DayZ 1.29
DayZ Explorer by KGB
 
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Класс Building
+ Граф наследования:Building:

Закрытые члены

proto native int GetLaddersCount ()
 
proto native vector GetLadderPosTop (int ladderIndex)
 
proto native vector GetLadderPosBottom (int ladderIndex)
 
proto native int GetDoorIndex (int componentIndex)
 Gets the index of the door based on the view geometry component index.
 
proto native int GetDoorCount ()
 Returns the number of the doors in the building.
 
proto native bool IsDoorOpen (int index)
 When the door is requested to be fully open (animation wanted phase is greater than 0.5)
 
proto native bool IsDoorOpening (int index)
 When the wanted phase is at the open phase target (1.0)
 
proto native bool IsDoorOpeningAjar (int index)
 When the wanted phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosing (int index)
 When the wanted phase is at the close phase target (0.0)
 
proto native bool IsDoorOpened (int index)
 When the phase is at the open phase target (1.0)
 
proto native bool IsDoorOpenedAjar (int index)
 When the phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosed (int index)
 When the phase is at the close phase target (0.0)
 
proto native bool IsDoorLocked (int index)
 When the door is locked.
 
proto native void PlayDoorSound (int index)
 Plays the appropriate sound at the door, based on animation phase and state.
 
proto native void OpenDoor (int index)
 Attempts to open the door.
 
proto native void CloseDoor (int index)
 Attempts to close the door.
 
proto native void LockDoor (int index, bool force=false)
 Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.
 
proto native void UnlockDoor (int index, bool animate=true)
 Unlocks the door if locked, AJAR animation optional.
 
proto native vector GetDoorSoundPos (int index)
 Position in world space for where the door sounds are played from.
 
proto native float GetDoorSoundDistance (int index)
 Audible distance for the door sound.
 
proto native void OutputDoorLog ()
 Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.
 
int GetNearestDoorBySoundPos (vector position)
 Gets the nearest door based on the sound position (quick and dirty function for debugging)
 
void OnDoorOpenStart (DoorStartParams params)
 Event for when the door starts opening.
 
void OnDoorOpenFinish (DoorFinishParams params)
 Event for when the door finishes opening.
 
void OnDoorOpenAjarStart (DoorStartParams params)
 Event for when the door starts opening ajarred (usually after unlock)
 
void OnDoorOpenAjarFinish (DoorFinishParams params)
 Event for when the door finishes opening ajarred (usually after unlock)
 
void OnDoorCloseStart (DoorStartParams params)
 Event for when the door starts closing.
 
void OnDoorCloseFinish (DoorFinishParams params)
 Event for when the door finishes closing.
 
void OnDoorLocked (DoorLockParams params)
 Event for when the door is locked.
 
void OnDoorUnlocked (DoorLockParams params)
 Event for when the door is unlocked.
 
bool CanDoorBeOpened (int doorIndex, bool checkIfLocked=false)
 
bool CanDoorBeClosed (int doorIndex)
 
bool CanDoorBeLocked (int doorIndex)
 Check if the door is closed and if the door is unlocked.
 
int GetLockCompatibilityType (int doorIdx)
 Which door is compatible with which key (door idx supplied). Bitwise.
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override bool IsBuilding ()
 
override bool CanObstruct ()
 
override bool IsHealthVisible ()
 
void Building ()
 
override bool IsInventoryVisible ()
 
override int GetMeleeTargetType ()
 
- Закрытые члены унаследованные от EntityAI
void InitImpactSoundData ()
 
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
 
void PlaySoundByAnimEvent (EAnimSoundEventID id)
 
string GetImpactSurfaceType (IEntity other, Contact impact)
 
string GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid)
 
string GetRuinedMeleeAmmoType ()
 returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
 
float ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash)
 
float ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
 
override bool CanDropEntity (notnull EntityAI item)
 
void OnItemInHandsChanged ()
 
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
void LocalDestroyEntityInHands ()
 
void PredictiveMoveItemFromHandsToInventory ()
 ToDo: Old system method. Might should be adjusted to new system at some point.
 
void JunctureDeleteItem (EntityAI item)
 
override bool CanBeSkinned ()
 
override bool DisableVicinityIcon ()
 
void UpdateInventoryMenu ()
 
CachedEquipmentStorageBase GetCachedEquipment ()
 
bool IsInventorySoftLocked ()
 
void SetInventorySoftLock (bool status)
 
bool IsInTransport ()
 returns true if man is in transport, false otherwise
 
void StopDeathDarkeningEffect ()
 
bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
 
void SetProcessUIWarning (bool state)
 
void OnGameplayDataHandlerSync ()
 
bool CanPlaceItem (EntityAI item)
 
array< InventoryItemOnDrawOptics2D ()
 
void Transport ()
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override int GetMeleeTargetType ()
 
override event GetOwnerStateType ()
 
override event GetMoveType ()
 
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
 
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
 
proto native int CrewPositionIndex (int componentIdx)
 
proto native int CrewMemberIndex (Human player)
 
proto native Human CrewMember (int posIdx)
 
proto native Human CrewDriver ()
 
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
 
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
 
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
 
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
 
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
 
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
 
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
 
void OnDriverEnter (Human player)
 
void OnDriverExit (Human player)
 
proto native bool LightIsOn ()
 Returns true when lights are on, false otherwise.
 
proto native void LightOn ()
 Signals for LightIsOn to return true.
 
proto native void LightOff ()
 Signals for LightIsOn to return false.
 
proto native void LightToggle ()
 Calls LightOn/LightOff depending on current light state.
 
bool OnBeforeLightOn ()
 
void OnUpdateLight ()
 
proto void ApplyForce (vector force)
 -------------— deterministic physics ---------------------—
 
proto void ApplyTorque (vector force)
 Applies constant torque on the physics body.
 
proto void ApplyForceAt (vector pos, vector force)
 Applies constant force on the physics body at a position (world space coordinates).
 
proto void ApplyCentralImpulse (vector centralImpulse)
 Applies impulse on the physics body (at origin).
 
proto void ApplyTorqueImpulse (vector torqueImpulse)
 Applies impulse torque on the physics body.
 
proto void ApplyImpulseAt (vector pos, vector force)
 Applies impulse on the physics body at a position (world space coordinates).
 
proto native int Random ()
 -------------— deterministic random numbers ---------------------—
 
proto native float RandomRange (int pRange)
 Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
proto native float Random01 ()
 Random number in range of <0,1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
float RandomFloat (float min, float max)
 Random number in range of <min,max> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
void OnContact (string zoneName, vector localPos, IEntity other, Contact data)
 
void OnInput (float dt)
 
void OnUpdate (float dt)
 
void UpdateLights (int new_gear=-1)
 
override bool IsTransport ()
 
override bool IsIgnoredByConstruction ()
 
override bool IsHealthVisible ()
 
override bool ShowZonesHealth ()
 
override int GetHideIconMask ()
 
float GetMomentum ()
 
bool IsVitalSparkPlug ()
 
string GetVehicleType ()
 
string GetActionCompNameFuel ()
 
float GetActionDistanceFuel ()
 
vector GetRefillPointPosWS ()
 
VehicleFlippedContext GetFlipContext ()
 
bool DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance)
 
bool DetectFlipped (VehicleFlippedContext ctx)
 Override based on vehicle implementation (Car, Boat, modded, etc.)
 
bool IsFlipped ()
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsActionFlipped (Man player)
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsAnyCrewPresent ()
 
float GetTransportCameraDistance ()
 
void MarkCrewMemberUnconscious (int crewMemberIndex)
 
void MarkCrewMemberDead (int crewMemberIndex)
 
vector GetTransportCameraOffset ()
 
int GetAnimInstance ()
 
int GetSeatAnimationType (int posIdx)
 
int Get3rdPersonCameraType ()
 
bool CrewCanGetThrough (int posIdx)
 
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
 
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
 
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
 
int GetSeatIndexFromDoor (string pDoorSelection)
 
bool IsIgnoredObject (Object o)
 
void SetEngineZoneReceivedHit (bool pState)
 
bool HasEngineZoneReceivedHit ()
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
void JunctureTakeEntityToHands (notnull EntityAI item)
 hand juncture
 
void PredictiveTakeEntityToHands (EntityAI item)
 
void LocalTakeEntityToHands (EntityAI item)
 
void ServerTakeEntityToHands (EntityAI item)
 
void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
 
bool ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand -> !hand replace
 
bool LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand replace -> hand
 
bool LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace
 
bool LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace2
 
bool LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 to inv juncture
 
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
 
override bool PredictiveTakeEntityToCargo (notnull EntityAI item)
 
override bool LocalTakeEntityToCargo (notnull EntityAI item)
 
override bool ServerTakeEntityToCargo (notnull EntityAI item)
 
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
 
override bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityAsAttachment (notnull EntityAI item)
 
override bool ServerTakeEntityAsAttachment (notnull EntityAI item)
 
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
 
override bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
 
bool JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 swap juncture
 
bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
 
bool JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 ForceSwap juncture.
 
bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 to target inv juncture
 
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeOrSwapAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 to target cgo ex juncture
 
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 to target cgo juncture
 
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 to target att ex juncture
 
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
 
bool JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 to target att juncture
 
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 to dst juncture
 
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
 
proto native bool StatRegister (string name)
 
proto native float StatGet (string name)
 Gets counter value of the specified stat type.
 
proto void StatGetCounter (string name, out string value)
 Gets counter value as string of the specified stat type.
 
proto void StatGetAsTime (string name, out string value)
 Gets counter value as formatted time string of the specified stat type.
 
proto native void StatUpdate (string name, float value)
 Updates stat counter with given value.
 
proto native void StatUpdateByTime (string name)
 Updates stat counter by time.
 
proto native void StatUpdateByPosition (string name)
 Updates stat counter by player's actual position.
 
proto native void StatUpdateByGivenPos (string name, vector pos)
 Updates stat counter by given position.
 
proto native void StatInvokeUpdate ()
 
proto native void StatSyncToClient ()
 
ScriptInvoker GetOnItemAddedToHands ()
 
ScriptInvoker GetOnItemRemovedFromHands ()
 
void EEItemIntoHands (EntityAI item)
 
void EEItemOutOfHands (EntityAI item)
 
bool JunctureDropEntity (notnull EntityAI item)
 drop juncture
 
override bool PredictiveDropEntity (notnull EntityAI item)
 
override bool LocalDropEntity (notnull EntityAI item)
 
override bool ServerDropEntity (notnull EntityAI item)
 
bool DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)
 

Закрытые данные

ref TIntArray m_InteractActions
 
- Закрытые данные унаследованные от EntityAI
bool m_EngineZoneReceivedHit
 
vector m_fuelPos
 
ref set< intm_UnconsciousCrewMemberIndices
 
ref set< intm_DeadCrewMemberIndices
 
ref ScriptInvoker m_OnItemAddedToHands
 
ref ScriptInvoker m_OnItemRemovedFromHands
 
ref CachedEquipmentStorageBase m_CachedEquipmentStorage
 

Подробное описание

См. определение в файле 3_Game/DayZ/Entities/Building.c строка 10