DayZ 1.27
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◆ EntityAI()

void Entity::EntityAI ( )
inlineprivate

cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)

См. определение в файле EntityAI.c строка 202

203 {
204 // Set up the Energy Manager
205 string type = GetType();
206 string param_access_energy_sys = "CfgVehicles " + type + " EnergyManager ";
207 bool is_electic_device = GetGame().ConfigIsExisting(param_access_energy_sys);
208
209 if (is_electic_device) // TO DO: Check if this instance is a hologram (advanced placement). If Yes, then do not create Energy Manager component.
210 {
212 RegisterNetSyncVariableBool("m_EM.m_IsSwichedOn");
213 RegisterNetSyncVariableBool("m_EM.m_CanWork");
214 RegisterNetSyncVariableBool("m_EM.m_IsPlugged");
215 RegisterNetSyncVariableInt("m_EM.m_EnergySourceNetworkIDLow");
216 RegisterNetSyncVariableInt("m_EM.m_EnergySourceNetworkIDHigh");
217 RegisterNetSyncVariableFloat("m_EM.m_Energy");
218 }
219
220 // Item preview index
221 RegisterNetSyncVariableInt( "m_ViewIndex", 0, 99 );
222 // Refresher signalization
223 RegisterNetSyncVariableBool("m_RefresherViable");
224
225 m_AttachmentsWithCargo = new array<EntityAI>();
226 m_AttachmentsWithAttachments = new array<EntityAI>();
227 m_LastUpdatedTime = 0.0;
229
230 m_CanDisplayWeight = ConfigGetBool("displayWeight");
231
235
236 m_HiddenSelectionsData = new HiddenSelectionsData( GetType() );
237
239
241 }
eBleedingSourceType GetType()
Определения BleedingSource.c:63
map
Определения ControlsXboxNew.c:4
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native bool ConfigIsExisting(string path)
bool m_CanDisplayWeight
Определения EntityAI.c:129
ref array< EntityAI > m_AttachmentsWithCargo
Определения EntityAI.c:119
proto native void RegisterNetSyncVariableFloat(string variableName, float minValue=0, float maxValue=0, int precision=1)
registers float variable synchronized over network
ref map< eAgents, float > m_BloodInfectionChanceCached
Определения EntityAI.c:195
ref array< EntityAI > m_AttachmentsWithAttachments
Определения EntityAI.c:120
void InitDamageZoneMapping()
Initializes script-side map of damage zones and their components (named selections in models)
Определения EntityAI.c:387
float m_LastUpdatedTime
Определения EntityAI.c:130
proto native void RegisterNetSyncVariableBool(string variableName)
registers bool variable synchronized over network
ref HiddenSelectionsData m_HiddenSelectionsData
Определения EntityAI.c:114
float m_ElapsedSinceLastUpdate
Определения EntityAI.c:131
proto native void RegisterNetSyncVariableInt(string variableName, int minValue=0, int maxValue=0)
registers int variable synchronized over network
void InitItemVariables()
Определения EntityAI.c:248
void InitDamageZoneDisplayNameMapping()
Initialize map of damage zone display names for more optimized retrieval.
Определения EntityAI.c:394
Component CreateComponent(int comp_type, string extended_class_name="")
CreateComponent.
Определения EntityAI.c:309
void DeferredInit()
Определения EntityAI.c:289
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()
const int COMP_TYPE_ENERGY_MANAGER
Определения Component.c:9
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, ScriptCallQueue::CallLater(), COMP_TYPE_ENERGY_MANAGER, CGame::ConfigIsExisting(), CreateComponent(), DeferredInit(), CGame::GetCallQueue(), GetGame(), GetType(), InitDamageZoneDisplayNameMapping(), InitDamageZoneMapping(), InitItemVariables(), m_AttachmentsWithAttachments, m_AttachmentsWithCargo, m_BloodInfectionChanceCached, m_CanDisplayWeight, m_ElapsedSinceLastUpdate, m_HiddenSelectionsData, m_LastUpdatedTime, RegisterNetSyncVariableBool(), RegisterNetSyncVariableFloat() и RegisterNetSyncVariableInt().

Используется в AreChildrenAccessible(), CanBeCombined(), CanBeIgnitedBy(), CanBeSkinnedWith(), CanBeTargetedByAI(), CanCombineAttachment(), CanDetachAttachment(), CanDropEntity(), CanIgniteItem(), CanLoadAttachment(), CanLoadItemIntoCargo(), CanPutAsAttachment(), CanPutInCargo(), CanPutIntoHands(), CanReceiveAttachment(), CanReceiveItemIntoCargo(), CanReceiveItemIntoHands(), CanReleaseAttachment(), CanReleaseCargo(), CanReleaseFromHands(), CanRemoveFromCargo(), CanRemoveFromHands(), CanSaveItemInHands(), CanSwapEntities(), CanSwapItemInCargo(), CanSwitchDuringAttach(), CheckAttachmentReceiveExclusion(), ClearExclusionValueRecursive(), CombineItemsClient(), CombineItemsEx(), DeathUpdate(), EECargoIn(), EECargoMove(), EECargoOut(), EEDelete(), EEHealthLevelChanged(), EEHitBy(), EEHitByRemote(), EEInit(), EEInventoryIn(), EEInventoryOut(), EEItemAttached(), EEItemDetached(), EEItemLocationChanged(), EEOnAfterLoad(), EEParentedFrom(), EEParentedTo(), FindAttachmentBySlotName(), GetAttachmentByConfigTypeName(), GetAttachmentByType(), GetHierarchyParent(), GetHierarchyRoot(), GetPairDevice(), InitTemperature(), IsExclusionFlagPresentRecursive(), IsLockedInSlot(), IsTargetIgnitionSuccessful(), IsThisIgnitionSuccessful(), LocalDropEntity(), LocalTakeEntityAsAttachment(), LocalTakeEntityAsAttachmentEx(), LocalTakeEntityToCargo(), LocalTakeEntityToCargoEx(), LocalTakeEntityToInventory(), LocalTakeEntityToTargetAttachment(), LocalTakeEntityToTargetAttachmentEx(), LocalTakeEntityToTargetCargo(), LocalTakeEntityToTargetCargoEx(), LocalTakeEntityToTargetInventory(), OnAttachmentRuined(), OnIgnitedTarget(), OnIgnitedTargetFailed(), OnIgnitedThis(), OnIgnitedThisFailed(), OnIsPlugged(), OnIsUnplugged(), OnItemLocationChanged(), OnMovedInsideCargo(), OnMovedWithinCargo(), OnOwnSocketReleased(), OnOwnSocketTaken(), OnRemovedFromCargo(), OnStoreSave(), OnVariablesSynchronized(), OnWasAttached(), OnWasDetached(), PairRemote(), PredictiveDropEntity(), PredictiveTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachmentEx(), PredictiveTakeEntityToCargo(), PredictiveTakeEntityToCargoEx(), PredictiveTakeEntityToInventory(), PredictiveTakeEntityToTargetAttachment(), PredictiveTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetCargo(), PredictiveTakeEntityToTargetCargoEx(), PredictiveTakeEntityToTargetInventory(), ProcessMeleeItemDamage(), ProcessVariables(), PropagateExclusionValueRecursive(), ServerDropEntity(), ServerTakeEntityAsAttachment(), ServerTakeEntityAsAttachmentEx(), ServerTakeEntityToCargo(), ServerTakeEntityToInventory(), ServerTakeEntityToTargetAttachment(), ServerTakeEntityToTargetAttachmentEx(), ServerTakeEntityToTargetCargo(), ServerTakeEntityToTargetCargoEx(), ServerTakeEntityToTargetInventory(), SetInvisibleRecursive(), SpawnEntityOnGround(), SpawnEntityOnGroundPos(), SpawnInInventoryOrGroundPos(), SplitIntoStackMaxClient(), SplitIntoStackMaxEx() и SwitchItemSelectionTexture().