DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Emote ids

Topics

 Custom animation events ID for emotes
 
 Configurations for ItemsGenerator class
 
 Selectable action types ids
 
 User action internal state machine states
 
 Agent transmission system
 
 LiquidTypes
 
 LiquidThroughputs
 
 ChatMessagesVisibility
 
 HUDVisibility
 
 Controls locks
 
 Item Variables
 
 Configurations for StaminaHandler class
 
 Configurations for Environment class
 
 Cars Fluids
 
 Cars Contact
 
 Item Health States (ItemBase.GetHealthLevel)
 
 Item Damage Relative Values (ItemBase.GetHealth01)
 
 Item Wetness States (ItemBase.GetWet)
 
 Item Temperature Levels (ItemBase.GetTemperature) (ObjectTemperatureState)
 
 Entity Temperature constants
 
 Barrel related functions constants
 
 FOV settings
 
 Lifetime Refresher functionality constants
 
 Food decay constants
 
 Inventory constants
 

Структуры данных

class  EmoteConstants
 
class  GameConstants
 

Переменные

const int ID_EMOTE_GREETING = 1
 
const int ID_EMOTE_SOS = 2
 
const int ID_EMOTE_HEART = 3
 
const int ID_EMOTE_TAUNT = 4
 
const int ID_EMOTE_LYINGDOWN = 5
 
const int ID_EMOTE_TAUNTKISS = 6
 
const int ID_EMOTE_FACEPALM = 7
 
const int ID_EMOTE_TAUNTELBOW = 8
 
const int ID_EMOTE_THUMB = 9
 
const int ID_EMOTE_THROAT = 10
 
const int ID_EMOTE_SUICIDE = 11
 
const int ID_EMOTE_DANCE = 12
 
const int ID_EMOTE_CAMPFIRE = 13
 
const int ID_EMOTE_SITA = 14
 
const int ID_EMOTE_SITB = 15
 
const int ID_EMOTE_THUMBDOWN = 16
 
const int ID_EMOTE_DABBING = 32
 
const int ID_EMOTE_TIMEOUT = 35
 
const int ID_EMOTE_CLAP = 39
 
const int ID_EMOTE_POINT = 40
 
const int ID_EMOTE_SILENT = 43
 
const int ID_EMOTE_SALUTE = 44
 
const int ID_EMOTE_RPS = 45
 
const int ID_EMOTE_WATCHING = 46
 
const int ID_EMOTE_HOLD = 47
 
const int ID_EMOTE_LISTENING = 48
 
const int ID_EMOTE_POINTSELF = 49
 
const int ID_EMOTE_LOOKATME = 50
 
const int ID_EMOTE_TAUNTTHINK = 51
 
const int ID_EMOTE_MOVE = 52
 
const int ID_EMOTE_DOWN = 53
 
const int ID_EMOTE_COME = 54
 
const int ID_EMOTE_RPS_R = 55
 
const int ID_EMOTE_RPS_P = 56
 
const int ID_EMOTE_RPS_S = 57
 
const int ID_EMOTE_NOD = 58
 
const int ID_EMOTE_SHAKE = 59
 
const int ID_EMOTE_SHRUG = 60
 
const int ID_EMOTE_SURRENDER = 61
 
const int ID_EMOTE_VOMIT = 62
 
const int ID_EMOTE_DEBUG = 1000
 
const int ID_EMOTE_GREETING = 1
 
const int ID_EMOTE_SOS = 2
 
const int ID_EMOTE_HEART = 3
 
const int ID_EMOTE_TAUNT = 4
 
const int ID_EMOTE_LYINGDOWN = 5
 
const int ID_EMOTE_TAUNTKISS = 6
 
const int ID_EMOTE_FACEPALM = 7
 
const int ID_EMOTE_TAUNTELBOW = 8
 
const int ID_EMOTE_THUMB = 9
 
const int ID_EMOTE_THROAT = 10
 
const int ID_EMOTE_SUICIDE = 11
 
const int ID_EMOTE_DANCE = 12
 
const int ID_EMOTE_CAMPFIRE = 13
 
const int ID_EMOTE_SITA = 14
 
const int ID_EMOTE_SITB = 15
 
const int ID_EMOTE_THUMBDOWN = 16
 
const int ID_EMOTE_DABBING = 32
 
const int ID_EMOTE_TIMEOUT = 35
 
const int ID_EMOTE_CLAP = 39
 
const int ID_EMOTE_POINT = 40
 
const int ID_EMOTE_SILENT = 43
 
const int ID_EMOTE_SALUTE = 44
 
const int ID_EMOTE_RPS = 45
 
const int ID_EMOTE_WATCHING = 46
 
const int ID_EMOTE_HOLD = 47
 
const int ID_EMOTE_LISTENING = 48
 
const int ID_EMOTE_POINTSELF = 49
 
const int ID_EMOTE_LOOKATME = 50
 
const int ID_EMOTE_TAUNTTHINK = 51
 
const int ID_EMOTE_MOVE = 52
 
const int ID_EMOTE_DOWN = 53
 
const int ID_EMOTE_COME = 54
 
const int ID_EMOTE_RPS_R = 55
 
const int ID_EMOTE_RPS_P = 56
 
const int ID_EMOTE_RPS_S = 57
 
const int ID_EMOTE_NOD = 58
 
const int ID_EMOTE_SHAKE = 59
 
const int ID_EMOTE_SHRUG = 60
 
const int ID_EMOTE_SURRENDER = 61
 
const int ID_EMOTE_VOMIT = 62
 
const int ID_EMOTE_DEBUG = 1000
 
const int QUANTITY_HIDDEN = 0
 
const int QUANTITY_COUNT = 1
 
const int QUANTITY_PROGRESS = 2
 
const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode"
 
const float CRAFTING_TIME_UNIT_SIZE = 4.0
 
const float PROJECTED_CURSOR_DISTANCE = 5
 
const float DEBUG_QUICK_UNRESTRAIN_TIME = 1.0
 
const float MELEE_ITEM_DAMAGE = 0.35
 
const int HAIR_SELECTION_COUNT = 45
 
const int INPUT_EXCLUDE_ALL = 0
 
const int INPUT_EXCLUDE_INVENTORY = 1
 
const int INPUT_EXCLUDE_MOUSE_ALL = 2
 
const int INPUT_EXCLUDE_MOUSE_RADIAL = 3
 
const int INPUT_EXCLUDE_MAP = 4
 
const int OPTICS_STATE_DAY = 0
 
const int OPTICS_STATE_NIGHTVISION = 1
 
const float WETNESS_RATE_WETTING_INSIDE = 0.0020
 
const float WETNESS_RATE_WETTING_LIQUID = 0.015
 
const float WETNESS_RATE_DRYING_INSIDE = -0.0016
 
const float WETNESS_RATE_DRYING_GROUND = -0.0008
 
const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926
 FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp".
 
const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865
 
const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236
 
const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0"
 
const int DEFAULT_CHARACTER_MENU_ID = -1
 
const float CLEAN_UNRESTRAIN_DAMAGE = 10
 
const int CAMERA_SHAKE_GRENADE_DISTANCE = 40
 Camera shake.
 
const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200
 
const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000
 
const float MINING_WOOD_FAST = 2.0
 Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s!
 
const float MINING_WOOD_MEDIUM = 2.0
 
const float MINING_WOOD_SLOW = 3.0
 
const float PROJECTILE_CONVERSION_ANIMALS = 0.1
 Non-lethal projectile damage QuantityConversions.
 
const float PROJECTILE_CONVERSION_INFECTED = 0.44
 
const float PROJECTILE_CONVERSION_PLAYERS = 0.1
 
const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS
 
const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED
 
const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS
 
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.16
 
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.16
 
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0
 
const float ROOF_CHECK_RAYCAST_DIST = 20.0
 
const float ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100
 misc
 
const float LOADING_SCREEN_HINT_INTERVAL = 14
 
const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8
 
const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40
 
const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5
 
const float REFRESHER_RADIUS = 60
 
const float SALMONELLA_RETENTION_PREDATOR = 0.6
 
const float DECAY_FOOD_RAW_MEAT = 21600
 
const float DECAY_FOOD_RAW_CORPSE = 32400
 
const float DECAY_FOOD_RAW_FRVG = 43200
 
const float DECAY_FOOD_BOILED_MEAT = 259200
 
const float DECAY_FOOD_BOILED_FRVG = 172800
 
const float DECAY_FOOD_BAKED_MEAT = 345600
 
const float DECAY_FOOD_BAKED_FRVG = 259200
 
const float DECAY_FOOD_DRIED_MEAT = 691200
 
const float DECAY_FOOD_CAN_OPEN = 172800
 
const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43
 
const int DECAY_TIMER_RANDOM_PERCENTAGE = 25
 
const float DECAY_RATE_ON_PLAYER = 2.5
 
const int RESPAWN_MODE_CUSTOM = 0
 
const int RESPAWN_MODE_RANDOM = 1
 
const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2
 
const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2
 Inventory visibility depth, also governs default direct access for most cases. Actual inventory depth CAN be higher than this, but direct access from player should not be possible in the context of player inventory.
 
const float AI_ATTACKSPEED = 1.5
 
const float AI_MAX_BLOCKABLE_ANGLE = 60
 
const float AI_CONTAMINATION_DMG_PER_SEC = 3
 
static float RAIN_NOISE_REDUCTION_WEIGHT = 0.5
 
static float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25
 
const float PVP_MAX_BLOCKABLE_ANGLE = 60
 
const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3
 
const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8
 how much this head parts (clothing) affects final heatcomfort
 
const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4
 how much this body parts (clothing) affects final heatcomfort
 
const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3
 how much this feet parts (clothing) affects final heatcomfort
 
const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5
 weight of back for the sum of heat isolation
 
const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01
 weight of vest for the sum of heat isolation
 
const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02
 converts temperature of items to entities heatcomfort gain
 
const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35
 amount of ?C reduced for each 100 meteres of height above water level
 
const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085
 how many % of environment temperature can be lowered by clouds
 
const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5
 increases temp in interiors
 
const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011
 how many time is water colder than air
 
const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17
 Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0)
 
const float TEMPERATURE_RATE_COOLING_GROUND = -0.34
 
const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35
 
class GameConstants CFG_FILE_ADDITIONAL_INFO = "$profile:serverInfo.cfg"
 DEPRECATED.
 

Подробное описание

Переменные

◆ AI_ATTACKSPEED

const float AI_ATTACKSPEED = 1.5
private

Используется в DayZInfected::FightAttackLogic().

◆ AI_CONTAMINATION_DMG_PER_SEC

const float AI_CONTAMINATION_DMG_PER_SEC = 3
private

Используется в EffectTrigger::OnStayServerEvent().

◆ AI_MAX_BLOCKABLE_ANGLE

const float AI_MAX_BLOCKABLE_ANGLE = 60
private

Используется в DayZInfected::FightLogic().

◆ CAMERA_SHAKE_ARTILLERY_DISTANCE

const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200
private

Используется в CGame::OnRPC().

◆ CAMERA_SHAKE_ARTILLERY_DISTANCE2

const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000
private

Используется в CGame::OnRPC().

◆ CAMERA_SHAKE_GRENADE_DISTANCE

const int CAMERA_SHAKE_GRENADE_DISTANCE = 40
private

Camera shake.

◆ CFG_FILE_ADDITIONAL_INFO

class GameConstants CFG_FILE_ADDITIONAL_INFO = "$profile:serverInfo.cfg"

DEPRECATED.

Используется в PluginLocalProfile::GetFileName().

◆ CLEAN_UNRESTRAIN_DAMAGE

const float CLEAN_UNRESTRAIN_DAMAGE = 10
private

Используется в ActionUnrestrainSelf::OnFinishProgressServer().

◆ CRAFTING_TIME_UNIT_SIZE

const float CRAFTING_TIME_UNIT_SIZE = 4.0

Используется в RecipeBase::GetLengthInSecs().

◆ DEBUG_QUICK_UNRESTRAIN_TIME

◆ DECAY_FOOD_BAKED_FRVG

const float DECAY_FOOD_BAKED_FRVG = 259200
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_BAKED_MEAT

const float DECAY_FOOD_BAKED_MEAT = 345600
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_BOILED_FRVG

const float DECAY_FOOD_BOILED_FRVG = 172800
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_BOILED_MEAT

const float DECAY_FOOD_BOILED_MEAT = 259200
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_CAN_OPEN

const float DECAY_FOOD_CAN_OPEN = 172800
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_DRIED_MEAT

const float DECAY_FOOD_DRIED_MEAT = 691200
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_FRVG_DRIED_CHANCE

const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_RAW_CORPSE

const float DECAY_FOOD_RAW_CORPSE = 32400
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_RAW_FRVG

const float DECAY_FOOD_RAW_FRVG = 43200
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_FOOD_RAW_MEAT

const float DECAY_FOOD_RAW_MEAT = 21600
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_RATE_ON_PLAYER

const float DECAY_RATE_ON_PLAYER = 2.5
private

Используется в Edible_Base::ProcessDecay().

◆ DECAY_TIMER_RANDOM_PERCENTAGE

const int DECAY_TIMER_RANDOM_PERCENTAGE = 25
private

Используется в Edible_Base::ProcessDecay().

◆ DEFAULT_CHARACTER_MENU_ID

◆ DEFAULT_CHARACTER_NAME

◆ DZPLAYER_CAMERA_FOV_EYEZOOM

const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926
private

FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp".

Используется в CGame::GetFOVByZoomType(), DayZPlayerCameraBase::HoldBreathFOVEffect() и HoldBreathFOVEffect().

◆ DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW

const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865
private

Используется в CGame::GetFOVByZoomType().

◆ DZPLAYER_CAMERA_FOV_IRONSIGHTS

const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236
private

◆ ENVIRO_CLOUDS_TEMP_EFFECT

const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35
private

amount of ?C reduced for each 100 meteres of height above water level

◆ ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT

const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8
private

how much this head parts (clothing) affects final heatcomfort

◆ ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT

const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4
private

how much this body parts (clothing) affects final heatcomfort

◆ ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT

const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3
private

DEPRECATED

◆ ENVIRO_HEATISOLATION_BACK_WEIGHT

const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3
private

how much this feet parts (clothing) affects final heatcomfort

Используется в Environment::BodyPartHeatProperties().

◆ ENVIRO_HEATISOLATION_VEST_WEIGHT

const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5
private

weight of back for the sum of heat isolation

Используется в Environment::BodyPartHeatProperties().

◆ ENVIRO_ITEM_HEAT_TRANSFER_COEF

const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01
private

weight of vest for the sum of heat isolation

◆ ENVIRO_PLAYER_HEATBUFFER_TICK

const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011
private

how many time is water colder than air

◆ ENVIRO_TEMPERATURE_HEIGHT_REDUCTION

const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02
private

converts temperature of items to entities heatcomfort gain

◆ ENVIRO_TEMPERATURE_INSIDE_COEF

const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085
private

how many % of environment temperature can be lowered by clouds

◆ ENVIRO_WATER_TEMPERATURE_COEF

const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5
private

increases temp in interiors

◆ HAIR_SELECTION_COUNT

const int HAIR_SELECTION_COUNT = 45

◆ ID_EMOTE_CAMPFIRE [1/2]

const int ID_EMOTE_CAMPFIRE = 13
private

◆ ID_EMOTE_CAMPFIRE [2/2]

const int ID_EMOTE_CAMPFIRE = 13

◆ ID_EMOTE_CLAP [1/2]

const int ID_EMOTE_CLAP = 39

◆ ID_EMOTE_CLAP [2/2]

const int ID_EMOTE_CLAP = 39
private

◆ ID_EMOTE_COME [1/2]

const int ID_EMOTE_COME = 54

◆ ID_EMOTE_COME [2/2]

const int ID_EMOTE_COME = 54
private

◆ ID_EMOTE_DABBING [1/2]

const int ID_EMOTE_DABBING = 32
private

Используется в EmoteBase::EmoteDabbing().

◆ ID_EMOTE_DABBING [2/2]

const int ID_EMOTE_DABBING = 32

◆ ID_EMOTE_DANCE [1/2]

const int ID_EMOTE_DANCE = 12
private

◆ ID_EMOTE_DANCE [2/2]

const int ID_EMOTE_DANCE = 12

◆ ID_EMOTE_DEBUG [1/2]

const int ID_EMOTE_DEBUG = 1000
private

◆ ID_EMOTE_DEBUG [2/2]

const int ID_EMOTE_DEBUG = 1000

◆ ID_EMOTE_DOWN [1/2]

const int ID_EMOTE_DOWN = 53
private

Используется в EmoteMove() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_DOWN [2/2]

const int ID_EMOTE_DOWN = 53

◆ ID_EMOTE_FACEPALM [1/2]

const int ID_EMOTE_FACEPALM = 7
private

Используется в EmoteDabbing() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_FACEPALM [2/2]

const int ID_EMOTE_FACEPALM = 7

◆ ID_EMOTE_GREETING [1/2]

const int ID_EMOTE_GREETING = 1

◆ ID_EMOTE_GREETING [2/2]

◆ ID_EMOTE_HEART [1/2]

◆ ID_EMOTE_HEART [2/2]

const int ID_EMOTE_HEART = 3

◆ ID_EMOTE_HOLD [1/2]

const int ID_EMOTE_HOLD = 47
private

Используется в EmoteWatching() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_HOLD [2/2]

const int ID_EMOTE_HOLD = 47

◆ ID_EMOTE_LISTENING [1/2]

const int ID_EMOTE_LISTENING = 48
private

◆ ID_EMOTE_LISTENING [2/2]

const int ID_EMOTE_LISTENING = 48

◆ ID_EMOTE_LOOKATME [1/2]

const int ID_EMOTE_LOOKATME = 50

◆ ID_EMOTE_LOOKATME [2/2]

const int ID_EMOTE_LOOKATME = 50
private

◆ ID_EMOTE_LYINGDOWN [1/2]

const int ID_EMOTE_LYINGDOWN = 5
private

◆ ID_EMOTE_LYINGDOWN [2/2]

const int ID_EMOTE_LYINGDOWN = 5

◆ ID_EMOTE_MOVE [1/2]

const int ID_EMOTE_MOVE = 52
private

◆ ID_EMOTE_MOVE [2/2]

const int ID_EMOTE_MOVE = 52

◆ ID_EMOTE_NOD [1/2]

const int ID_EMOTE_NOD = 58
private

Используется в EmoteRPSScisors() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_NOD [2/2]

const int ID_EMOTE_NOD = 58

◆ ID_EMOTE_POINT [1/2]

const int ID_EMOTE_POINT = 40

◆ ID_EMOTE_POINT [2/2]

◆ ID_EMOTE_POINTSELF [1/2]

const int ID_EMOTE_POINTSELF = 49
private

Используется в EmoteListening() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_POINTSELF [2/2]

const int ID_EMOTE_POINTSELF = 49

◆ ID_EMOTE_RPS [1/2]

const int ID_EMOTE_RPS = 45
private

◆ ID_EMOTE_RPS [2/2]

const int ID_EMOTE_RPS = 45

◆ ID_EMOTE_RPS_P [1/2]

const int ID_EMOTE_RPS_P = 56

◆ ID_EMOTE_RPS_P [2/2]

const int ID_EMOTE_RPS_P = 56
private

Используется в EmoteRPSRock(), SendEmoteRequestSync() и Update().

◆ ID_EMOTE_RPS_R [1/2]

const int ID_EMOTE_RPS_R = 55
private

Используется в EmoteBase::EmoteRPSRock(), SendEmoteRequestSync() и Update().

◆ ID_EMOTE_RPS_R [2/2]

const int ID_EMOTE_RPS_R = 55

◆ ID_EMOTE_RPS_S [1/2]

const int ID_EMOTE_RPS_S = 57

◆ ID_EMOTE_RPS_S [2/2]

const int ID_EMOTE_RPS_S = 57
private

◆ ID_EMOTE_SALUTE [1/2]

const int ID_EMOTE_SALUTE = 44

◆ ID_EMOTE_SALUTE [2/2]

const int ID_EMOTE_SALUTE = 44
private

◆ ID_EMOTE_SHAKE [1/2]

const int ID_EMOTE_SHAKE = 59
private

◆ ID_EMOTE_SHAKE [2/2]

const int ID_EMOTE_SHAKE = 59

◆ ID_EMOTE_SHRUG [1/2]

const int ID_EMOTE_SHRUG = 60
private

Используется в EmoteShake() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_SHRUG [2/2]

const int ID_EMOTE_SHRUG = 60

◆ ID_EMOTE_SILENT [1/2]

const int ID_EMOTE_SILENT = 43
private

Используется в EmoteClap() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_SILENT [2/2]

const int ID_EMOTE_SILENT = 43

◆ ID_EMOTE_SITA [1/2]

const int ID_EMOTE_SITA = 14
private

◆ ID_EMOTE_SITA [2/2]

const int ID_EMOTE_SITA = 14

◆ ID_EMOTE_SITB [1/2]

const int ID_EMOTE_SITB = 15
private

◆ ID_EMOTE_SITB [2/2]

const int ID_EMOTE_SITB = 15

◆ ID_EMOTE_SOS [1/2]

const int ID_EMOTE_SOS = 2

◆ ID_EMOTE_SOS [2/2]

◆ ID_EMOTE_SUICIDE [1/2]

◆ ID_EMOTE_SUICIDE [2/2]

const int ID_EMOTE_SUICIDE = 11

◆ ID_EMOTE_SURRENDER [1/2]

const int ID_EMOTE_SURRENDER = 61

◆ ID_EMOTE_SURRENDER [2/2]

◆ ID_EMOTE_TAUNT [1/2]

const int ID_EMOTE_TAUNT = 4

◆ ID_EMOTE_TAUNT [2/2]

◆ ID_EMOTE_TAUNTELBOW [1/2]

const int ID_EMOTE_TAUNTELBOW = 8
private

◆ ID_EMOTE_TAUNTELBOW [2/2]

const int ID_EMOTE_TAUNTELBOW = 8

◆ ID_EMOTE_TAUNTKISS [1/2]

const int ID_EMOTE_TAUNTKISS = 6

◆ ID_EMOTE_TAUNTKISS [2/2]

const int ID_EMOTE_TAUNTKISS = 6
private

◆ ID_EMOTE_TAUNTTHINK [1/2]

const int ID_EMOTE_TAUNTTHINK = 51
private

Используется в EmoteLookAtMe() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_TAUNTTHINK [2/2]

const int ID_EMOTE_TAUNTTHINK = 51

◆ ID_EMOTE_THROAT [1/2]

◆ ID_EMOTE_THROAT [2/2]

const int ID_EMOTE_THROAT = 10

◆ ID_EMOTE_THUMB [1/2]

◆ ID_EMOTE_THUMB [2/2]

const int ID_EMOTE_THUMB = 9

◆ ID_EMOTE_THUMBDOWN [1/2]

const int ID_EMOTE_THUMBDOWN = 16

◆ ID_EMOTE_THUMBDOWN [2/2]

const int ID_EMOTE_THUMBDOWN = 16
private

Используется в EmoteThumb(), UIScriptedMenu::GetGestureItems() и Update().

◆ ID_EMOTE_TIMEOUT [1/2]

const int ID_EMOTE_TIMEOUT = 35
private

Используется в EmoteSalute() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_TIMEOUT [2/2]

const int ID_EMOTE_TIMEOUT = 35

◆ ID_EMOTE_VOMIT [1/2]

const int ID_EMOTE_VOMIT = 62

◆ ID_EMOTE_VOMIT [2/2]

const int ID_EMOTE_VOMIT = 62
private

Используется в EmoteSuicide() и UIScriptedMenu::GetGestureItems().

◆ ID_EMOTE_WATCHING [1/2]

const int ID_EMOTE_WATCHING = 46

◆ ID_EMOTE_WATCHING [2/2]

const int ID_EMOTE_WATCHING = 46
private

◆ INPUT_EXCLUDE_ALL

const int INPUT_EXCLUDE_ALL = 0

\ input exclude types; DEPRECATED (confusing)

Используется в MissionBase::IsControlDisabled(), MissionBase::PlayerControlDisable() и MissionBase::PlayerControlEnable().

◆ INPUT_EXCLUDE_INVENTORY

const int INPUT_EXCLUDE_INVENTORY = 1

◆ INPUT_EXCLUDE_MAP

const int INPUT_EXCLUDE_MAP = 4

◆ INPUT_EXCLUDE_MOUSE_ALL

const int INPUT_EXCLUDE_MOUSE_ALL = 2

◆ INPUT_EXCLUDE_MOUSE_RADIAL

const int INPUT_EXCLUDE_MOUSE_RADIAL = 3

◆ INVENTORY_ENTITY_DROP_OVERLAP_DEPTH

const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2
private

◆ INVENTORY_MAX_REACHABLE_DEPTH_ATT

const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2
private

Inventory visibility depth, also governs default direct access for most cases. Actual inventory depth CAN be higher than this, but direct access from player should not be possible in the context of player inventory.

Заметки
ContainerWithCargoAndAttachments::AttachmentAddedEx creates 'Attachments' and 'CargoContainer' objects at depth 3 (nature of the architecture)

Используется в Entity::AreChildrenAccessible().

◆ ITEM_TEMPERATURE_TO_EXPLODE_MIN

const float ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100
private

misc

Используется в InventoryItem::EEKilled().

◆ LOADING_SCREEN_HINT_INTERVAL

const float LOADING_SCREEN_HINT_INTERVAL = 14
private

◆ LOADING_SCREEN_HINT_INTERVAL_MIN

const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8
private

Используется в LoginScreenBase::CanChangeHintPage().

◆ MELEE_ITEM_DAMAGE

const float MELEE_ITEM_DAMAGE = 0.35

Используется в Entity::ProcessMeleeItemDamage().

◆ MINING_WOOD_FAST

const float MINING_WOOD_FAST = 2.0
private

Wood mining GameConstants, scaled by output. Should not be lower than ~1.5s!

◆ MINING_WOOD_MEDIUM

const float MINING_WOOD_MEDIUM = 2.0
private

◆ MINING_WOOD_SLOW

const float MINING_WOOD_SLOW = 3.0
private

◆ NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS

const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.16
private

Используется в DayZCreatureAI::ConvertNonlethalDamage().

◆ NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED

const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.16
private

◆ NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS

const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0
private

◆ NL_DAMAGE_FIREARM_CONVERSION_ANIMALS

const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS
private

Используется в DayZCreatureAI::ConvertNonlethalDamage().

◆ NL_DAMAGE_FIREARM_CONVERSION_INFECTED

const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED
private

◆ NL_DAMAGE_FIREARM_CONVERSION_PLAYERS

const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS
private

Используется в ManBase::ConvertNonlethalDamage().

◆ OPTICS_STATE_DAY

◆ OPTICS_STATE_NIGHTVISION

◆ OPTIONS_SOUND_AMBIENT_SOUND_MODE

const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode"

Используется в CGame::RegisterProfilesOptions().

◆ PROJECTED_CURSOR_DISTANCE

const float PROJECTED_CURSOR_DISTANCE = 5

Используется в GetProjectedCursorPos3d().

◆ PROJECTILE_CONVERSION_ANIMALS

const float PROJECTILE_CONVERSION_ANIMALS = 0.1
private

Non-lethal projectile damage QuantityConversions.

◆ PROJECTILE_CONVERSION_INFECTED

const float PROJECTILE_CONVERSION_INFECTED = 0.44
private

◆ PROJECTILE_CONVERSION_PLAYERS

const float PROJECTILE_CONVERSION_PLAYERS = 0.1
private

◆ PVP_MAX_BLOCKABLE_ANGLE

const float PVP_MAX_BLOCKABLE_ANGLE = 60
private

Используется в EvaluateHit_Player().

◆ QUANTITY_COUNT

◆ QUANTITY_HIDDEN

◆ QUANTITY_PROGRESS

◆ RAIN_NOISE_REDUCTION_WEIGHT

float RAIN_NOISE_REDUCTION_WEIGHT = 0.5
staticprivate

Используется в Weather::GetNoiseReductionByWeather().

◆ REFRESHER_FREQUENCY_DEFAULT

const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5
private

Используется в Entity::MaxLifetimeRefreshCalc().

◆ REFRESHER_MAX_DURATION_DEFAULT

const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40
private

◆ REFRESHER_RADIUS

◆ RESPAWN_MODE_CUSTOM

◆ RESPAWN_MODE_RANDOM

const int RESPAWN_MODE_RANDOM = 1
private

◆ ROOF_CHECK_RAYCAST_DIST

const float ROOF_CHECK_RAYCAST_DIST = 20.0
private

Используется в Hologram::IsClippingRoof().

◆ SALMONELLA_RETENTION_PREDATOR

const float SALMONELLA_RETENTION_PREDATOR = 0.6
private

Используется в Edible_Base::HandleFoodStageChangeAgents().

◆ SNOWFALL_NOISE_REDUCTION_WEIGHT

float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25
staticprivate

Используется в Weather::GetNoiseReductionByWeather().

◆ TEMPERATURE_RATE_COOLING_GROUND

const float TEMPERATURE_RATE_COOLING_GROUND = -0.34
private

◆ TEMPERATURE_RATE_COOLING_INSIDE

const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17
private

Heat buffer static timer tick (set for 2s enviro tick, 180s to 1.0)

◆ TEMPERATURE_RATE_COOLING_PLAYER

const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35
private

◆ WETNESS_RATE_DRYING_GROUND

const float WETNESS_RATE_DRYING_GROUND = -0.0008
private

◆ WETNESS_RATE_DRYING_INSIDE

const float WETNESS_RATE_DRYING_INSIDE = -0.0016
private

◆ WETNESS_RATE_WETTING_INSIDE

const float WETNESS_RATE_WETTING_INSIDE = 0.0020
private

Используется в InventoryItem::ProcessItemWetness().

◆ WETNESS_RATE_WETTING_LIQUID

const float WETNESS_RATE_WETTING_LIQUID = 0.015
private

Используется в InventoryItem::ProcessItemWetness().