1class PluginRemotePlayerDebugServer
extends PluginBase
45 foreach (Man playerMan : players)
71 player_damage.Insert(value);
77 rpc.
Write(player_damage);
79 rpc.
Send(player,
ERPCs.DEV_PLAYER_DEBUG_DATA,
true, player.GetIdentity());
97 float damage_global = damageResult.
GetDamage(
"",
"");
98 float damage_blood = damageResult.
GetDamage(
"",
"Blood");
99 float damage_shock = damageResult.
GetDamage(
"",
"Shock");
108 rpdd.
AddDamage(damage_global, damage_blood, damage_shock);
void RemotePlayerStatDebug(PlayerBase player)
proto native void GetPlayers(out array< Man > players)
void OnDamageEvent(PlayerBase player, TotalDamageResult damageResult)
void SetWatching(bool enable)
void OnRPC(ParamsReadContext ctx, PlayerBase player)
ref set< PlayerBase > m_ClientList
void OnRequestReceived(PlayerBase player, bool enable)
eRemoteDebugType m_DebugType
ref map< PlayerBase, ref RemotePlayerDamageDebug > m_PlayerDebugDamage
override void OnUpdate(float delta_time)
ref array< ref RemotePlayerStatDebug > m_PlayerDebugStats
void AddDamage(float value_global, float value_blood, float value_shock)
proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native float GetDamage(string zoneName, string healthType)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Serializer ParamsReadContext
proto native CGame GetGame()