0 )
1616 {
1617 return true;
1618 }
1619 }
1620
1621 return false;
1622 }
1623
1624 protected void RegisterActionForSync( int part_id, int action_id )
1625 {
1626 m_InteractedPartId = part_id;
1627 m_PerformedActionId = action_id;
1628 }
1629
1630 protected void ResetActionSyncData()
1631 {
1632 //reset data
1633 m_InteractedPartId = -1;
1635 }
1636
1637 protected void SetActionFromSyncData()
1638 {
1639 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1640 {
1642 int build_action_id = m_PerformedActionId;
1643
1644 switch( build_action_id )
1645 {
1646 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1647 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1648 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1649 }
1650 }
1651 }
1652 //------
1653
1655 {
1656 string key = part.GetPartName();
1657 bool is_base = part.IsBase();
1658 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1659 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1660 if ( is_part_built_sync )
1661 {
1662 if ( !part.IsBuilt() )
1663 {
1664 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1665 GetConstruction().AddToConstructedParts( key );
1666 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1667
1668 if (is_base)
1669 {
1671 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1672 }
1673 }
1674 }
1675 else
1676 {
1677 if ( part.IsBuilt() )
1678 {
1679 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1680 GetConstruction().RemoveFromConstructedParts( key );
1681 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1682
1683 if (is_base)
1684 {
1686 AddProxyPhysics( ANIMATION_DEPLOYED );
1687 }
1688 }
1689 }
1690
1691 //check slot lock for material attachments
1692 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1693 }
1694
1695 //set construction parts based on synchronized data
1697 {
1698 Construction construction = GetConstruction();
1699 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1700
1701 for ( int i = 0; i < construction_parts.Count(); ++i )
1702 {
1703 string key = construction_parts.GetKey( i );
1704 ConstructionPart value = construction_parts.Get( key );
1705 SetPartFromSyncData(value);
1706 }
1707
1708 //regenerate navmesh
1709 UpdateNavmesh();
1710 }
1711
1712 protected ConstructionPart GetConstructionPartById( int id )
1713 {
1714 Construction construction = GetConstruction();
1715 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1716
1717 for ( int i = 0; i < construction_parts.Count(); ++i )
1718 {
1719 string key = construction_parts.GetKey( i );
1720 ConstructionPart value = construction_parts.Get( key );
1721
1722 if ( value.GetId() == id )
1723 {
1724 return value;
1725 }
1726 }
1727
1728 return NULL;
1729 }
1730 //
1731
1732 //Base
1733 bool HasBase()
1734 {
1735 return m_HasBase;
1736 }
1737
1738 void SetBaseState( bool has_base )
1739 {
1740 m_HasBase = has_base;
1741 }
1742
1743 override bool IsDeployable()
1744 {
1745 return true;
1746 }
1747
1748 bool IsOpened()
1749 {
1750 return false;
1751 }
1752
1753 //--- CONSTRUCTION KIT
1755 {
1756 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1757 if ( m_ConstructionKitHealth > 0 )
1758 {
1759 construction_kit.SetHealth( m_ConstructionKitHealth );
1760 }
1761
1762 return construction_kit;
1763 }
1764
1765 void CreateConstructionKitInHands(notnull PlayerBase player)
1766 {
1767 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1768 if ( m_ConstructionKitHealth > 0 )
1769 {
1770 construction_kit.SetHealth( m_ConstructionKitHealth );
1771 }
1772 }
1773
1774 protected vector GetKitSpawnPosition()
1775 {
1776 return GetPosition();
1777 }
1778
1779 protected string GetConstructionKitType()
1780 {
1781 return "";
1782 }
1783
1784 void DestroyConstructionKit( ItemBase construction_kit )
1785 {
1786 m_ConstructionKitHealth = construction_kit.GetHealth();
1787 g_Game.ObjectDelete( construction_kit );
1788 }
1789
1790 //--- CONSTRUCTION
1791 void DestroyConstruction()
1792 {
1793 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1794 g_Game.ObjectDelete( this );
1795 }
1796
1797 // --- EVENTS
1798 override void EEDelete(EntityAI parent)
1799 {
1800 super.EEDelete(parent);
1801
1802 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1803 {
1804 areaDamage.Destroy();
1805 }
1806
1807 }
1808
1809 override void OnStoreSave( ParamsWriteContext ctx )
1810 {
1811 super.OnStoreSave( ctx );
1812
1813 //sync parts 01
1814 ctx.Write( m_SyncParts01 );
1815 ctx.Write( m_SyncParts02 );
1816 ctx.Write( m_SyncParts03 );
1817
1818 ctx.Write( m_HasBase );
1819 }
1820
1821 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1822 {
1823 if ( !super.OnStoreLoad( ctx, version ) )
1824 return false;
1825
1826 //--- Base building data ---
1827 //Restore synced parts data
1828 if ( !ctx.Read( m_SyncParts01 ) )
1829 {
1830 m_SyncParts01 = 0; //set default
1831 return false;
1832 }
1833 if ( !ctx.Read( m_SyncParts02 ) )
1834 {
1835 m_SyncParts02 = 0; //set default
1836 return false;
1837 }
1838 if ( !ctx.Read( m_SyncParts03 ) )
1839 {
1840 m_SyncParts03 = 0; //set default
1841 return false;
1842 }
1843
1844 //has base
1845 if ( !ctx.Read( m_HasBase ) )
1846 {
1847 m_HasBase = false;
1848 return false;
1849 }
1850 //---
1851
1852 return true;
1853 }
1854
1855 override void AfterStoreLoad()
1856 {
1857 super.AfterStoreLoad();
1858
1860 {
1862 }
1863 }
1864
1866 {
1867 //update server data
1869
1870 //set base state
1871 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1872 SetBaseState( part.IsBuilt() ) ;
1873
1874 //synchronize after load
1876 }
1877
1878 override void OnCreatePhysics()
1879 {
1880 super.OnCreatePhysics();
1881
1882 ConstructionInit();
1884 }
1885
1886 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1887 {
1889 return;
1890
1891 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1892 }
1893
1894 override void EEOnAfterLoad()
1895 {
1897 {
1898 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1899 }
1900
1901 super.EEOnAfterLoad();
1902 }
1903
1904 override void EEItemAttached( EntityAI item, string slot_name )
1905 {
1906 super.EEItemAttached( item, slot_name );
1907
1908 CheckForHybridAttachments( item, slot_name );
1909 UpdateVisuals();
1910 UpdateAttachmentPhysics( slot_name, false );
1911 }
1912
1913 override void EEItemDetached( EntityAI item, string slot_name )
1914 {
1915 super.EEItemDetached( item, slot_name );
1916
1917 UpdateVisuals();
1918 UpdateAttachmentPhysics( slot_name, false );
1919 }
1920
1921 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1922 {
1923 string slot_name = InventorySlots.GetSlotName( slotId );
1924 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1925
1926 UpdateAttachmentVisuals( slot_name, locked );
1927 UpdateAttachmentPhysics( slot_name, locked );
1928 }
1929
1930 //ignore out of reach condition
1931 override bool IgnoreOutOfReachCondition()
1932 {
1933 return true;
1934 }
1935
1936 //CONSTRUCTION EVENTS
1937 //Build
1938 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1939 {
1940 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1941
1942 //check base state
1943 if (construtionPart.IsBase())
1944 {
1945 SetBaseState(true);
1946
1947 //spawn kit
1949 }
1950
1951 //register constructed parts for synchronization
1952 RegisterPartForSync(construtionPart.GetId());
1953
1954 //register action that was performed on part
1955 RegisterActionForSync(construtionPart.GetId(), action_id);
1956
1957 //synchronize
1959
1960 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1961
1962 UpdateNavmesh();
1963
1964 //update visuals
1965 UpdateVisuals();
1966
1967 //reset action sync data
1968 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1969 }
1970
1971 void OnPartBuiltClient(string part_name, int action_id)
1972 {
1973 //play sound
1974 SoundBuildStart( part_name );
1975 }
1976
1977 //Dismantle
1978 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1979 {
1980 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1981 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1982
1983 //register constructed parts for synchronization
1984 UnregisterPartForSync(construtionPart.GetId());
1985
1986 //register action that was performed on part
1987 RegisterActionForSync(construtionPart.GetId(), action_id);
1988
1989 //synchronize
1991
1992 // server part of sync, client will be synced from SetPartsFromSyncData
1993 SetPartFromSyncData(construtionPart);
1994
1995 UpdateNavmesh();
1996
1997 //update visuals
1998 UpdateVisuals();
1999
2000 //reset action sync data
2001 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2002
2003 //check base state
2004 if (construtionPart.IsBase())
2005 {
2006 //Destroy construction
2007 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2008 }
2009 }
2010
2011 void OnPartDismantledClient( string part_name, int action_id )
2012 {
2013 //play sound
2014 SoundDismantleStart( part_name );
2015 }
2016
2017 //Destroy
2018 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2019 {
2020 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2021 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2022
2023 //register constructed parts for synchronization
2024 UnregisterPartForSync(construtionPart.GetId());
2025
2026 //register action that was performed on part
2027 RegisterActionForSync(construtionPart.GetId(), action_id);
2028
2029 //synchronize
2031
2032 // server part of sync, client will be synced from SetPartsFromSyncData
2033 SetPartFromSyncData(construtionPart);
2034
2035 UpdateNavmesh();
2036
2037 //update visuals
2038 UpdateVisuals();
2039
2040 //reset action sync data
2041 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2042
2043 //check base state
2044 if (construtionPart.IsBase())
2045 {
2046 //Destroy construction
2047 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2048 }
2049 }
2050
2051 void OnPartDestroyedClient( string part_name, int action_id )
2052 {
2053 //play sound
2054 SoundDestroyStart( part_name );
2055 }
2056
2057 // --- UPDATE
2058 void InitBaseState()
2059 {
2060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2061
2062 InitVisuals();
2063 UpdateNavmesh(); //regenerate navmesh
2064 }
2065
2066 void InitVisuals()
2067 {
2068 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2069 //check base
2070 if ( !HasBase() )
2071 {
2072 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2073 }
2074 else
2075 {
2076 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2077 }
2078
2079 GetConstruction().InitVisuals();
2080 }
2081
2082 void UpdateVisuals()
2083 {
2084 array<string> attachmentSlots = new array<string>;
2085
2086 GetAttachmentSlots(this, attachmentSlots);
2087 foreach (string slotName : attachmentSlots)
2088 {
2090 }
2091
2092 //check base
2093 if (!HasBase())
2094 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2095 else
2096 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2097
2098 GetConstruction().UpdateVisuals();
2099 }
2100
2101 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2102 {
2103 string slotNameMounted = slot_name + "_Mounted";
2104 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2105
2106 if (attachment)
2107 {
2108 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2109 if (barbedWire && barbedWire.IsMounted())
2110 CreateAreaDamage(slotNameMounted);
2111 else
2112 DestroyAreaDamage(slotNameMounted);
2113
2114 if (is_locked)
2115 {
2116 SetAnimationPhase(slotNameMounted, 0);
2117 SetAnimationPhase(slot_name, 1);
2118 }
2119 else
2120 {
2121 SetAnimationPhase(slotNameMounted, 1);
2122 SetAnimationPhase(slot_name, 0);
2123 }
2124 }
2125 else
2126 {
2127 SetAnimationPhase(slotNameMounted, 1);
2128 SetAnimationPhase(slot_name, 1);
2129
2130 DestroyAreaDamage(slotNameMounted);
2131 }
2132 }
2133
2134 // avoid calling this function on frequent occasions, it's a massive performance hit
2135 void UpdatePhysics()
2136 {
2138 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2139
2140 array<string> attachmentSlots = new array<string>;
2141 GetAttachmentSlots(this, attachmentSlots);
2142
2144 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2145
2146 foreach (string slotName : attachmentSlots)
2147 {
2149 }
2150
2151 //check base
2152 if (!HasBase())
2153 {
2155 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2156
2157 AddProxyPhysics(ANIMATION_DEPLOYED);
2158 }
2159 else
2160 {
2162 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2163
2164 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2165 }
2166
2167 GetConstruction().UpdatePhysics();
2168 UpdateNavmesh();
2169 }
2170
2171 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2172 {
2173 //checks for invalid appends; hotfix
2174 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2175 return;
2176 //----------------------------------
2177 string slot_name_mounted = slot_name + "_Mounted";
2178 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2179
2180 //remove proxy physics
2181 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2182 RemoveProxyPhysics( slot_name_mounted );
2183 RemoveProxyPhysics( slot_name );
2184
2185 if ( attachment )
2186 {
2187 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2188 if ( is_locked )
2189 {
2190 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2191 AddProxyPhysics( slot_name_mounted );
2192 }
2193 else
2194 {
2195 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2196 AddProxyPhysics( slot_name );
2197 }
2198 }
2199 }
2200
2201 protected void UpdateNavmesh()
2202 {
2203 SetAffectPathgraph( true, false );
2204 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2205 }
2206
2207 override bool CanUseConstruction()
2208 {
2209 return true;
2210 }
2211
2212 override bool CanUseConstructionBuild()
2213 {
2214 return true;
2215 }
2216
2217 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2218 {
2219 if ( attachment )
2220 {
2221 InventoryLocation inventory_location = new InventoryLocation;
2222 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2223
2224 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2225 }
2226
2227 return false;
2228 }
2229
2230 protected bool IsAttachmentSlotLocked( string slot_name )
2231 {
2232 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2233 }
2234
2235 //--- ATTACHMENT SLOTS
2236 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2237 {
2238 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2239 if ( g_Game.ConfigIsExisting( config_path ) )
2240 {
2241 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2242 }
2243 }
2244
2245 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2246 {
2247 return true;
2248 }
2249
2250 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2251 {
2252 return true;
2253 }
2254
2255 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2256 {
2257 return true;
2258 }
2259
2260 // --- INIT
2262 {
2263 m_Construction = new Construction(this);
2264 return m_Construction;
2265 }
2266
2268 {
2269 return m_Construction;
2270 }
2271
2273 {
2274 return Construction.Cast(m_Construction);
2275 }
2276
2278 {
2279 int attachment_count = GetInventory().AttachmentCount();
2280 if ( attachment_count > 0 )
2281 {
2282 if ( HasBase() && attachment_count == 1 )
2283 {
2284 return false;
2285 }
2286
2287 return true;
2288 }
2289
2290 return false;
2291 }
2292
2293 override bool ShowZonesHealth()
2294 {
2295 return true;
2296 }
2297
2298 override bool IsTakeable()
2299 {
2300 return false;
2301 }
2302
2303 //this into/outo parent.Cargo
2304 override bool CanPutInCargo( EntityAI parent )
2305 {
2306 return false;
2307 }
2308
2309 override bool CanRemoveFromCargo( EntityAI parent )
2310 {
2311 return false;
2312 }
2313
2314 //hands
2315 override bool CanPutIntoHands( EntityAI parent )
2316 {
2317 return false;
2318 }
2319
2320 //--- ACTION CONDITIONS
2321 //direction
2322 override bool IsFacingPlayer( PlayerBase player, string selection )
2323 {
2324 return true;
2325 }
2326
2327 override bool IsPlayerInside( PlayerBase player, string selection )
2328 {
2329 return true;
2330 }
2331
2334 {
2335 return false;
2336 }
2337
2338 //roof check
2339 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2340 {
2341 return false;
2342 }
2343
2344 //selection->player distance check
2345 bool HasProperDistance( string selection, PlayerBase player )
2346 {
2347 return true;
2348 }
2349
2350 //folding
2352 {
2353 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2354 {
2355 return false;
2356 }
2357
2358 return true;
2359 }
2360
2362 {
2365
2366 return item;
2367 }
2368
2369 //Damage triggers (barbed wire)
2370 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2371 {
2372 if ( g_Game && g_Game.IsServer() )
2373 {
2374 //destroy area damage if some already exists
2375 DestroyAreaDamage( slot_name );
2376
2377 //create new area damage
2379 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2380
2381 vector min_max[2];
2382 if ( MemoryPointExists( slot_name + "_min" ) )
2383 {
2384 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2385 }
2386 if ( MemoryPointExists( slot_name + "_max" ) )
2387 {
2388 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2389 }
2390
2391 //get proper trigger extents (min<max)
2392 vector extents[2];
2393 GetConstruction().GetTriggerExtents( min_max, extents );
2394
2395 //get box center
2396 vector center;
2397 center = GetConstruction().GetBoxCenter( min_max );
2398 center = ModelToWorld( center );
2399
2400 //rotate center if needed
2402 CalcDamageAreaRotation( rotation_angle, center, orientation );
2403
2404 areaDamage.SetExtents( extents[0], extents[1] );
2405 areaDamage.SetAreaPosition( center );
2406 areaDamage.SetAreaOrientation( orientation );
2407 areaDamage.SetLoopInterval( 1.0 );
2408 areaDamage.SetDeferDuration( 0.2 );
2409 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2410 areaDamage.SetAmmoName( "BarbedWireHit" );
2411 areaDamage.Spawn();
2412
2413 m_DamageTriggers.Insert( slot_name, areaDamage );
2414 }
2415 }
2416
2417 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2418 {
2419 if ( angle_deg != 0 )
2420 {
2421 //orientation
2422 orientation[0] = orientation[0] - angle_deg;
2423
2424 //center
2425 vector rotate_axis;
2426 if ( MemoryPointExists( "rotate_axis" ) )
2427 {
2428 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2429 }
2430 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];
2431 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];
2432 center[0] = r_center_x;
2433 center[2] = r_center_z;
2434 }
2435 }
2436
2437 void DestroyAreaDamage( string slot_name )
2438 {
2439 if (g_Game && g_Game.IsServer())
2440 {
2442 if (m_DamageTriggers.Find(slot_name, areaDamage))
2443 {
2444 if (areaDamage)
2445 {
2446 areaDamage.Destroy();
2447 }
2448
2449 m_DamageTriggers.Remove( slot_name );
2450 }
2451 }
2452 }
2453
2454 override bool IsIgnoredByConstruction()
2455 {
2456 return true;
2457 }
2458
2459 //================================================================
2460 // SOUNDS
2461 //================================================================
2462 protected void SoundBuildStart( string part_name )
2463 {
2464 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2465 }
2466
2467 protected void SoundDismantleStart( string part_name )
2468 {
2469 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2470 }
2471
2472 protected void SoundDestroyStart( string part_name )
2473 {
2474 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2475 }
2476
2477 protected string GetBuildSoundByMaterial( string part_name )
2478 {
2479 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2480
2481 switch ( material_type )
2482 {
2483 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2484 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2485 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2486 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2487 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2488 }
2489
2490 return "";
2491 }
2492
2493 protected string GetDismantleSoundByMaterial( string part_name )
2494 {
2495 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2496
2497 switch ( material_type )
2498 {
2499 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2500 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2501 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2502 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2503 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2504 }
2505
2506 return "";
2507 }
2508
2509 //misc
2510 void CheckForHybridAttachments( EntityAI item, string slot_name )
2511 {
2512 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2513 {
2514 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2515 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2516 {
2517 SetHealth(slot_name,"Health",item.GetHealth());
2518 }
2519 }
2520 }
2521
2522 override int GetDamageSystemVersionChange()
2523 {
2524 return 111;
2525 }
2526
2527 override void SetActions()
2528 {
2529 super.SetActions();
2530
2534 }
2535
2536 protected void DestroyConstructedParts()
2537 {
2538 Construction construction = GetConstruction();
2539 if (!construction)
2540 return;
2541
2542 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2543 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2544 {
2545 ConstructionPart part = constructionParts.GetElement(i);
2546 if (part && part.IsBuilt() && !part.IsUtilityPart())
2547 {
2548 construction.DestroyPartServer(null, part.GetPartName(), -1);
2549 }
2550 }
2551 }
2552
2553 protected void HandleFallingForConstructedParts()
2554 {
2555 Construction construction = GetConstruction();
2556 if (!construction)
2557 return;
2558
2559 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2560 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2561 {
2562 ConstructionPart part = constructionParts.GetElement(i);
2563 if (part && part.IsBuilt() && !part.IsUtilityPart())
2564 {
2565 construction.HandleEntityFalling(part.GetPartName());
2566 }
2567 }
2568 }
2569
2571 override void OnItemFallRebuilding()
2572 {
2573 if (!g_Game.IsServer())
2574 return;
2575
2578
2579 if (DestroyOnFall())
2580 {
2582 {
2584 }
2585 else
2586 {
2588 {
2590 }
2591 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2592 }
2593 }
2594 }
2595
2597 {
2598 if (HasAnyAttachmentsOrCargo())
2599 {
2601 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2602 }
2603 }
2604
2605 //================================================================
2606 // DEBUG
2607 //================================================================
2608
2611 {
2612 return null;
2613 }
2614
2615 override void OnDebugSpawn()
2616 {
2617 FullyBuild();
2618 }
2619
2620 void FullyBuild()
2621 {
2623 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2624
2625 Man p;
2626
2627 #ifdef SERVER
2628 array<Man> players = new array<Man>;
2629 g_Game.GetWorld().GetPlayerList(players);
2630 if (players.Count())
2631 p = players[0];
2632 #else
2633 p = g_Game.GetPlayer();
2634 #endif
2635
2636 foreach (ConstructionPart part : parts)
2637 {
2638 bool excluded = false;
2639 string partName = part.GetPartName();
2640 if (excludes)
2641 {
2642 foreach (string exclude : excludes)
2643 {
2644 if (partName.Contains(exclude))
2645 {
2646 excluded = true;
2647 break;
2648 }
2649 }
2650 }
2651
2652 if (!excluded)
2653 {
2654 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2655 }
2656 }
2657
2658 GetConstruction().UpdateVisuals();
2659 }
2660
2662 //Deprecated code playpen//
2664 [Obsolete("handled in the Construction component directly")]
2665 protected void HandleItemFalling(ConstructionPart part)
2666 {
2667 }
2668
2669 [Obsolete("handled in the Construction component directly")]
2670 protected void ItemFall(vector min, vector max)
2671 {
2672 }
2673
2674 [Obsolete("obsolete debug method")]
2675 protected void DebugCustomState()
2676 {
2677 }
2678}
2679
2680void bsbDebugPrint (string s)
2681{
2682#ifdef BSB_DEBUG
2683 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2684#else
2685 //Print("" + s); // comment/uncomment to hide/see debug logs
2686#endif
2687}
2688void bsbDebugSpam (string s)
2689{
2690#ifdef BSB_DEBUG_SPAM
2691 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2692#else
2693 //Print("" + s); // comment/uncomment to hide/see debug logs
2694#endif
2695}
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::InitItemSounds().