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BaseBuildingBase.c File Reference

Data Structures

class  ItemBase
 

Functions

class BaseBuildingBase extends ItemBase bsbDebugPrint (string s)
 
void BaseBuildingBase ()
 
override void EEDelete (EntityAI parent)
 
override string GetInvulnerabilityTypeString ()
 
override bool CanObstruct ()
 
override int GetHideIconMask ()
 
override void InitItemSounds ()
 
override string GetFoldSoundset ()
 
override string GetLoopFoldSoundset ()
 
void SynchronizeBaseState ()
 
override void OnVariablesSynchronized ()
 
protected void OnSynchronizedClient ()
 
void RegisterPartForSync (int part_id)
 
void UnregisterPartForSync (int part_id)
 
bool IsPartBuildInSyncData (int part_id)
 
protected void RegisterActionForSync (int part_id, int action_id)
 
protected void ResetActionSyncData ()
 
protected void SetActionFromSyncData ()
 
void SetPartFromSyncData (ConstructionPart part)
 
void SetPartsFromSyncData ()
 
protected ConstructionPart GetConstructionPartById (int id)
 
bool HasBase ()
 
void SetBaseState (bool has_base)
 
override bool IsDeployable ()
 
bool IsOpened ()
 
ItemBase CreateConstructionKit ()
 
void CreateConstructionKitInHands (notnull PlayerBase player)
 
protected vector GetKitSpawnPosition ()
 
protected string GetConstructionKitType ()
 
void DestroyConstructionKit (ItemBase construction_kit)
 
void DestroyConstruction ()
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void AfterStoreLoad ()
 
void SetPartsAfterStoreLoad ()
 
override void OnCreatePhysics ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override void EEOnAfterLoad ()
 
override void EEInit ()
 
override void EEItemAttached (EntityAI item, string slot_name)
 
override void EEItemDetached (EntityAI item, string slot_name)
 
protected void OnSetSlotLock (int slotId, bool locked, bool was_locked)
 
override bool IgnoreOutOfReachCondition ()
 
void OnPartBuiltServer (notnull Man player, string part_name, int action_id)
 
void OnPartBuiltClient (string part_name, int action_id)
 
void OnPartDismantledServer (notnull Man player, string part_name, int action_id)
 
void OnPartDismantledClient (string part_name, int action_id)
 
void OnPartDestroyedServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
 
void OnPartDestroyedClient (string part_name, int action_id)
 
protected void HandleItemFalling (ConstructionPart part)
 Disconnected temporarily.
 
protected void ItemFall (vector min, vector max)
 Disconnected temporarily.
 
void InitBaseState ()
 
void InitVisuals ()
 
void UpdateVisuals ()
 
void UpdateAttachmentVisuals (string slot_name, bool is_locked)
 
void UpdatePhysics ()
 
void UpdateAttachmentPhysics (string slot_name, bool is_locked)
 
protected void UpdateNavmesh ()
 
override bool CanUseConstruction ()
 
override bool CanUseConstructionBuild ()
 
protected bool IsAttachmentSlotLocked (EntityAI attachment)
 
protected bool IsAttachmentSlotLocked (string slot_name)
 
void GetAttachmentSlots (EntityAI entity, out array< string > attachment_slots)
 
bool CheckSlotVerticalDistance (int slot_id, PlayerBase player)
 
protected bool CheckMemoryPointVerticalDistance (float max_dist, string selection, PlayerBase player)
 
protected bool CheckLevelVerticalDistance (float max_dist, string selection, PlayerBase player)
 
void ConstructionInit ()
 
Construction GetConstruction ()
 
override bool CanReceiveAttachment (EntityAI attachment, int slotId)
 
bool HasAttachmentsBesidesBase ()
 
override bool ShowZonesHealth ()
 
override bool IsTakeable ()
 
override bool CanPutInCargo (EntityAI parent)
 
override bool CanRemoveFromCargo (EntityAI parent)
 
override bool CanPutIntoHands (EntityAI parent)
 
override bool IsFacingPlayer (PlayerBase player, string selection)
 
override bool IsPlayerInside (PlayerBase player, string selection)
 
bool MustBeBuiltFromOutside ()
 Some buildings can only be built from outside.
 
bool IsFacingCamera (string selection)
 
bool PerformRoofCheckForBase (string partName, PlayerBase player, out bool result)
 
bool HasProperDistance (string selection, PlayerBase player)
 
bool CanFoldBaseBuildingObject ()
 
ItemBase FoldBaseBuildingObject ()
 
void CreateAreaDamage (string slot_name, float rotation_angle=0)
 
void CalcDamageAreaRotation (float angle_deg, out vector center, out vector orientation)
 
void DestroyAreaDamage (string slot_name)
 
override bool IsIgnoredByConstruction ()
 
protected void SoundBuildStart (string part_name)
 
protected void SoundDismantleStart (string part_name)
 
protected void SoundDestroyStart (string part_name)
 
protected string GetBuildSoundByMaterial (string part_name)
 
protected string GetDismantleSoundByMaterial (string part_name)
 
void CheckForHybridAttachments (EntityAI item, string slot_name)
 
override int GetDamageSystemVersionChange ()
 
override void SetActions ()
 
protected void DebugCustomState ()
 
array< stringOnDebugSpawnBuildExcludes ()
 Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
 
override void OnDebugSpawn ()
 
void FullyBuild ()
 
void bsbDebugSpam (string s)
 

Variables

const string ANIMATION_DEPLOYED = "Deployed"
 
float m_ConstructionKitHealth
 
ref Construction m_Construction
 
bool m_HasBase
 
int m_SyncParts01
 
int m_SyncParts02
 
int m_SyncParts03
 
int m_InteractedPartId
 
int m_PerformedActionId
 
const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet"
 
const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet"
 
const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet"
 
const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet"
 
const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet"
 
const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet"
 
const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet"
 
const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet"
 
const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet"
 
const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet"
 
protected EffectSound m_Sound
 
ref map< string, ref AreaDamageManagerm_DamageTriggers
 
ref array< stringm_HybridAttachments
 
ref array< stringm_Mountables
 

Function Documentation

◆ AfterStoreLoad()

override void AfterStoreLoad ( )

◆ BaseBuildingBase()

void BaseBuildingBase ( )

◆ bsbDebugPrint()

◆ bsbDebugSpam()

void bsbDebugSpam ( string  s)

◆ CalcDamageAreaRotation()

void CalcDamageAreaRotation ( float  angle_deg,
out vector  center,
out vector  orientation 
)

◆ CanFoldBaseBuildingObject()

bool CanFoldBaseBuildingObject ( )

◆ CanObstruct()

override bool CanObstruct ( )

◆ CanPutInCargo()

override bool CanPutInCargo ( EntityAI  parent)

◆ CanPutIntoHands()

override bool CanPutIntoHands ( EntityAI  parent)

◆ CanReceiveAttachment()

override bool CanReceiveAttachment ( EntityAI  attachment,
int  slotId 
)

◆ CanRemoveFromCargo()

override bool CanRemoveFromCargo ( EntityAI  parent)

◆ CanUseConstruction()

override bool CanUseConstruction ( )

◆ CanUseConstructionBuild()

override bool CanUseConstructionBuild ( )

◆ CheckForHybridAttachments()

void CheckForHybridAttachments ( EntityAI  item,
string  slot_name 
)

◆ CheckLevelVerticalDistance()

protected bool CheckLevelVerticalDistance ( float  max_dist,
string  selection,
PlayerBase  player 
)

◆ CheckMemoryPointVerticalDistance()

protected bool CheckMemoryPointVerticalDistance ( float  max_dist,
string  selection,
PlayerBase  player 
)

◆ CheckSlotVerticalDistance()

bool CheckSlotVerticalDistance ( int  slot_id,
PlayerBase  player 
)

◆ ConstructionInit()

void ConstructionInit ( )

◆ CreateAreaDamage()

void CreateAreaDamage ( string  slot_name,
float  rotation_angle = 0 
)

◆ CreateConstructionKit()

◆ CreateConstructionKitInHands()

void CreateConstructionKitInHands ( notnull PlayerBase  player)

◆ DebugCustomState()

protected void DebugCustomState ( )

Referenced by ItemBase::EEInit().

◆ DestroyAreaDamage()

void DestroyAreaDamage ( string  slot_name)

◆ DestroyConstruction()

◆ DestroyConstructionKit()

void DestroyConstructionKit ( ItemBase  construction_kit)

◆ EEDelete()

override void EEDelete ( EntityAI  parent)

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int  oldLevel,
int  newLevel,
string  zone 
)

◆ EEInit()

override void EEInit ( )

◆ EEItemAttached()

override void EEItemAttached ( EntityAI  item,
string  slot_name 
)

◆ EEItemDetached()

override void EEItemDetached ( EntityAI  item,
string  slot_name 
)

◆ EEOnAfterLoad()

override void EEOnAfterLoad ( )

◆ FoldBaseBuildingObject()

ItemBase FoldBaseBuildingObject ( )

◆ FullyBuild()

void FullyBuild ( )

Referenced by ItemBase::OnDebugSpawn().

◆ GetAttachmentSlots()

void GetAttachmentSlots ( EntityAI  entity,
out array< string attachment_slots 
)

◆ GetBuildSoundByMaterial()

protected string GetBuildSoundByMaterial ( string  part_name)

◆ GetConstruction()

◆ GetConstructionKitType()

protected string GetConstructionKitType ( )

◆ GetConstructionPartById()

protected ConstructionPart GetConstructionPartById ( int  id)

◆ GetDamageSystemVersionChange()

override int GetDamageSystemVersionChange ( )

◆ GetDismantleSoundByMaterial()

protected string GetDismantleSoundByMaterial ( string  part_name)

◆ GetFoldSoundset()

override string GetFoldSoundset ( )

◆ GetHideIconMask()

override int GetHideIconMask ( )

◆ GetInvulnerabilityTypeString()

◆ GetKitSpawnPosition()

protected vector GetKitSpawnPosition ( )

◆ GetLoopFoldSoundset()

override string GetLoopFoldSoundset ( )

◆ HandleItemFalling()

protected void HandleItemFalling ( ConstructionPart  part)

Disconnected temporarily.

◆ HasAttachmentsBesidesBase()

bool HasAttachmentsBesidesBase ( )

◆ HasBase()

◆ HasProperDistance()

bool HasProperDistance ( string  selection,
PlayerBase  player 
)

◆ IgnoreOutOfReachCondition()

override bool IgnoreOutOfReachCondition ( )

◆ InitBaseState()

void InitBaseState ( )

◆ InitItemSounds()

override void InitItemSounds ( )

◆ InitVisuals()

void InitVisuals ( )

◆ IsAttachmentSlotLocked() [1/2]

protected bool IsAttachmentSlotLocked ( EntityAI  attachment)

◆ IsAttachmentSlotLocked() [2/2]

protected bool IsAttachmentSlotLocked ( string  slot_name)

◆ IsDeployable()

override bool IsDeployable ( )

◆ IsFacingCamera()

bool IsFacingCamera ( string  selection)

◆ IsFacingPlayer()

override bool IsFacingPlayer ( PlayerBase  player,
string  selection 
)

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )

◆ IsOpened()

◆ IsPartBuildInSyncData()

bool IsPartBuildInSyncData ( int  part_id)

◆ IsPlayerInside()

override bool IsPlayerInside ( PlayerBase  player,
string  selection 
)

◆ IsTakeable()

override bool IsTakeable ( )

◆ ItemFall()

protected void ItemFall ( vector  min,
vector  max 
)

Disconnected temporarily.

Referenced by ItemBase::HandleItemFalling().

◆ MustBeBuiltFromOutside()

bool MustBeBuiltFromOutside ( )

Some buildings can only be built from outside.

◆ OnCreatePhysics()

override void OnCreatePhysics ( )

◆ OnDebugSpawn()

override void OnDebugSpawn ( )

◆ OnDebugSpawnBuildExcludes()

array< string > OnDebugSpawnBuildExcludes ( )

Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.

◆ OnPartBuiltClient()

void OnPartBuiltClient ( string  part_name,
int  action_id 
)

◆ OnPartBuiltServer()

void OnPartBuiltServer ( notnull Man  player,
string  part_name,
int  action_id 
)

◆ OnPartDestroyedClient()

void OnPartDestroyedClient ( string  part_name,
int  action_id 
)

◆ OnPartDestroyedServer()

void OnPartDestroyedServer ( Man  player,
string  part_name,
int  action_id,
bool  destroyed_by_connected_part = false 
)

◆ OnPartDismantledClient()

void OnPartDismantledClient ( string  part_name,
int  action_id 
)

◆ OnPartDismantledServer()

void OnPartDismantledServer ( notnull Man  player,
string  part_name,
int  action_id 
)

◆ OnSetSlotLock()

protected void OnSetSlotLock ( int  slotId,
bool  locked,
bool  was_locked 
)

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext  ctx,
int  version 
)

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext  ctx)

◆ OnSynchronizedClient()

protected void OnSynchronizedClient ( )

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )

◆ PerformRoofCheckForBase()

bool PerformRoofCheckForBase ( string  partName,
PlayerBase  player,
out bool  result 
)

◆ RegisterActionForSync()

protected void RegisterActionForSync ( int  part_id,
int  action_id 
)

◆ RegisterPartForSync()

void RegisterPartForSync ( int  part_id)

◆ ResetActionSyncData()

◆ SetActionFromSyncData()

protected void SetActionFromSyncData ( )

◆ SetActions()

override void SetActions ( )

◆ SetBaseState()

◆ SetPartFromSyncData()

◆ SetPartsAfterStoreLoad()

void SetPartsAfterStoreLoad ( )

◆ SetPartsFromSyncData()

void SetPartsFromSyncData ( )

◆ ShowZonesHealth()

override bool ShowZonesHealth ( )

◆ SoundBuildStart()

protected void SoundBuildStart ( string  part_name)

◆ SoundDestroyStart()

protected void SoundDestroyStart ( string  part_name)

◆ SoundDismantleStart()

protected void SoundDismantleStart ( string  part_name)

◆ SynchronizeBaseState()

◆ UnregisterPartForSync()

void UnregisterPartForSync ( int  part_id)

◆ UpdateAttachmentPhysics()

void UpdateAttachmentPhysics ( string  slot_name,
bool  is_locked 
)

◆ UpdateAttachmentVisuals()

void UpdateAttachmentVisuals ( string  slot_name,
bool  is_locked 
)

◆ UpdateNavmesh()

◆ UpdatePhysics()

void UpdatePhysics ( )

◆ UpdateVisuals()

void UpdateVisuals ( )

Variable Documentation

◆ ANIMATION_DEPLOYED

◆ m_Construction

◆ m_ConstructionKitHealth

◆ m_DamageTriggers

◆ m_HasBase

◆ m_HybridAttachments

◆ m_InteractedPartId

◆ m_Mountables

◆ m_PerformedActionId

◆ m_Sound

protected EffectSound m_Sound

◆ m_SyncParts01

◆ m_SyncParts02

◆ m_SyncParts03

◆ SOUND_BUILD_METAL

const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet"

◆ SOUND_BUILD_WIRE

const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet"

◆ SOUND_BUILD_WOOD_LOG

const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet"

◆ SOUND_BUILD_WOOD_PLANK

const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet"

◆ SOUND_BUILD_WOOD_STAIRS

const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet"

◆ SOUND_DISMANTLE_METAL

const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet"

◆ SOUND_DISMANTLE_WIRE

const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet"

◆ SOUND_DISMANTLE_WOOD_LOG

const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet"

◆ SOUND_DISMANTLE_WOOD_PLANK

const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet"

◆ SOUND_DISMANTLE_WOOD_STAIRS

const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet"