DayZ 1.30
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◆ GetFoldSoundset()

string GetFoldSoundset ( )
protected

См. определение в файле BaseBuildingBase.c строка 1385

1387{
1388 const string ANIMATION_DEPLOYED = "Deployed";
1389
1390 float m_ConstructionKitHealth; //stored health value for used construction kit
1391
1392 bool m_HasBase;
1393 //variables for synchronization of base building parts (2x31 is the current limit)
1394 int m_SyncParts01; //synchronization for already built parts (31 parts)
1395 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1396 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1397 int m_InteractedPartId; //construction part id that an action was performed on
1398 int m_PerformedActionId; //action id that was performed on a construction part
1399 protected ref ConstructionBasic m_Construction;
1400
1401 //Sounds
1402 //build
1403 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1404 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1405 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1406 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1407 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1408 //dismantle
1409 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1410 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1411 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1412 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1413 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1414
1415 protected EffectSound m_Sound;
1416
1420
1421 // Constructor
1422 void BaseBuildingBase()
1423 {
1425
1426 //synchronized variables
1427 RegisterNetSyncVariableInt( "m_SyncParts01" );
1428 RegisterNetSyncVariableInt( "m_SyncParts02" );
1429 RegisterNetSyncVariableInt( "m_SyncParts03" );
1430 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1431 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1432 RegisterNetSyncVariableBool( "m_HasBase" );
1433
1434 //Construction init
1435 ConstructionInit();
1436
1437 if (ConfigIsExisting("hybridAttachments"))
1438 {
1440 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1441 }
1442 if (ConfigIsExisting("mountables"))
1443 {
1445 ConfigGetTextArray("mountables", m_Mountables);
1446 }
1447
1448 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1449 SetAllowDamage(true);
1450 }
1451
1452 override string GetInvulnerabilityTypeString()
1453 {
1454 return "disableBaseDamage";
1455 }
1456
1457 override bool CanObstruct()
1458 {
1459 return true;
1460 }
1461
1462 override int GetHideIconMask()
1463 {
1464 return EInventoryIconVisibility.HIDE_VICINITY;
1465 }
1466
1467 override void InitItemSounds()
1468 {
1469 super.InitItemSounds();
1470
1472 SoundParameters params = new SoundParameters();
1473 params.m_Loop = true;
1474
1475 if (GetFoldSoundset() != string.Empty)
1476 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1477 if (GetLoopFoldSoundset() != string.Empty)
1478 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1479 }
1480
1481 override string GetFoldSoundset()
1482 {
1483 return "putDown_FenceKit_SoundSet";
1484 }
1485
1486 override string GetLoopFoldSoundset()
1487 {
1488 return "Shelter_Site_Build_Loop_SoundSet";
1489 }
1490
1491 // --- SYNCHRONIZATION
1493 {
1494 if ( g_Game.IsServer() )
1495 {
1496 SetSynchDirty();
1497 }
1498 }
1499
1500 override void OnVariablesSynchronized()
1501 {
1502 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1503 super.OnVariablesSynchronized();
1504
1505 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1506 }
1507
1508 protected void OnSynchronizedClient()
1509 {
1510 //update parts
1512
1513 //update action on part
1515
1516 //update visuals (client)
1517 UpdateVisuals();
1518 }
1519
1520 //parts synchronization
1521 void RegisterPartForSync( int part_id )
1522 {
1523 //part_id must starts from index = 1
1524 int offset;
1525 int mask;
1526
1527 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1528 {
1529 offset = part_id - 1;
1530 mask = 1 << offset;
1531
1532 m_SyncParts01 = m_SyncParts01 | mask;
1533 }
1534 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1535 {
1536 offset = ( part_id % 32 );
1537 mask = 1 << offset;
1538
1539 m_SyncParts02 = m_SyncParts02 | mask;
1540 }
1541 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1542 {
1543 offset = ( part_id % 63 );
1544 mask = 1 << offset;
1545
1546 m_SyncParts03 = m_SyncParts03 | mask;
1547 }
1548 }
1549
1550 void UnregisterPartForSync( int part_id )
1551 {
1552 //part_id must starts from index = 1
1553 int offset;
1554 int mask;
1555
1556 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1557 {
1558 offset = part_id - 1;
1559 mask = 1 << offset;
1560
1561 m_SyncParts01 = m_SyncParts01 & ~mask;
1562 }
1563 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1564 {
1565 offset = ( part_id % 32 );
1566 mask = 1 << offset;
1567
1568 m_SyncParts02 = m_SyncParts02 & ~mask;
1569 }
1570 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1571 {
1572 offset = ( part_id % 63 );
1573 mask = 1 << offset;
1574
1575 m_SyncParts03 = m_SyncParts03 & ~mask;
1576 }
1577 }
1578
1579 bool IsPartBuildInSyncData( int part_id )
1580 {
1581 //part_id must starts from index = 1
1582 int offset;
1583 int mask;
1584
1585 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1586 {
1587 offset = part_id - 1;
1588 mask = 1 << offset;
1589
1590 if ( ( m_SyncParts01 & mask ) > 0 )
1591 {
1592 return true;
1593 }
1594 }
1595 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1596 {
1597 offset = ( part_id % 32 );
1598 mask = 1 << offset;
1599
1600 if ( ( m_SyncParts02 & mask ) > 0 )
1601 {
1602 return true;
1603 }
1604 }
1605 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1606 {
1607 offset = ( part_id % 63 );
1608 mask = 1 << offset;
1609
1610 if ( ( m_SyncParts03 & mask ) > 0 )
1611 {
1612 return true;
1613 }
1614 }
1615
1616 return false;
1617 }
1618
1619 protected void RegisterActionForSync( int part_id, int action_id )
1620 {
1621 m_InteractedPartId = part_id;
1622 m_PerformedActionId = action_id;
1623 }
1624
1625 protected void ResetActionSyncData()
1626 {
1627 //reset data
1628 m_InteractedPartId = -1;
1630 }
1631
1632 protected void SetActionFromSyncData()
1633 {
1634 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1635 {
1637 int build_action_id = m_PerformedActionId;
1638
1639 switch( build_action_id )
1640 {
1641 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1642 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1643 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1644 }
1645 }
1646 }
1647 //------
1648
1650 {
1651 string key = part.GetPartName();
1652 bool is_base = part.IsBase();
1653 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1654 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1655 if ( is_part_built_sync )
1656 {
1657 if ( !part.IsBuilt() )
1658 {
1659 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1660 GetConstruction().AddToConstructedParts( key );
1661 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1662
1663 if (is_base)
1664 {
1666 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1667 }
1668 }
1669 }
1670 else
1671 {
1672 if ( part.IsBuilt() )
1673 {
1674 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1675 GetConstruction().RemoveFromConstructedParts( key );
1676 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1677
1678 if (is_base)
1679 {
1681 AddProxyPhysics( ANIMATION_DEPLOYED );
1682 }
1683 }
1684 }
1685
1686 //check slot lock for material attachments
1687 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1688 }
1689
1690 //set construction parts based on synchronized data
1692 {
1693 Construction construction = GetConstruction();
1694 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1695
1696 for ( int i = 0; i < construction_parts.Count(); ++i )
1697 {
1698 string key = construction_parts.GetKey( i );
1699 ConstructionPart value = construction_parts.Get( key );
1700 SetPartFromSyncData(value);
1701 }
1702
1703 //regenerate navmesh
1704 UpdateNavmesh();
1705 }
1706
1707 protected ConstructionPart GetConstructionPartById( int id )
1708 {
1709 Construction construction = GetConstruction();
1710 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1711
1712 for ( int i = 0; i < construction_parts.Count(); ++i )
1713 {
1714 string key = construction_parts.GetKey( i );
1715 ConstructionPart value = construction_parts.Get( key );
1716
1717 if ( value.GetId() == id )
1718 {
1719 return value;
1720 }
1721 }
1722
1723 return NULL;
1724 }
1725 //
1726
1727 //Base
1728 bool HasBase()
1729 {
1730 return m_HasBase;
1731 }
1732
1733 void SetBaseState( bool has_base )
1734 {
1735 m_HasBase = has_base;
1736 }
1737
1738 override bool IsDeployable()
1739 {
1740 return true;
1741 }
1742
1743 bool IsOpened()
1744 {
1745 return false;
1746 }
1747
1748 //--- CONSTRUCTION KIT
1750 {
1751 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1752 if ( m_ConstructionKitHealth > 0 )
1753 {
1754 construction_kit.SetHealth( m_ConstructionKitHealth );
1755 }
1756
1757 return construction_kit;
1758 }
1759
1760 void CreateConstructionKitInHands(notnull PlayerBase player)
1761 {
1762 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1763 if ( m_ConstructionKitHealth > 0 )
1764 {
1765 construction_kit.SetHealth( m_ConstructionKitHealth );
1766 }
1767 }
1768
1769 protected vector GetKitSpawnPosition()
1770 {
1771 return GetPosition();
1772 }
1773
1774 protected string GetConstructionKitType()
1775 {
1776 return "";
1777 }
1778
1779 void DestroyConstructionKit( ItemBase construction_kit )
1780 {
1781 m_ConstructionKitHealth = construction_kit.GetHealth();
1782 g_Game.ObjectDelete( construction_kit );
1783 }
1784
1785 //--- CONSTRUCTION
1786 void DestroyConstruction()
1787 {
1788 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1789 g_Game.ObjectDelete( this );
1790 }
1791
1792 // --- EVENTS
1793 override void EEDelete(EntityAI parent)
1794 {
1795 super.EEDelete(parent);
1796
1797 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1798 {
1799 areaDamage.Destroy();
1800 }
1801
1802 }
1803
1804 override void OnStoreSave( ParamsWriteContext ctx )
1805 {
1806 super.OnStoreSave( ctx );
1807
1808 //sync parts 01
1809 ctx.Write( m_SyncParts01 );
1810 ctx.Write( m_SyncParts02 );
1811 ctx.Write( m_SyncParts03 );
1812
1813 ctx.Write( m_HasBase );
1814 }
1815
1816 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1817 {
1818 if ( !super.OnStoreLoad( ctx, version ) )
1819 return false;
1820
1821 //--- Base building data ---
1822 //Restore synced parts data
1823 if ( !ctx.Read( m_SyncParts01 ) )
1824 {
1825 m_SyncParts01 = 0; //set default
1826 return false;
1827 }
1828 if ( !ctx.Read( m_SyncParts02 ) )
1829 {
1830 m_SyncParts02 = 0; //set default
1831 return false;
1832 }
1833 if ( !ctx.Read( m_SyncParts03 ) )
1834 {
1835 m_SyncParts03 = 0; //set default
1836 return false;
1837 }
1838
1839 //has base
1840 if ( !ctx.Read( m_HasBase ) )
1841 {
1842 m_HasBase = false;
1843 return false;
1844 }
1845 //---
1846
1847 return true;
1848 }
1849
1850 override void AfterStoreLoad()
1851 {
1852 super.AfterStoreLoad();
1853
1855 {
1857 }
1858 }
1859
1861 {
1862 //update server data
1864
1865 //set base state
1866 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1867 SetBaseState( part.IsBuilt() ) ;
1868
1869 //synchronize after load
1871 }
1872
1873 override void OnCreatePhysics()
1874 {
1875 super.OnCreatePhysics();
1876
1877 ConstructionInit();
1879 }
1880
1881 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1882 {
1884 return;
1885
1886 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1887 }
1888
1889 override void EEOnAfterLoad()
1890 {
1892 {
1893 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1894 }
1895
1896 super.EEOnAfterLoad();
1897 }
1898
1899 override void EEItemAttached( EntityAI item, string slot_name )
1900 {
1901 super.EEItemAttached( item, slot_name );
1902
1903 CheckForHybridAttachments( item, slot_name );
1904 UpdateVisuals();
1905 UpdateAttachmentPhysics( slot_name, false );
1906 }
1907
1908 override void EEItemDetached( EntityAI item, string slot_name )
1909 {
1910 super.EEItemDetached( item, slot_name );
1911
1912 UpdateVisuals();
1913 UpdateAttachmentPhysics( slot_name, false );
1914 }
1915
1916 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1917 {
1918 string slot_name = InventorySlots.GetSlotName( slotId );
1919 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1920
1921 UpdateAttachmentVisuals( slot_name, locked );
1922 UpdateAttachmentPhysics( slot_name, locked );
1923 }
1924
1925 //ignore out of reach condition
1926 override bool IgnoreOutOfReachCondition()
1927 {
1928 return true;
1929 }
1930
1931 //CONSTRUCTION EVENTS
1932 //Build
1933 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1934 {
1935 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1936
1937 //check base state
1938 if (construtionPart.IsBase())
1939 {
1940 SetBaseState(true);
1941
1942 //spawn kit
1944 }
1945
1946 //register constructed parts for synchronization
1947 RegisterPartForSync(construtionPart.GetId());
1948
1949 //register action that was performed on part
1950 RegisterActionForSync(construtionPart.GetId(), action_id);
1951
1952 //synchronize
1954
1955 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1956
1957 UpdateNavmesh();
1958
1959 //update visuals
1960 UpdateVisuals();
1961
1962 //reset action sync data
1963 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1964 }
1965
1966 void OnPartBuiltClient(string part_name, int action_id)
1967 {
1968 //play sound
1969 SoundBuildStart( part_name );
1970 }
1971
1972 //Dismantle
1973 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1974 {
1975 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1976 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1977
1978 //register constructed parts for synchronization
1979 UnregisterPartForSync(construtionPart.GetId());
1980
1981 //register action that was performed on part
1982 RegisterActionForSync(construtionPart.GetId(), action_id);
1983
1984 //synchronize
1986
1987 // server part of sync, client will be synced from SetPartsFromSyncData
1988 SetPartFromSyncData(construtionPart);
1989
1990 UpdateNavmesh();
1991
1992 //update visuals
1993 UpdateVisuals();
1994
1995 //reset action sync data
1996 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1997
1998 //check base state
1999 if (construtionPart.IsBase())
2000 {
2001 //Destroy construction
2002 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2003 }
2004 }
2005
2006 void OnPartDismantledClient( string part_name, int action_id )
2007 {
2008 //play sound
2009 SoundDismantleStart( part_name );
2010 }
2011
2012 //Destroy
2013 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2014 {
2015 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2016 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2017
2018 //register constructed parts for synchronization
2019 UnregisterPartForSync(construtionPart.GetId());
2020
2021 //register action that was performed on part
2022 RegisterActionForSync(construtionPart.GetId(), action_id);
2023
2024 //synchronize
2026
2027 // server part of sync, client will be synced from SetPartsFromSyncData
2028 SetPartFromSyncData(construtionPart);
2029
2030 UpdateNavmesh();
2031
2032 //update visuals
2033 UpdateVisuals();
2034
2035 //reset action sync data
2036 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2037
2038 //check base state
2039 if (construtionPart.IsBase())
2040 {
2041 //Destroy construction
2042 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2043 }
2044 }
2045
2046 void OnPartDestroyedClient( string part_name, int action_id )
2047 {
2048 //play sound
2049 SoundDestroyStart( part_name );
2050 }
2051
2052 // --- UPDATE
2053 void InitBaseState()
2054 {
2055 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2056
2057 InitVisuals();
2058 UpdateNavmesh(); //regenerate navmesh
2059 }
2060
2061 void InitVisuals()
2062 {
2063 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2064 //check base
2065 if ( !HasBase() )
2066 {
2067 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2068 }
2069 else
2070 {
2071 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2072 }
2073
2074 GetConstruction().InitVisuals();
2075 }
2076
2077 void UpdateVisuals()
2078 {
2079 array<string> attachmentSlots = new array<string>;
2080
2081 GetAttachmentSlots(this, attachmentSlots);
2082 foreach (string slotName : attachmentSlots)
2083 {
2085 }
2086
2087 //check base
2088 if (!HasBase())
2089 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2090 else
2091 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2092
2093 GetConstruction().UpdateVisuals();
2094 }
2095
2096 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2097 {
2098 string slotNameMounted = slot_name + "_Mounted";
2099 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2100
2101 if (attachment)
2102 {
2103 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2104 if (barbedWire && barbedWire.IsMounted())
2105 CreateAreaDamage(slotNameMounted);
2106 else
2107 DestroyAreaDamage(slotNameMounted);
2108
2109 if (is_locked)
2110 {
2111 SetAnimationPhase(slotNameMounted, 0);
2112 SetAnimationPhase(slot_name, 1);
2113 }
2114 else
2115 {
2116 SetAnimationPhase(slotNameMounted, 1);
2117 SetAnimationPhase(slot_name, 0);
2118 }
2119 }
2120 else
2121 {
2122 SetAnimationPhase(slotNameMounted, 1);
2123 SetAnimationPhase(slot_name, 1);
2124
2125 DestroyAreaDamage(slotNameMounted);
2126 }
2127 }
2128
2129 // avoid calling this function on frequent occasions, it's a massive performance hit
2130 void UpdatePhysics()
2131 {
2133 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2134
2135 array<string> attachmentSlots = new array<string>;
2136 GetAttachmentSlots(this, attachmentSlots);
2137
2139 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2140
2141 foreach (string slotName : attachmentSlots)
2142 {
2144 }
2145
2146 //check base
2147 if (!HasBase())
2148 {
2150 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2151
2152 AddProxyPhysics(ANIMATION_DEPLOYED);
2153 }
2154 else
2155 {
2157 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2158
2159 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2160 }
2161
2162 GetConstruction().UpdatePhysics();
2163 UpdateNavmesh();
2164 }
2165
2166 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2167 {
2168 //checks for invalid appends; hotfix
2169 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2170 return;
2171 //----------------------------------
2172 string slot_name_mounted = slot_name + "_Mounted";
2173 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2174
2175 //remove proxy physics
2176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2177 RemoveProxyPhysics( slot_name_mounted );
2178 RemoveProxyPhysics( slot_name );
2179
2180 if ( attachment )
2181 {
2182 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2183 if ( is_locked )
2184 {
2185 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2186 AddProxyPhysics( slot_name_mounted );
2187 }
2188 else
2189 {
2190 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2191 AddProxyPhysics( slot_name );
2192 }
2193 }
2194 }
2195
2196 protected void UpdateNavmesh()
2197 {
2198 SetAffectPathgraph( true, false );
2199 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2200 }
2201
2202 override bool CanUseConstruction()
2203 {
2204 return true;
2205 }
2206
2207 override bool CanUseConstructionBuild()
2208 {
2209 return true;
2210 }
2211
2212 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2213 {
2214 if ( attachment )
2215 {
2216 InventoryLocation inventory_location = new InventoryLocation;
2217 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2218
2219 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2220 }
2221
2222 return false;
2223 }
2224
2225 protected bool IsAttachmentSlotLocked( string slot_name )
2226 {
2227 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2228 }
2229
2230 //--- ATTACHMENT SLOTS
2231 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2232 {
2233 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2234 if ( g_Game.ConfigIsExisting( config_path ) )
2235 {
2236 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2237 }
2238 }
2239
2240 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2241 {
2242 return true;
2243 }
2244
2245 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2246 {
2247 return true;
2248 }
2249
2250 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2251 {
2252 return true;
2253 }
2254
2255 // --- INIT
2257 {
2258 m_Construction = new Construction(this);
2259 return m_Construction;
2260 }
2261
2263 {
2264 return m_Construction;
2265 }
2266
2268 {
2269 return Construction.Cast(m_Construction);
2270 }
2271
2273 {
2274 int attachment_count = GetInventory().AttachmentCount();
2275 if ( attachment_count > 0 )
2276 {
2277 if ( HasBase() && attachment_count == 1 )
2278 {
2279 return false;
2280 }
2281
2282 return true;
2283 }
2284
2285 return false;
2286 }
2287
2288 override bool ShowZonesHealth()
2289 {
2290 return true;
2291 }
2292
2293 override bool IsTakeable()
2294 {
2295 return false;
2296 }
2297
2298 //this into/outo parent.Cargo
2299 override bool CanPutInCargo( EntityAI parent )
2300 {
2301 return false;
2302 }
2303
2304 override bool CanRemoveFromCargo( EntityAI parent )
2305 {
2306 return false;
2307 }
2308
2309 //hands
2310 override bool CanPutIntoHands( EntityAI parent )
2311 {
2312 return false;
2313 }
2314
2315 //--- ACTION CONDITIONS
2316 //direction
2317 override bool IsFacingPlayer( PlayerBase player, string selection )
2318 {
2319 return true;
2320 }
2321
2322 override bool IsPlayerInside( PlayerBase player, string selection )
2323 {
2324 return true;
2325 }
2326
2329 {
2330 return false;
2331 }
2332
2333 //roof check
2334 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2335 {
2336 return false;
2337 }
2338
2339 //selection->player distance check
2340 bool HasProperDistance( string selection, PlayerBase player )
2341 {
2342 return true;
2343 }
2344
2345 //folding
2347 {
2348 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2349 {
2350 return false;
2351 }
2352
2353 return true;
2354 }
2355
2357 {
2360
2361 return item;
2362 }
2363
2364 //Damage triggers (barbed wire)
2365 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2366 {
2367 if ( g_Game && g_Game.IsServer() )
2368 {
2369 //destroy area damage if some already exists
2370 DestroyAreaDamage( slot_name );
2371
2372 //create new area damage
2374 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2375
2376 vector min_max[2];
2377 if ( MemoryPointExists( slot_name + "_min" ) )
2378 {
2379 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2380 }
2381 if ( MemoryPointExists( slot_name + "_max" ) )
2382 {
2383 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2384 }
2385
2386 //get proper trigger extents (min<max)
2387 vector extents[2];
2388 GetConstruction().GetTriggerExtents( min_max, extents );
2389
2390 //get box center
2391 vector center;
2392 center = GetConstruction().GetBoxCenter( min_max );
2393 center = ModelToWorld( center );
2394
2395 //rotate center if needed
2397 CalcDamageAreaRotation( rotation_angle, center, orientation );
2398
2399 areaDamage.SetExtents( extents[0], extents[1] );
2400 areaDamage.SetAreaPosition( center );
2401 areaDamage.SetAreaOrientation( orientation );
2402 areaDamage.SetLoopInterval( 1.0 );
2403 areaDamage.SetDeferDuration( 0.2 );
2404 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2405 areaDamage.SetAmmoName( "BarbedWireHit" );
2406 areaDamage.Spawn();
2407
2408 m_DamageTriggers.Insert( slot_name, areaDamage );
2409 }
2410 }
2411
2412 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2413 {
2414 if ( angle_deg != 0 )
2415 {
2416 //orientation
2417 orientation[0] = orientation[0] - angle_deg;
2418
2419 //center
2420 vector rotate_axis;
2421 if ( MemoryPointExists( "rotate_axis" ) )
2422 {
2423 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2424 }
2425 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];
2426 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];
2427 center[0] = r_center_x;
2428 center[2] = r_center_z;
2429 }
2430 }
2431
2432 void DestroyAreaDamage( string slot_name )
2433 {
2434 if (g_Game && g_Game.IsServer())
2435 {
2437 if (m_DamageTriggers.Find(slot_name, areaDamage))
2438 {
2439 if (areaDamage)
2440 {
2441 areaDamage.Destroy();
2442 }
2443
2444 m_DamageTriggers.Remove( slot_name );
2445 }
2446 }
2447 }
2448
2449 override bool IsIgnoredByConstruction()
2450 {
2451 return true;
2452 }
2453
2454 //================================================================
2455 // SOUNDS
2456 //================================================================
2457 protected void SoundBuildStart( string part_name )
2458 {
2459 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2460 }
2461
2462 protected void SoundDismantleStart( string part_name )
2463 {
2464 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2465 }
2466
2467 protected void SoundDestroyStart( string part_name )
2468 {
2469 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2470 }
2471
2472 protected string GetBuildSoundByMaterial( string part_name )
2473 {
2474 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2475
2476 switch ( material_type )
2477 {
2478 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2479 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2480 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2481 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2482 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2483 }
2484
2485 return "";
2486 }
2487
2488 protected string GetDismantleSoundByMaterial( string part_name )
2489 {
2490 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2491
2492 switch ( material_type )
2493 {
2494 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2495 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2496 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2497 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2498 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2499 }
2500
2501 return "";
2502 }
2503
2504 //misc
2505 void CheckForHybridAttachments( EntityAI item, string slot_name )
2506 {
2507 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2508 {
2509 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2510 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2511 {
2512 SetHealth(slot_name,"Health",item.GetHealth());
2513 }
2514 }
2515 }
2516
2517 override int GetDamageSystemVersionChange()
2518 {
2519 return 111;
2520 }
2521
2522 override void SetActions()
2523 {
2524 super.SetActions();
2525
2529 }
2530
2531 protected void DestroyConstructedParts()
2532 {
2533 Construction construction = GetConstruction();
2534 if (!construction)
2535 return;
2536
2537 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2538 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2539 {
2540 ConstructionPart part = constructionParts.GetElement(i);
2541 if (part && part.IsBuilt() && !part.IsUtilityPart())
2542 {
2543 construction.DestroyPartServer(null, part.GetPartName(), -1);
2544 }
2545 }
2546 }
2547
2548 protected void HandleFallingForConstructedParts()
2549 {
2550 Construction construction = GetConstruction();
2551 if (!construction)
2552 return;
2553
2554 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2555 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2556 {
2557 ConstructionPart part = constructionParts.GetElement(i);
2558 if (part && part.IsBuilt() && !part.IsUtilityPart())
2559 {
2560 construction.HandleEntityFalling(part.GetPartName());
2561 }
2562 }
2563 }
2564
2566 override void OnItemFallRebuilding()
2567 {
2568 if (!g_Game.IsServer())
2569 return;
2570
2573
2574 if (DestroyOnFall())
2575 {
2577 {
2579 }
2580 else
2581 {
2583 {
2585 }
2586 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2587 }
2588 }
2589 }
2590
2592 {
2593 if (HasAnyAttachmentsOrCargo())
2594 {
2596 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2597 }
2598 }
2599
2600 //================================================================
2601 // DEBUG
2602 //================================================================
2603
2606 {
2607 return null;
2608 }
2609
2610 override void OnDebugSpawn()
2611 {
2612 FullyBuild();
2613 }
2614
2615 void FullyBuild()
2616 {
2618 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2619
2620 Man p;
2621
2622 #ifdef SERVER
2623 array<Man> players = new array<Man>;
2624 g_Game.GetWorld().GetPlayerList(players);
2625 if (players.Count())
2626 p = players[0];
2627 #else
2628 p = g_Game.GetPlayer();
2629 #endif
2630
2631 foreach (ConstructionPart part : parts)
2632 {
2633 bool excluded = false;
2634 string partName = part.GetPartName();
2635 if (excludes)
2636 {
2637 foreach (string exclude : excludes)
2638 {
2639 if (partName.Contains(exclude))
2640 {
2641 excluded = true;
2642 break;
2643 }
2644 }
2645 }
2646
2647 if (!excluded)
2648 {
2649 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2650 }
2651 }
2652
2653 GetConstruction().UpdateVisuals();
2654 }
2655
2657 //Deprecated code playpen//
2659 [Obsolete("handled in the Construction component directly")]
2660 protected void HandleItemFalling(ConstructionPart part)
2661 {
2662 }
2663
2664 [Obsolete("handled in the Construction component directly")]
2665 protected void ItemFall(vector min, vector max)
2666 {
2667 }
2668
2669 [Obsolete("obsolete debug method")]
2670 protected void DebugCustomState()
2671 {
2672 }
2673}
2674
2675void bsbDebugPrint (string s)
2676{
2677#ifdef BSB_DEBUG
2678 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2679#else
2680 //Print("" + s); // comment/uncomment to hide/see debug logs
2681#endif
2682}
2683void bsbDebugSpam (string s)
2684{
2685#ifdef BSB_DEBUG_SPAM
2686 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2687#else
2688 //Print("" + s); // comment/uncomment to hide/see debug logs
2689#endif
2690}
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().