Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
constructionpart.c
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2 {
3  string m_Name; //localized text name that is displayed ingame
4  int m_Id; //a number used for synchronization and persistence purposes, must be unique and withing sync limit (total number of bits in all sync/persistence variables)
5  string m_PartName; //config class name
6  string m_MainPartName; //main (parent) config class name
7  bool m_IsBuilt; //defines part build state
8  bool m_IsBase; //defines if this part is the foundation of the whole construction
9  bool m_IsGate; //defines part gate state
10  ref array<string> m_RequiredParts; //list of parts required by this part
11 
12  void ConstructionPart( string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array<string> required_parts )
13  {
14  m_Name = name;
15  m_PartName = part_name;
16  m_MainPartName = main_part_name;
17  m_Id = id;
18  m_IsBuilt = is_built;
19  m_IsBase = is_base;
20  m_IsGate = is_gate;
21  m_RequiredParts = required_parts;
22  }
23 
24  string GetName()
25  {
26  string ret = Widget.TranslateString(m_Name);
27  return ret;
28  }
29 
30  string GetPartName()
31  {
32  return m_PartName;
33  }
34 
35  string GetMainPartName()
36  {
37  return m_MainPartName;
38  }
39 
40  int GetId()
41  {
42  return m_Id;
43  }
44 
45  bool IsBuilt()
46  {
47  return m_IsBuilt;
48  }
49 
50  void SetBuiltState( bool is_built )
51  {
52  if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] SetBuildState=" + is_built + " part=" + m_PartName);
53  m_IsBuilt = is_built;
54  }
55 
56  void SetRequestBuiltState( bool req_built )
57  {
58  if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] SetRequestBuiltState=" + req_built + " part=" + m_PartName);
59  if (GetGame().IsMultiplayer())
60  SetBuiltState(req_built);
61  else
62  ; // skip set to true in single player - will be synced later
63  }
64 
65  bool IsBase()
66  {
67  return m_IsBase;
68  }
69 
70  bool IsGate()
71  {
72  return m_IsGate;
73  }
74 
75  array<string> GetRequiredParts()
76  {
77  return m_RequiredParts;
78  }
79 }
GetGame
proto native CGame GetGame()
m_PartName
string m_PartName
Definition: construction.c:1306
LogManager
Definition: debug.c:734
m_Name
string m_Name
Definition: bioslobbyservice.c:35
m_Id
class GetServerModListResult m_Id
GetServersResultRow the output structure of the GetServers operation that represents one game server.
bsbDebugPrint
Chemlight_ColorBase bsbDebugPrint
array< string >
name
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
ConstructionPart
Definition: constructionpart.c:1
Widget
Definition: enwidgets.c:189