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staticflagpole.c
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1
/*
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For use in events/by modders, not part of standard gameplay
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Example object spawner json use:
4
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{
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"Objects": [
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{
8
"name": "StaticFlagPole",
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"pos": [
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3000,
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57,
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3000
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],
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"ypr": [
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0.0,
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0.0,
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0.0
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],
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"scale": 1,
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"customString": "Flag_Bohemia"
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}
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]
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}
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*/
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class
StaticFlagPole
extends
TerritoryFlag
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{
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override
void
OnPartDismantledServer
( notnull Man player,
string
part_name,
int
action_id )
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{
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}
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override
void
OnPartDestroyedServer
( Man player,
string
part_name,
int
action_id,
bool
destroyed_by_connected_part =
false
)
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{
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}
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override
void
OnSpawnByObjectSpawner
(
ITEM_SpawnerObject
item)
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{
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FullyBuild
();
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if
(item.
customString
!=
string
.
Empty
)
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{
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EntityAI
flag = GetInventory().CreateInInventory(item.
customString
);
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if
(flag)
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{
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AnimateFlagEx(0);
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AddRefresherTime01(1);
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}
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}
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}
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// version of FullyBuild which does not require a player
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override
void
FullyBuild
()
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{
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array<ConstructionPart>
parts =
GetConstruction
().GetConstructionParts().GetValueArray();
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foreach
(
ConstructionPart
part : parts)
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{
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ConstructionPart
construtionPart =
GetConstruction
().GetConstructionPart(part.GetPartName());
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if
(construtionPart.
IsBase
())
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{
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SetBaseState
(
true
);
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CreateConstructionKit
();
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}
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RegisterPartForSync
(construtionPart.
GetId
());
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RegisterActionForSync
(construtionPart.
GetId
(),
AT_BUILD_PART
);
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SynchronizeBaseState
();
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SetPartFromSyncData
(construtionPart);
// server part of sync, client will be synced from SetPartsFromSyncData
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UpdateNavmesh
();
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UpdateVisuals
();
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g_Game
.GetCallQueue(
CALL_CATEGORY_GAMEPLAY
).CallLater(
ResetActionSyncData
, 100,
false
,
this
);
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}
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GetConstruction
().UpdateVisuals();
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}
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}
AT_BUILD_PART
const int AT_BUILD_PART
Definition
_constants.c:6
ResetActionSyncData
void ResetActionSyncData()
Definition
basebuildingbase.c:1561
SetBaseState
void SetBaseState(bool has_base)
Definition
basebuildingbase.c:1669
CreateConstructionKit
ItemBase CreateConstructionKit()
Definition
basebuildingbase.c:1685
RegisterPartForSync
void RegisterPartForSync(int part_id)
Definition
basebuildingbase.c:1457
GetConstruction
Construction GetConstruction()
Definition
basebuildingbase.c:2284
UpdateNavmesh
void UpdateNavmesh()
Definition
basebuildingbase.c:2214
RegisterActionForSync
void RegisterActionForSync(int part_id, int action_id)
Definition
basebuildingbase.c:1555
SetPartFromSyncData
void SetPartFromSyncData(ConstructionPart part)
Definition
basebuildingbase.c:1585
SynchronizeBaseState
void SynchronizeBaseState()
Definition
basebuildingbase.c:1428
ConstructionPart
Definition
constructionpart.c:2
ConstructionPart::IsBase
bool IsBase()
Definition
constructionpart.c:65
ConstructionPart::GetId
int GetId()
Definition
constructionpart.c:40
EntityAI
Definition
inventoryitem.c:2
ITEM_SpawnerObject
Definition
objectspawner.c:101
ITEM_SpawnerObject::customString
string customString
Definition
objectspawner.c:107
TerritoryFlag
Definition
staticflagpole.c:28
TerritoryFlag::OnPartDismantledServer
override void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Definition
staticflagpole.c:29
TerritoryFlag::FullyBuild
override void FullyBuild()
Definition
staticflagpole.c:53
TerritoryFlag::OnPartDestroyedServer
override void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Definition
staticflagpole.c:33
TerritoryFlag::OnSpawnByObjectSpawner
override void OnSpawnByObjectSpawner(ITEM_SpawnerObject item)
Definition
staticflagpole.c:37
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition
isboxcollidinggeometryproxyclasses.c:28
UpdateVisuals
void UpdateVisuals()
Definition
construction.c:188
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
string::Empty
static const string Empty
Definition
enstring.c:7
CALL_CATEGORY_GAMEPLAY
const int CALL_CATEGORY_GAMEPLAY
Definition
tools.c:10
Games
Dayz
scripts
4_world
entities
itembase
basebuildingbase
staticflagpole.c
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