DayZ 1.27
DayZ Explorer by KGB
 
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Класс Entity

Защищенные члены

float ConvertNonlethalDamage (float damage, DamageType damageType)
 
float ConvertNonlethalDamage (float damage)
 DEPRECATED - for legacy purposes.
 
DamageZoneMap GetEntityDamageZoneMap ()
 
map< int, stringGetEntityDamageDisplayNameMap ()
 
bool CanDisplayWeight ()
 'displayWeight' in item config
 
void Log (string msg, string fnc_name="n/a")
 Log.
 
void LogWarning (string msg, string fnc_name="n/a")
 LogWarning.
 
void LogError (string msg, string fnc_name="n/a")
 LogError.
 
bool HasFlammableMaterial ()
 Override this method to return TRUE when this item has or can provide fire. Evaluated on server and client.
 
bool CanBeIgnitedBy (EntityAI igniter=NULL)
 Override this method so it checks whenever this item can be ignited right now or not. Evaluated on Server and Client.
 
bool CanIgniteItem (EntityAI ignite_target=NULL)
 Override this method and check if the given item can be ignited right now by this one. Evaluated on Server and Client.
 
bool IsIgnited ()
 Override this method and make it so it returns whenever this item is on fire right now or not. Evaluated on Server and Client.
 
bool DisassembleOnLastDetach ()
 
bool IsBasebuildingKit ()
 
bool IsCookware ()
 
bool PlacementCanBeRotated ()
 Should return false if you want to disable hologram rotation.
 
void OnIgnitedTarget (EntityAI target_item)
 Executed on Server when this item ignites some target item.
 
void OnIgnitedThis (EntityAI fire_source)
 Executed on Server when some item ignited this one.
 
void OnIgnitedTargetFailed (EntityAI target_item)
 Executed on Server when this item failed to ignite target item.
 
void OnIgnitedThisFailed (EntityAI fire_source)
 Executed on Server when some item failed to ignite this one.
 
bool IsTargetIgnitionSuccessful (EntityAI item_target)
 Final evaluation just before the target item is actually ignited. Evaluated on Server.
 
bool IsThisIgnitionSuccessful (EntityAI item_source=NULL)
 Final evaluation just before this item is actually ignited from fire source. Evaluated on Server.
 
void OnPlacementStarted (Man player)
 
void OnHologramBeingPlaced (Man player)
 
void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
void OnPlacementCancelled (Man player)
 
bool CanBePlaced (Man player, vector position)
 
string CanBePlacedFailMessage (Man player, vector position)
 Method which returns message why object can't be placed at given position.
 
bool DoPlacingHeightCheck ()
 Do the roof check when placing this?
 
float HeightCheckOverride ()
 used as script-side override of distance for specific height checks
 
float HeightStartCheckOverride ()
 used as script-side override of start pos for specific height checks
 
bool IsEmpty ()
 is this container empty or not, checks both cargo and attachments
 
bool IsSplitable ()
 returns just the configured 'canBeSplit' bool
 
bool CanBeSplit ()
 returns current splitability
 
bool HasAnyCargo ()
 is this container empty or not, checks only cargo
 
array< EntityAIGetAttachmentsWithCargo ()
 
array< EntityAIGetAttachmentsWithAttachments ()
 
bool IsRoofAbove ()
 
void SetRoofAbove (bool state)
 
void CheckForRoofLimited (float timeTresholdMS=3000)
 Roof check for entity, limited by time (anti-spam solution)
 
int GetAgents ()
 
void RemoveAgent (int agent_id)
 
void RemoveAllAgents ()
 
void RemoveAllAgentsExcept (int agent_to_keep)
 
void InsertAgent (int agent, float count=1)
 
override bool IsEntityAI ()
 
bool IsInventoryVisible ()
 
bool IsPlayer ()
 
bool IsAnimal ()
 
bool IsZombie ()
 
bool IsZombieMilitary ()
 
bool IsIgnoredByConstruction ()
 
bool CanBeTargetedByAI (EntityAI ai)
 
bool CanBeBackstabbed ()
 
override void Delete ()
 Delete this object in next frame.
 
void DeleteOnClient ()
 
void DeleteSafe ()
 
void DeleteSave ()
 
bool IsSetForDeletion ()
 
override bool CanBeActionTarget ()
 
void SetPrepareToDelete ()
 
bool IsPreparedToDelete ()
 
void CheckForDestroy ()
 
bool IsPrepareToDelete ()
 
bool TryDelete ()
 
void OnBeforeTryDelete ()
 
proto native EntityAI GetHierarchyRoot ()
 Returns root of current hierarchy (for example: if this entity is in Backpack on gnd, returns Backpack)
 
proto native Man GetHierarchyRootPlayer ()
 Returns root of current hierarchy cast to Man.
 
proto native EntityAI GetHierarchyParent ()
 Returns direct parent of current entity.
 
proto native CEItemProfile GetEconomyProfile ()
 Get economy item profile (if assigned, otherwise null)
 
int GetHierarchyLevel (int lvl=0)
 
void OnInventoryInit ()
 
void EEInit ()
 Called upon object creation.
 
void EEDelete (EntityAI parent)
 Called right before object deleting.
 
override void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
void OnChildItemRemoved (InventoryItem item)
 
void OnChildItemReceived (InventoryItem item)
 
void OnItemAttachmentSlotChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
void EEItemLocationChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
void EEParentedTo (EntityAI parent)
 Called from 'IEntity.AddChild'.
 
void EEParentedFrom (EntityAI parent)
 Called from 'IEntity.RemoveChild' or 'IEntity.AddChild' when hierarchy changes.
 
void EEInventoryIn (Man newParentMan, EntityAI diz, EntityAI newParent)
 
void EEInventoryOut (Man oldParentMan, EntityAI diz, EntityAI newParent)
 
void EEAmmoChanged ()
 
void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
void OnDamageDestroyed (int oldLevel)
 Called when the health gets to the min value, 'oldLevel' is previous health level, 'oldLevel' -1 means this entity was just spawned.
 
void AttemptDestructionBehaviour (int oldLevel, int newLevel, string zone)
 
void SetTakeable (bool pState)
 
void EEKilled (Object killer)
 called on server when the entity is killed
 
bool ReplaceOnDeath ()
 
string GetDeadItemName ()
 
bool KeepHealthOnReplace ()
 
void DeathUpdate ()
 
void OnAttachmentRuined (EntityAI attachment)
 Called when some attachment of this parent is ruined. Called on server and client side.
 
void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
 
void EEItemAttached (EntityAI item, string slot_name)
 
void SwitchItemSelectionTexture (EntityAI item, string slot_name)
 
void SwitchItemSelectionTextureEx (EItemManipulationContext context, Param par=null)
 
void EEItemDetached (EntityAI item, string slot_name)
 
void EECargoIn (EntityAI item)
 
void EECargoOut (EntityAI item)
 
void EECargoMove (EntityAI item)
 
ScriptInvoker GetOnItemAttached ()
 
ScriptInvoker GetOnItemDetached ()
 
ScriptInvoker GetOnItemAddedIntoCargo ()
 
ScriptInvoker GetOnItemRemovedFromCargo ()
 
ScriptInvoker GetOnItemMovedInCargo ()
 
ScriptInvoker GetOnItemFlipped ()
 
ScriptInvoker GetOnViewIndexChanged ()
 
ScriptInvoker GetOnSetLock ()
 
ScriptInvoker GetOnReleaseLock ()
 
ScriptInvoker GetOnAttachmentSetLock ()
 
ScriptInvoker GetOnAttachmentReleaseLock ()
 
ScriptInvoker GetOnHitByInvoker ()
 
ScriptInvoker GetOnKilledInvoker ()
 
void OnMovedInsideCargo (EntityAI container)
 Called when this item enters cargo of some container.
 
void OnRemovedFromCargo (EntityAI container)
 Called when this item exits cargo of some container.
 
void OnMovedWithinCargo (EntityAI container)
 Called when this item moves within cargo of some container.
 
void EEOnAfterLoad ()
 Called when entity is part of "connected system" and being restored after load.
 
void EEOnCECreate ()
 Called when entity is being created as new by CE/ Debug.
 
void AfterStoreLoad ()
 Called when entity is being loaded from DB or Storage (after all children loaded)
 
void OnBinLoadItemsDropped ()
 Called when an item fails to get loaded into the inventory of an entity and gets dropped.
 
void HideAllSelections ()
 Sets all animation values to 1, making them INVISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.
 
void ShowAllSelections ()
 Sets all animation values to 0, making them VISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.
 
bool CanReceiveAttachment (EntityAI attachment, int slotId)
 calls this->CanReceiveAttachment(attachment)
 
bool CanLoadAttachment (EntityAI attachment)
 
bool CanPutAsAttachment (EntityAI parent)
 calls this->CanPutAsAttachment(parent)
 
bool CanSwitchDuringAttach (EntityAI parent)
 
bool CanReleaseAttachment (EntityAI attachment)
 calls this->CanReleaseAttachment(attachment)
 
bool CanDetachAttachment (EntityAI parent)
 calls this->CanDetachAttachment(parent)
 
bool CanBeFSwaped ()
 
bool CanCombineAttachment (notnull EntityAI e, int slot, bool stack_max_limit=false)
 
bool CanBeCombined (EntityAI other_item, bool reservation_check=true, bool stack_max_limit=false)
 
void CombineItemsEx (EntityAI entity2, bool use_stack_max=false)
 
void SplitIntoStackMaxEx (EntityAI destination_entity, int slot_id)
 
void CombineItemsClient (EntityAI entity2, bool use_stack_max=false)
 
void SplitIntoStackMaxClient (EntityAI destination_entity, int slot_id)
 
bool CanReceiveItemIntoCargo (EntityAI item)
 calls this->CanReceiveItemIntoCargo(item)
 
bool CanLoadItemIntoCargo (EntityAI item)
 calls this->CanLoadItemIntoCargo(item), is called on server start when loading in the storage
 
bool CanPutInCargo (EntityAI parent)
 calls this->CanPutInCargo(parent)
 
bool CanSwapItemInCargo (EntityAI child_entity, EntityAI new_entity)
 calls this->CanSwapItemInCargo(child_entity, new_entity)
 
bool CanReleaseCargo (EntityAI cargo)
 calls this->CanReleaseCargo(cargo)
 
bool CanRemoveFromCargo (EntityAI parent)
 calls this->CanRemoveFromCargo(parent)
 
bool CanReceiveItemIntoHands (EntityAI item_to_hands)
 calls this->CanReceiveItemIntoHands(item_to_hands)
 
bool AreChildrenAccessible ()
 
bool IsBeingPlaced ()
 
override bool IsHologram ()
 
bool CanSaveItemInHands (EntityAI item_in_hands)
 
bool CanPutIntoHands (EntityAI parent)
 calls this->CanPutIntoHands(parent)
 
bool CanReleaseFromHands (EntityAI handheld)
 calls this->CanReleaseFromHands(handheld)
 
bool CanRemoveFromHands (EntityAI parent)
 calls this->CanRemoveFromHands(parent)
 
bool CanDisplayAttachmentSlot (string slot_name)
 
bool CanDisplayAttachmentSlot (int slot_id)
 
bool CanDisplayAnyAttachmentSlot ()
 
bool CanDisplayAttachmentCategory (string category_name)
 
bool CanDisplayCargo ()
 
bool CanAssignToQuickbar ()
 
bool CanAssignAttachmentsToQuickbar ()
 
bool IgnoreOutOfReachCondition ()
 
void OnWasAttached (EntityAI parent, int slot_id)
 
void OnWasDetached (EntityAI parent, int slot_id)
 
void OnCargoChanged ()
 
bool IsTakeable ()
 
proto native GameInventory GetInventory ()
 
proto native void CreateAndInitInventory ()
 
proto native void DestroyInventory ()
 
int GetSlotsCountCorrect ()
 
EntityAI FindAttachmentBySlotName (string slot_name)
 
bool IsSlotReserved (int slotID)
 
bool IsLockedInSlot ()
 
bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 Put item anywhere into this entity (as attachment or into cargo, recursively)
 
bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool ServerTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeEntityToCargo (notnull EntityAI item)
 Put item into into cargo.
 
bool LocalTakeEntityToCargo (notnull EntityAI item)
 
bool ServerTakeEntityToCargo (notnull EntityAI item)
 
bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool PredictiveTakeEntityToCargoEx (notnull EntityAI item, int idx, int row, int col)
 Put item into into cargo on specific cargo location.
 
bool LocalTakeEntityToCargoEx (notnull EntityAI item, int idx, int row, int col)
 
bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 Returns if item can be added as attachment on specific slot. Note that slot index IS NOT slot ID! Slot ID is defined in DZ/data/config.cpp.
 
bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
 Put item into as attachment.
 
bool LocalTakeEntityAsAttachment (notnull EntityAI item)
 
bool ServerTakeEntityAsAttachment (notnull EntityAI item)
 
bool PredictiveDropEntity (notnull EntityAI item)
 
bool LocalDropEntity (notnull EntityAI item)
 
bool ServerDropEntity (notnull EntityAI item)
 
EntityAI GetAttachmentByType (typename type)
 Get attached entity by type.
 
EntityAI GetAttachmentByConfigTypeName (string type)
 Get attached entity by config type name.
 
bool CanDropEntity (notnull EntityAI item)
 Returns if item can be dropped out from this entity.
 
EntityAI SpawnInInventoryOrGroundPos (string object_name, GameInventory inv, vector pos)
 
EntityAI SpawnEntityOnGroundPos (string object_name, vector pos)
 
EntityAI SpawnEntityOnGround (string object_name, vector mat[4])
 
bool CanSwapEntities (EntityAI otherItem, InventoryLocation otherDestination, InventoryLocation destination)
 
void SetWet (float value, bool allow_client=false)
 
void AddWet (float value)
 
void SetWetMax ()
 
float GetWet ()
 
float GetWetMax ()
 
float GetWetMin ()
 
float GetWetInit ()
 
bool HasWetness ()
 
void OnWetChanged (float newVal, float oldVal)
 
void OnWetLevelChanged (EWetnessLevel newLevel, EWetnessLevel oldLevel)
 
EWetnessLevel GetWetLevel ()
 
bool HasQuantity ()
 
bool SetQuantity (float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
 
float GetQuantity ()
 
float GetQuantityNormalized ()
 
int GetQuantityMax ()
 
int GetQuantityMin ()
 
void SetQuantityToMinimum ()
 
int GetTargetQuantityMax (int attSlotID=-1)
 
int GetQuickBarBonus ()
 
bool UseConfigInitTemperature ()
 
void InitTemperature ()
 
void SetTemperatureDirect (float value, bool allow_client=false)
 
void SetTemperature (float value, bool allow_client=false)
 not really deprecated, but missing context info from TemperatureData. Default values used instead.
 
void AddTemperature (float value)
 
void SetTemperatureEx (TemperatureData data)
 sets temperature, handles base overheating and freezing state progression logics
 
void RefreshTemperatureAccess (TemperatureData data)
 refreshes access without setting temperature, keeps the source locked in
 
void InterpolateTempData (TemperatureDataInterpolated data)
 
void SetTemperatureMax ()
 presumably for debug purposes?
 
float GetTemperature ()
 
float GetTemperatureInit ()
 
float GetTemperatureMin ()
 
float GetTemperatureMax ()
 
bool GetCookingTargetTemperature (out float temperature)
 specifically for cooking system, to get heat source target temperatures
 
float GetHeatPermeabilityCoef ()
 Returns temperature change speed multiplier for this item and all its children (multiplicative interaction)
 
float GetTemperatureFreezeThreshold ()
 
float GetTemperatureThawThreshold ()
 
float GetTemperatureFreezeTime ()
 
float GetTemperatureThawTime ()
 
float GetFreezeThawProgress ()
 on server only
 
bool IsFreezeThawProgressFinished ()
 on server only
 
void SetFreezeThawProgress (float val)
 0->1 when freezing, 1->0 when thawing
 
bool CanFreeze ()
 
bool GetIsFrozen ()
 
void SetFrozen (bool frozen)
 
void HandleFreezingProgression (float deltaHeat, TemperatureData data)
 
void OnFreezeStateChangeClient ()
 
void OnFreezeStateChangeServer ()
 
bool CanItemOverheat ()
 Overheat time CAN be 0, GameConstants.TEMPERATURE_TIME_OVERHEAT_MIN is ignored if so.
 
float GetItemOverheatThreshold ()
 if undefined, max temperature used as default
 
float GetItemOverheatTime ()
 any configured value >= 0 will simulate overheating
 
bool IsItemOverheated ()
 
float GetItemOverheatProgress ()
 
void SetItemOverheatProgress (float val, float deltaTime=0)
 
void OnItemOverheatStart ()
 override to implement desired overheat behavior on entity
 
void OnItemOverheat (float deltaTime)
 
void OnItemOverheatEnd ()
 note, that the deltaTime could be reverse-calculated and not totally accurate
 
void HandleItemOverheating (float deltaHeat, TemperatureData data)
 
void SetLiquidType (int value, bool allow_client=false)
 
int GetLiquidType ()
 
void SetColor (int r, int g, int b, int a)
 
void GetColor (out int r, out int g, out int b, out int a)
 
void SetStoreLoad (bool value)
 
bool IsStoreLoad ()
 
void SetStoreLoadedQuantity (float value)
 
float GetStoreLoadedQuantity ()
 
void SetCleanness (int value, bool allow_client=false)
 
int GetCleanness ()
 
bool IsServerCheck (bool allow_client)
 
HiddenSelectionsData GetHiddenSelectionsData ()
 
int GetHiddenSelectionIndex (string selection)
 Returns index of the string found in cfg array 'hiddenSelections'. If it's not found then it returns -1.
 
override TStringArray GetHiddenSelections ()
 Returns the hiddenSelectionsTextures array from the object's config.
 
override TStringArray GetHiddenSelectionsTextures ()
 Returns the hiddenSelectionsTextures array from the object's config.
 
override TStringArray GetHiddenSelectionsMaterials ()
 Returns the hiddenSelectionsMaterials array from the object's config.
 
proto native void PlaceOnSurfaceRotated (out vector trans[4], vector pos, float dx=0, float dz=0, float fAngle=0, bool align=false)
 
proto native void RegisterNetSyncVariableBool (string variableName)
 registers bool variable synchronized over network
 
proto native void RegisterNetSyncVariableBoolSignal (string variableName)
 when bool variable is true, it's sent to clients and become false again
 
proto native void RegisterNetSyncVariableInt (string variableName, int minValue=0, int maxValue=0)
 registers int variable synchronized over network
 
proto native void RegisterNetSyncVariableFloat (string variableName, float minValue=0, float maxValue=0, int precision=1)
 registers float variable synchronized over network
 
proto native void RegisterNetSyncVariableObject (string variableName)
 registers object variable synchronized over network, only synchronizes if network id is assigned. Doesn't handle object despawn on client
 
proto native void UpdateNetSyncVariableInt (string variableName, float minValue=0, float maxValue=0)
 
proto native void UpdateNetSyncVariableFloat (string variableName, float minValue=0, float maxValue=0, int precision=1)
 
proto native void SwitchLight (bool isOn)
 
proto native void SetSimpleHiddenSelectionState (int index, bool state)
 Simple hidden selection state; 0 == hidden.
 
proto native bool IsSimpleHiddenSelectionVisible (int index)
 
proto native void SetObjectTexture (int index, string texture_name)
 Change texture in hiddenSelections.
 
proto native owned string GetObjectTexture (int index)
 
proto native void SetObjectMaterial (int index, string mat_name)
 Change material in hiddenSelections.
 
proto native owned string GetObjectMaterial (int index)
 
proto native bool IsPilotLight ()
 
proto native void SetPilotLight (bool isOn)
 
void OnStoreSave (ParamsWriteContext ctx)
 Engine calls this function to collect data from entity to store for persistence (on server side).
 
bool OnStoreLoad (ParamsReadContext ctx, int version)
 Called when data is loaded from persistence (on server side).
 
proto native void SetSynchDirty ()
 Sets object synchronization dirty flag, which signalize that object wants to be synchronized (take effect only in MP on server side)
 
void OnVariablesSynchronized ()
 Called on clients after receiving synchronization data from server.
 
bool IsVariableSet (int variable)
 'true' if this variable has ever been changed from default
 
void SetVariableMask (int variable)
 
void RemoveItemVariable (int variable)
 Removes variable from variable mask, making it appear as though the variable has never been changed from default.
 
void TransferVariablesFloat (array< float > float_vars)
 
array< floatGetVariablesFloat ()
 
void SaveVariables (ParamsWriteContext ctx)
 
bool LoadVariables (ParamsReadContext ctx, int version=-1)
 
void WriteVarsToCTX (ParamsWriteContext ctx)
 Writes to storage CTX.
 
bool ReadVarsFromCTX (ParamsReadContext ctx, int version=-1)
 Reads from storage CTX.
 
void SerializeNumericalVars (array< float > floats_out)
 
void DeSerializeNumericalVars (array< float > floats)
 
proto native void SetAITargetCallbacks (AbstractAITargetCallbacks callbacks)
 
override void EOnFrame (IEntity other, float timeSlice)
 
string GetDebugText ()
 
void GetDebugButtonNames (out string button1, out string button2, out string button3, out string button4)
 
void OnDebugButtonPressClient (int button_index)
 
void OnDebugButtonPressServer (int button_index)
 
Shape DebugBBoxDraw ()
 
void DebugBBoxSetColor (int color)
 
void DebugBBoxDelete ()
 
Shape DebugDirectionDraw (float distance=1)
 
void DebugDirectionSetColor (int color)
 
void DebugDirectionDelete ()
 
void HideSelection (string selection_name)
 Hides selection of the given name. Must be configed in config.cpp and models.cfg.
 
void ShowSelection (string selection_name)
 Shows selection of the given name. Must be configed in config.hpp and models.cfg.
 
proto void GetPersistentID (out int b1, out int b2, out int b3, out int b4)
 
proto native void SetLifetime (float fLifeTime)
 Set (override) remaining economy lifetime (seconds)
 
proto native float GetLifetime ()
 Get remaining economy lifetime (seconds)
 
proto native void IncreaseLifetime ()
 Reset economy lifetime to default (seconds)
 
proto native void SetLifetimeMax (float fLifeTime)
 Set (override) max economy lifetime per entity instance (seconds)
 
proto native float GetLifetimeMax ()
 Get max economy lifetime per instance - default is from DB (seconds)
 
void IncreaseLifetimeUp ()
 Reset economy lifetime to default across entity hierarchy all the way to the topmost entity.
 
ComponentBodyStaging GetCompBS ()
 Use this to access Body Staging component on dead character. Returns NULL if the given object lacks such component.
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
float GetWetWeightModifier ()
 
float GetConfigWeightModified ()
 
int GetWeight ()
 
void ClearWeightDirty ()
 
void SetWeightDirty ()
 
float GetInventoryAndCargoWeight (bool forceRecalc=false)
 
float GetWeightSpecialized (bool forceRecalc=false)
 returns weight of the entity in a way that's specific to the entity type and is internal to the weight system calculation, to obtain entity's weight, use the 'GetWeightEx' method instead
 
float GetWeightEx (bool forceRecalc=false)
 returns overall weight of the entity, 'forceRecalc = true' is meant to be used only when debugging, using it in gameplay code is higly inadvisable as it bypasses the weight caching and has adverse effect on performance
 
void UpdateWeight (WeightUpdateType updateType=WeightUpdateType.FULL, float weightAdjustment=0)
 
float GetSingleInventoryItemWeightEx ()
 
void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
string GetHitComponentForAI ()
 Returns hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)
 
string GetDefaultHitComponent ()
 returns default hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)
 
string GetDefaultHitPositionComponent ()
 returns default hit position component name for the Entity (overriden by type if needed - used mainly as support for impact particles)
 
array< stringGetSuitableFinisherHitComponents ()
 
vector GetDefaultHitPosition ()
 
int GetMeleeTargetType ()
 value is related to EMeleeTargetType
 
string GetAttachmentSoundType ()
 returns sound type of attachment (used for clothing and weapons on DayZPlayerImplement, paired with Anim*Type enum from DayZAnimEvents)
 
bool IsHeavyBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
bool IsOneHandedBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
bool IsTwoHandedBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
string ChangeIntoOnAttach (string slot)
 
string ChangeIntoOnDetach ()
 
bool CanHaveTemperature ()
 returns true used on selected items that have a temperature effect and can processes temperature changes
 
bool IsSelfAdjustingTemperature ()
 
void OnCEUpdate ()
 Central economy calls this function whenever going over all the entities.
 
void ProcessVariables ()
 
void OnDebugSpawnEx (DebugSpawnParams params)
 
void OnDebugSpawn ()
 
override EntityAI ProcessMeleeItemDamage (int mode=0)
 
float GetLiquidThroughputCoef ()
 Returns liquid throughput coeficient.
 
string GetInvulnerabilityTypeString ()
 
void ProcessInvulnerabilityCheck (string servercfg_param)
 
void SetBayonetAttached (bool pState, int slot_idx=-1)
 
bool HasBayonetAttached ()
 
int GetBayonetAttachmentIdx ()
 
void SetButtstockAttached (bool pState, int slot_idx=-1)
 
bool HasButtstockAttached ()
 
int GetButtstockAttachmentIdx ()
 
void SetInvisibleRecursive (bool invisible, EntityAI parent=null, array< int > attachments=null)
 
void SoundHardTreeFallingPlay ()
 
void SoundSoftTreeFallingPlay ()
 
void SoundHardBushFallingPlay ()
 
void SoundSoftBushFallingPlay ()
 
void RegisterTransportHit (Transport transport)
 
bool GetInventoryHandAnimation (notnull InventoryLocation loc, out int value)
 
bool TranslateSlotFromSelection (string selection_name, out int slot_id)
 
bool IsUniversalTemperatureSource ()
 Universal Temperature Sources Helpers.
 
UTemperatureSource GetUniversalTemperatureSource ()
 
void SetUniversalTemperatureSource (UTemperatureSource uts)
 
vector GetUniversalTemperatureSourcePosition ()
 
RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour ()
 Remotely controlled devices helpers.
 
void PairRemote (notnull EntityAI trigger)
 
void UnpairRemote ()
 
EntityAI GetPairDevice ()
 
void SetPersistentPairID (int id)
 
bool HasTurnableValveBehavior ()
 Turnable Valve behaviour.
 
bool IsValveTurnable (int pValveIndex)
 
int GetTurnableValveIndex (int pComponentIndex)
 
void ExecuteActionsConnectedToValve (int pValveIndex)
 
set< intGetAttachmentExclusionInitSlotValue (int slotId)
 override this to modify slot behavior for specific items, or just set 'm_AttachmentExclusionMaskGlobal' value for simple items
 
void InitLegacyConfigExclusionValues ()
 
bool InitLegacyExclusionCheck ()
 
void InitLegacySlotExclusionValuesImplicit ()
 adding base one-directional relations between headgear, masks, eyewear, and headstraps (exception)
 
void InitLegacySlotExclusionValuesDerived ()
 
void InitGlobalExclusionValues ()
 override to init part of the mask, independent of slot-specific behavior
 
void AddSingleExclusionValueGlobal (EAttExclusions value)
 to help with item staging exclusions
 
void ClearSingleExclusionValueGlobal (EAttExclusions value)
 to help with item staging exclusions
 
void SetAttachmentExclusionMaskGlobal (set< int > values)
 
void SetAttachmentExclusionMaskSlot (int slotId, set< int > values)
 sets values for specific slot
 
bool IsExclusionFlagPresent (set< int > values)
 checks 'this' if the incoming flag is present for the current state (slot behavior and others)
 
bool IsExclusionFlagPresentRecursive (set< int > values, int targetSlot)
 Gets flag from what is effectively an owner.
 
bool CheckExclusionAccessCondition (int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
 
void AdjustExclusionAccessCondition (int occupiedSlot, int testedSlot, set< int > value, inout set< int > adjustedValue)
 if we want to filter
 
bool CheckExclusionAccessPropagation (int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
 special propagation contition
 
void AdjustExclusionAccessPropagation (int occupiedSlot, int testedSlot, set< int > value, inout set< int > adjustedValue)
 if we want to filter propagation specifically; DO NOT override unless you know what you are doing.
 
bool CheckAttachmentReceiveExclusion (EntityAI attachment, int slotId)
 checks specifically for att. exclusion conflicts before att. receive
 
bool IsManagingArrows ()
 
ArrowManagerBase GetArrowManager ()
 
void SetFromProjectile (ProjectileStoppedInfo info)
 
void ClearInventory ()
 
bool IsSkinned ()
 Skinning.
 
void SetAsSkinned ()
 
bool CanBeSkinnedWith (EntityAI tool)
 
float GetSkinningBloodInfectionChance (eAgents type)
 
void CacheSkinningBloodInfectionChance (eAgents type)
 
ComponentEnergyManager GetCompEM ()
 
bool HasEnergyManager ()
 If this item has class EnergyManager in its config then it returns true. Otherwise returns false.
 
void OnWorkStart ()
 Energy manager event: Called only once when this device starts doing its work.
 
void OnWork (float consumed_energy)
 Energy manager event: Called every device update if its supposed to do some work. The update can be every second or at random, depending on its manipulation.
 
void OnWorkStop ()
 Energy manager event: Called when the device stops working (was switched OFF or ran out of energy)
 
void OnSwitchOn ()
 Energy manager event: Called when the device is switched on.
 
void OnSwitchOff ()
 Energy manager event: Called when the device is switched OFF.
 
void OnIsPlugged (EntityAI source_device)
 Energy manager event: Called when this device is plugged into some energy source.
 
void OnIsUnplugged (EntityAI last_energy_source)
 Energy manager event: Called when this device is UNPLUGGED from the energy source.
 
void OnOwnSocketTaken (EntityAI device)
 Energy manager event: When something is plugged into this device.
 
void OnOwnSocketReleased (EntityAI device)
 Energy manager event: When something is UNPLUGGED from this device.
 
void OnInitEnergy ()
 Energy manager event: Object's initialization. Energy Manager is fully initialized by this point.
 
void OnEnergyConsumed ()
 Energy manager event: Called when energy was consumed on this device. ALWAYS CALL super.OnEnergyConsumed() !!!
 
void OnEnergyAdded ()
 Energy manager event: Called when energy was added on this device. ALWAYS CALL super.OnEnergyAdded() !!!
 

Защищенные статические члены

static EWetnessLevel GetWetLevelInternal (float wetness)
 

Защищенные данные

bool m_RoofAbove = false
 
ref DamageZoneMap m_DamageZoneMap
 
bool m_CanDisplayWeight
 
float m_ElapsedSinceLastUpdate
 
float m_PreviousRoofTestTime = 0
 
UTemperatureSource m_UniversalTemperatureSource
 
bool m_PendingDelete = false
 
bool m_Initialized = false
 
bool m_TransportHitRegistered = false
 
vector m_TransportHitVelocity
 
int m_VariablesMask
 
float m_VarTemperature
 
float m_VarTemperatureInit
 
float m_VarTemperatureMin
 
float m_VarTemperatureMax
 
float m_VarTemperatureFreezeThreshold
 
float m_VarTemperatureThawThreshold
 
float m_VarTemperatureFreezeTime
 
float m_VarTemperatureThawTime
 
float m_VarTemperatureOverheatTime
 
float m_VarHeatPermeabilityCoef
 
ref TemperatureAccessComponent m_TAC
 
bool m_IsFrozen
 
bool m_IsFrozenLocal
 
float m_FreezeThawProgress
 
float m_OverheatProgress
 
ref ScriptInvoker m_OnItemAttached
 
ref ScriptInvoker m_OnItemDetached
 
ref ScriptInvoker m_OnItemAddedIntoCargo
 
ref ScriptInvoker m_OnItemRemovedFromCargo
 
ref ScriptInvoker m_OnItemMovedInCargo
 
ref ScriptInvoker m_OnItemFlipped
 
ref ScriptInvoker m_OnViewIndexChanged
 
ref ScriptInvoker m_OnSetLock
 
ref ScriptInvoker m_OnReleaseLock
 
ref ScriptInvoker m_OnAttachmentSetLock
 
ref ScriptInvoker m_OnAttachmentReleaseLock
 
ref ScriptInvoker m_OnHitByInvoker
 
ref ScriptInvoker m_OnKilledInvoker
 

Закрытые члены

proto native void SetNearPlane (float nearPlane)
 
proto native float GetNearPlane ()
 
proto native void SetActive (bool active)
 Sets this camera as active.
 
proto native void EnableSmooth (bool enable)
 Enables the smoothing in interpolation.
 
proto native void StopInterpolation ()
 
proto native bool IsActive ()
 Is this camera active?
 
proto native void SetFOV (float fov)
 Field of View settings.
 
proto native void SetFocus (float distance, float blur)
 Depth of Field settings.
 
proto native void LookAt (vector targetPos)
 Orientation change by lookAt point.
 
void EntityAI ()
 cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
 
void ~EntityAI ()
 
void InitItemVariables ()
 
void DeferredInit ()
 
bool IsInitialized ()
 
int GetHideIconMask ()
 should the item's icon be hidden in any part of the inventory?
 
Component CreateComponent (int comp_type, string extended_class_name="")
 CreateComponent.
 
Component GetComponent (int comp_type, string extended_class_name="")
 GetComponent.
 
bool DeleteComponent (int comp_type)
 DeleteComponent.
 
string GetDestructionBehaviour ()
 
bool IsDestructionBehaviour ()
 
bool HasComponent (int comp_type)
 IsComponentExist.
 
void MaxLifetimeRefreshCalc ()
 Calculates if the max lifetime is higher than refresher frequency (i.e. gets kept alive by refresher)
 
bool IsRefresherSignalingViable ()
 
void InitDamageZoneMapping ()
 Initializes script-side map of damage zones and their components (named selections in models)
 
void InitDamageZoneDisplayNameMapping ()
 Initialize map of damage zone display names for more optimized retrieval.
 
void InitAttachmentExclusionValues ()
 
void InitInherentSlotExclusionMap ()
 map stored on instance to better respond to various state changes
 
void PropagateExclusionValueRecursive (set< int > values, int slotId)
 
void ClearExclusionValueRecursive (set< int > values, int slotId)
 
set< intGetAttachmentExclusionMaskAll (int slotId)
 Slot-specific, children (attachments), and additional (state etc.) masks combined.
 
set< intGetAttachmentExclusionMaskSlot (int slotId)
 Specific slot behavior.
 
set< intGetAttachmentExclusionMaskGlobal ()
 Global mask value, independent of slot-specific behavior!
 
set< intGetAttachmentExclusionMaskChildren ()
 Mask value coming from the item's attachments.
 
bool HasInternalExclusionConflicts (int targetSlot)
 checks if any attachment or item state would interfere with this being attached into a different slot (Headgear -> Mask)
 
proto native void SetLightType (int pType)
 
proto native int GetLightType ()
 
proto native void SetEnabled (bool pState)
 
proto native bool IsEnabled ()
 
proto native void SetCastShadow (bool pState)
 
proto native bool GetCastShadow ()
 
proto native bool EnableSpecular (bool pState)
 
proto native bool EnableLinear (bool pState)
 
proto native void SetPulseCoef (float pState)
 
proto native void SetVisibleDuringDaylight (bool pState)
 
proto native bool IsVisibleDuringDaylight ()
 
proto native void SetRadius (float pValue)
 
proto native float GetRadius ()
 
proto native void EnableHeatHaze (bool pState)
 
proto native void SetHeatHazeRadius (float pValue)
 
proto native float GetHeatHazeRadius ()
 
proto native void SetHeatHazePower (float pValue)
 
proto native float GetHeatHazePower ()
 
proto native void SetDiffuseColor (float pRed, float pGreen, float pBlue)
 
proto native void SetDiffuseColorV (vector pColorVector)
 
proto native void SetDiffuseAlpha (float pAlpha)
 
proto native vector GetDiffuseColorV ()
 
proto native float GetDiffuseAlpha ()
 
proto native void SetAmbientColor (float pRed, float pGreen, float pBlue)
 
proto native void SetAmbientColorV (vector pColorVector)
 
proto native void SetAmbientAlpha (float pAlpha)
 
proto native vector GetAmbientColorV ()
 
proto native float GetAmbientAlpha ()
 
proto native void SetBrightness (float pValue)
 
proto native float GetBrightness ()
 
proto native void SetFlareVisible (bool pState)
 
proto native bool IsFlareVisible ()
 
proto native void SetFlareRelPosition (vector pPosition)
 
proto native vector GetFlareRelPosition ()
 
proto native void SetSpotLightAngle (float pValue)
 
proto native float GetSpotLightAngle ()
 
proto native float GetSoundLength ()
 

Закрытые статические члены

static proto native Camera GetCurrentCamera ()
 Returns active Camera instance (note: player's camera is not Camera instance - thus it return null)
 
static proto native float GetCurrentFOV ()
 Returns FOV of current camera object.
 
static proto native void InterpolateTo (Camera targetCamera, float time, int type)
 Interpolation between camera instances (current camera becomes targetCamera at the end of interpolation)
 
static proto native bool IsInterpolationComplete ()
 

Закрытые данные

bool m_DeathSyncSent
 
bool m_KilledByHeadshot
 
bool m_PreparedToDelete = false
 
bool m_RefresherViable = false
 
bool m_WeightDirty = 1
 
ref map< int, ref set< int > > m_AttachmentExclusionSlotMap
 
ref set< intm_AttachmentExclusionMaskGlobal
 
ref set< intm_AttachmentExclusionMaskChildren
 
ref DestructionEffectBase m_DestructionBehaviourObj
 
ref KillerData m_KillerData
 
ref HiddenSelectionsData m_HiddenSelectionsData
 
const int DEAD_REPLACE_DELAY = 250
 
const int DELETE_CHECK_DELAY = 100
 
ref array< EntityAIm_AttachmentsWithCargo
 
ref array< EntityAIm_AttachmentsWithAttachments
 
ref InventoryLocation m_OldLocation
 
ref map< int, stringm_DamageDisplayNameMap = new map<int, string>
 
float m_Weight
 
float m_WeightEx
 
float m_ConfigWeight = ConfigGetInt("weight")
 
float m_LastUpdatedTime
 
ref map< eAgents, floatm_BloodInfectionChanceCached
 
ref ComponentsBank m_ComponentsBank
 
ComponentEnergyManager m_EM
 
int m_ViewIndex = 0
 
void SetViewIndex (int index)
 Sets item preview index.
 
int GetViewIndex ()
 Returns item preview index !!!! IF OVERRIDING with more dynamic events call GetOnViewIndexChanged() in constructor on client !!!!
 

Подробное описание

См. определение в файле Camera.c строка 1