DayZ 1.26
DayZ Explorer by KGB
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Класс CGame

Защищенные члены

void SetConnectivityStatState (EConnectivityStatType type, EConnectivityStatLevel level)
 
bool OnConnectivityStatChange (EConnectivityStatType type, EConnectivityStatLevel newLevel, EConnectivityStatLevel oldLevel)
 
void AddVoiceNotification (VONStopSpeakingEventParams vonStartParams)
 
void RemoveVoiceNotification (VONStopSpeakingEventParams vonStopParams)
 
void UpdateLoginQueue (float timeslice)
 
void OnLoginTimeEvent (int loginTime)
 
void LoginTimeCountdown ()
 
void OnRespawnEvent (int time)
 
void OnPreloadEvent (vector pos)
 
void StoreLoginDataPrepare ()
 
void EnterLoginQueue (UIMenuPanel parent)
 
void EnterLoginTime (UIMenuPanel parent)
 
void OnMPConnectionLostEvent (int duration)
 
void LoadProgressUpdate (int progressState, float progress, string title)
 
override void OnAfterCreate ()
 
override void OnActivateMessage ()
 
override void OnDeactivateMessage ()
 
override bool OnInitialize ()
 
void InitNotifications ()
 
string GetDatabaseID ()
 
void SetDatabaseID (string id)
 
void CreateTitleScreen ()
 
void DeleteTitleScreen ()
 
bool ShouldShowControllerDisconnect ()
 
void UpdateInputDeviceDisconnectWarning ()
 
void JoinLaunch ()
 
void ConnectLaunch ()
 
void PartyLaunch ()
 
void MainMenuLaunch ()
 
void MissionLaunch ()
 
void SelectUser (int gamepad=-1)
 
void SetPreviousGamepad (int gamepad)
 
int GetPreviousGamepad ()
 
void GamepadCheck ()
 
void SelectGamepad ()
 
void TryConnect ()
 
bool GetLastVisitedServer (out string ip, out int port)
 
void AddVisitedServer (string ip, int port)
 
bool IsVisited (string ip, int port)
 
void RefreshCurrentServerInfo ()
 
void Connect ()
 
void DisconnectSessionScript (bool displayJoinError=false)
 
void DisconnectSessionEx (DisconnectSessionFlags flags)
 
void ConnectFromServerBrowser (string ip, int port, string password="")
 
void ConnectFromServerBrowserEx (string ip, int port, int steamQueryPort, string password="")
 
void ConnectFromJoin (string ip, int port)
 
void ConnectFromCLI ()
 
bool IsLeftCtrlDown ()
 
override void OnKeyPress (int key)
 
override void OnKeyRelease (int key)
 
override void OnMouseButtonPress (int button)
 
override void OnMouseButtonRelease (int button)
 
override void OnDeviceReset ()
 
float GetDeltaT ()
 
override void OnUpdate (bool doSim, float timeslice)
 
override void OnPostUpdate (bool doSim, float timeslice)
 
override void OnRPC (PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
 
void DelayedMidAirDetonation (float x, float y, float z)
 
void CheckDialogs ()
 
void SetConnecting (bool value)
 Returns true when connecting to server.
 
bool IsConnecting ()
 
bool IsLoading ()
 
void SetKeyboardHandle (UIScriptedMenu handler)
 
void LoadingShow ()
 
void LoadingHide (bool force=false)
 
override string CreateDefaultPlayer ()
 
override string CreateRandomPlayer ()
 
override TStringArray ListAvailableCharacters ()
 
void ExplosionEffectsEx (Object source, Object directHit, int componentIndex, float energyFactor, float explosionFactor, HitInfo hitInfo)
 
void ExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
void OnProjectileStopped (ProjectileStoppedInfo info)
 
void OnProjectileStoppedInTerrain (TerrainCollisionInfo info)
 
void OnProjectileStoppedInObject (ObjectCollisionInfo info)
 
void FirearmEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
 
void CloseCombatEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, bool isWater, string ammoType)
 
void UpdateVoiceLevel (int level)
 
void InitCharacterMenuDataInfo (int menudata_count)
 
void SetPlayerGameName (string name)
 
string GetPlayerGameName ()
 
void SetNewCharacter (bool state)
 
bool IsNewCharacter ()
 
void SetUserFOV (float pFov)
 
float GetUserFOV ()
 
float GetFOVByZoomType (ECameraZoomType type)
 
void SetHudBrightness (float value)
 
float GetHUDBrightnessSetting ()
 
void SetEVValue (float value)
 
float GetCurrentEVValue ()
 
float GetPreviousEVValue ()
 
int GetCurrentDisplayLanguageIdx ()
 
bool IsWorldWetTempUpdateEnabled ()
 
bool IsFoodDecayEnabled ()
 
float GetFoodDecayModifier ()
 
array< intGetConnectedInputDeviceList ()
 
void SetMouseCursorDesiredVisibility (bool visible)
 
bool GetMouseCursorDesiredVisibility ()
 
bool CanDisplayMouseCursor ()
 extend as needed, only game focus and M&K setting (consoles only!) are checked natively
 
void RefreshMouseCursorVisibility ()
 
BillboardSetHandler GetBillboardHandler ()
 
void CreateGamepadDisconnectMenu ()
 
void DeleteGamepadDisconnectMenu ()
 
native void CreateMission (string path)
 Create only enforce script mission, used for mission script reloading.
 
proto native void RestartMission ()
 
proto native void AbortMission ()
 Returns to main menu, leave world empty for using last mission world.
 
proto native void RespawnPlayer ()
 
proto native bool CanRespawnPlayer ()
 
proto native void SetLoginTimerFinished ()
 
proto native void SetMainMenuWorld (string world)
 
proto native owned string GetMainMenuWorld ()
 
proto native void LogoutRequestTime ()
 Logout methods.
 
proto native void LogoutRequestCancel ()
 
proto native bool IsMultiplayer ()
 
proto native bool IsClient ()
 
proto native bool IsServer ()
 
proto native bool IsDedicatedServer ()
 Robust check which is preferred than the above, as it is valid much sooner.
 
proto native int ServerConfigGetInt (string name)
 Server config parsing. Returns 0 if not found.
 
proto native bool IsDebug ()
 
void SetDebugMonitorEnabled (int value)
 
bool IsDebugMonitor ()
 
proto native void GetPlayerIndentities (out array< PlayerIdentity > identities)
 
proto native float SurfaceY (float x, float z)
 
proto native float SurfaceRoadY (float x, float z, RoadSurfaceDetection rsd=RoadSurfaceDetection.LEGACY)
 
proto native float SurfaceRoadY3D (float x, float y, float z, RoadSurfaceDetection rsd)
 
proto float SurfaceGetType (float x, float z, out string type)
 Returns: Y position the surface was found.
 
proto float SurfaceGetType3D (float x, float y, float z, out string type)
 Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
 
proto void SurfaceUnderObject (notnull Object object, out string type, out int liquidType)
 
proto void SurfaceUnderObjectEx (notnull Object object, out string type, out string impact, out int liquidType)
 
proto void SurfaceUnderObjectByBone (notnull Object object, int boneType, out string type, out int liquidType)
 
proto native float SurfaceGetNoiseMultiplier (Object directHit, vector pos, int componentIndex)
 
proto native vector SurfaceGetNormal (float x, float z)
 
proto native float SurfaceGetSeaLevelMin ()
 
proto native float SurfaceGetSeaLevelMax ()
 
proto native float SurfaceGetSeaLevel ()
 
proto native bool SurfaceIsSea (float x, float z)
 
proto native bool SurfaceIsPond (float x, float z)
 
proto native float GetWaterDepth (vector posWS)
 
proto native void UpdatePathgraphRegion (vector regionMin, vector regionMax)
 
float GetHighestSurfaceYDifference (array< vector > positions)
 Returns the largest height difference between the given positions.
 
vector GetSurfaceOrientation (float x, float z)
 Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.
 
bool IsSurfaceDigable (string surface)
 Checks if the surface is digable.
 
bool GetSurfaceDigPile (string surface, out string result)
 
bool IsSurfaceFertile (string surface)
 Checks if the surface is fertile.
 
int CorrectLiquidType (int liquidType)
 
void SurfaceUnderObjectCorrectedLiquid (notnull Object object, out string type, out int liquidType)
 
void SurfaceUnderObjectExCorrectedLiquid (notnull Object object, out string type, out string impact, out int liquidType)
 
void SurfaceUnderObjectByBoneCorrectedLiquid (notnull Object object, int boneType, out string type, out int liquidType)
 
void UpdatePathgraphRegionByObject (Object object)
 
proto native bool IsBoxColliding (vector center, vector orientation, vector edgeLength, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects that are in choosen oriented bounding box (OBB)
 
proto native bool IsBoxCollidingGeometry (vector center, vector orientation, vector edgeLength, int iPrimaryType, int iSecondaryType, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects with geometry iType that are in choosen oriented bounding box (OBB)
 
proto native bool IsBoxCollidingGeometryProxy (notnull BoxCollidingParams params, array< Object > excludeObjects, array< ref BoxCollidingResult > collidedObjects=NULL)
 
proto native Weather GetWeather ()
 Returns weather controller object.
 
proto native void SetEVUser (float value)
 Sets custom camera camera EV. range: -50.0..50.0? //TODO.
 
proto native void OverrideDOF (bool enable, float focusDistance, float focusLength, float focusLengthNear, float blur, float focusDepthOffset)
 
proto native void AddPPMask (float ndcX, float ndcY, float ndcRadius, float ndcBlur)
 
proto native void ResetPPMask ()
 
proto native void OverrideInventoryLights (vector diffuse, vector ambient, vector ground, vector dir)
 
proto native void NightVissionLightParams (float lightIntensityMul, float noiseIntensity)
 
proto native void OpenURL (string url)
 
proto native void InitDamageEffects (Object effect)
 Initialization of damage effects.
 
proto native EntityAI GetEntityByPersitentID (int b1, int b2, int b3, int b4)
 
bool IsKindOf (string cfg_class_name, string cfg_parent_name)
 Returns is class name inherited from parent class name.
 
bool ObjectIsKindOf (Object object, string cfg_parent_name)
 Returns is object inherited from parent class name.
 
int ConfigFindClassIndex (string config_path, string searched_member)
 
proto int GetTime ()
 returns mission time in milliseconds

 
ScriptCallQueue GetCallQueue (int call_category)
 
ScriptInvoker GetUpdateQueue (int call_category)
 
ScriptInvoker GetPostUpdateQueue (int call_category)
 
TimerQueue GetTimerQueue (int call_category)
 
DragQueue GetDragQueue ()
 
string CreateDefaultPlayer ()
 returns class name of first valid survivor (TODO address confusing naming?)
 
string CreateRandomPlayer ()
 returns class name of random survivor (TODO address confusing naming?)
 
TStringArray ListAvailableCharacters ()
 outputs array of all valid survivor class names
 
bool IsInventoryOpen ()
 
proto native BiosUserManager GetUserManager ()
 
proto native ContentDLC GetContentDLCService ()
 Return DLC service (service for entitlement keys for unlock content)
 
bool IsMissionMainMenu ()
 Returns true when current mission is Main Menu.
 
MenuDefaultCharacterData GetMenuDefaultCharacterData (bool fill_data=true)
 
AnalyticsManagerServer GetAnalyticsServer ()
 
AnalyticsManagerClient GetAnalyticsClient ()
 

Защищенные статические члены

static float GetUserFOVFromConfig ()
 
static bool CheckAmmoCompability (EntityAI weaponInHand, EntityAI ammo)
 
static bool IsDigitalCopy ()
 

Защищенные данные

ref BillboardSetHandler m_BillboardSetHandler
 
const int MISSION_STATE_MAINMENU = 0
 
const int MISSION_STATE_GAME = 1
 
const int MISSION_STATE_FINNISH = 2
 
DayZGameState m_GameState
 
DayZLoadState m_LoadState
 
ref NotificationUI m_Notifications
 
bool m_FirstConnect = true
 
ref LoadingScreen m_loading
 
ref Widget m_IntroMenu
 
ref Widget m_GamepadDisconnectMenu
 
int m_PrevBlur
 
string m_DatabaseID
 
string m_ConnectAddress
 
int m_ConnectPort
 
int m_ConnectSteamQueryPort
 
string m_ConnectPassword
 
const int MAX_VISITED = 50
 
ref TStringArray m_Visited
 
const float ARROW_PIERCE_DEPTH = 0.05
 

Закрытые члены

void DayZGame ()
 
void ~DayZGame ()
 
void DeferredInit ()
 
void GlobalsInit ()
 
void RegisterProfilesOptions ()
 
void ResetProfileOptions ()
 
void SetMissionPath (string path)
 Called from C++.
 
string GetMissionPath ()
 
string GetMissionFolderPath ()
 
override ScriptCallQueue GetCallQueue (int call_category)
 
override ScriptInvoker GetUpdateQueue (int call_category)
 
override ScriptInvoker GetPostUpdateQueue (int call_category)
 
ScriptInvoker GetYieldDataInitInvoker ()
 
override TimerQueue GetTimerQueue (int call_category)
 
override DragQueue GetDragQueue ()
 
void OnGameplayDataHandlerLoad ()
 
int GetMissionState ()
 
void SetMissionState (int state)
 
bool GetProfileOption (EDayZProfilesOptions option)
 
bool GetProfileOptionBool (EDayZProfilesOptions option)
 
int GetProfileOptionInt (EDayZProfilesOptions option)
 
float GetProfileOptionFloat (EDayZProfilesOptions option)
 
bool GetProfileOptionDefault (EDayZProfilesOptions option)
 
bool GetProfileOptionDefaultBool (EDayZProfilesOptions option)
 
int GetProfileOptionDefaultInt (EDayZProfilesOptions option)
 
float GetProfileOptionDefaultFloat (EDayZProfilesOptions option)
 
void SetProfileOption (EDayZProfilesOptions option, bool value)
 
void SetProfileOptionBool (EDayZProfilesOptions option, bool value)
 
void SetProfileOptionInt (EDayZProfilesOptions option, int value)
 
void SetProfileOptionFloat (EDayZProfilesOptions option, float value)
 
map< EDayZProfilesOptions, ref DayZProfilesOptionGetProfileOptionMap ()
 
bool IsStressTest ()
 
bool IsAimLogEnabled ()
 
void SetGameState (DayZGameState state)
 
DayZGameState GetGameState ()
 
void SetLoadState (DayZLoadState state)
 
DayZLoadState GetLoadState ()
 
Backlit GetBacklit ()
 
override bool IsInventoryOpen ()
 
void EarlyAccessDialog (UIScriptedMenu parent)
 
override UIScriptedMenu CreateScriptedMenu (int id)
 create custom main menu part (submenu)
 
void ReloadMission ()
 
void CancelLoginQueue ()
 
void CancelLoginTimeCountdown ()
 
void ClearConnectivityStates ()
 
override void OnEvent (EventType eventTypeId, Param params)
 
void CGame ()
 
void ~CGame ()
 
proto native WorkspaceWidget GetWorkspace ()
 
proto native WorkspaceWidget GetLoadingWorkspace ()
 
void OnEvent (EventType eventTypeId, Param params)
 Called when some system event occur.
 
void OnProcessLifetimeChanged (int plmtype)
 
void OnLicenseChanged ()
 
void OnAfterCreate ()
 Called after creating of CGame instance.
 
void OnActivateMessage ()
 Called when recieving focus (windows)
 
void OnDeactivateMessage ()
 Called when loosing focus (windows)
 
bool OnInitialize ()
 Called once before game update loop starts, ret value indicates if init was done in scripts, otherwise it is done in the engine.
 
void OnDeviceReset ()
 Called when inputs is not possible (Steam overlay active or something), all internal script variables should be reset here!
 
void OnUpdate (bool doSim, float timeslice)
 Called on World update.
 
void OnPostUpdate (bool doSim, float timeslice)
 Called on World update after simulation of entities.
 
void OnKeyPress (int key)
 Called when key is pressed.
 
void OnKeyRelease (int key)
 Called when key is released.
 
void OnMouseButtonPress (int button)
 Called when mouse button is pressed.
 
void OnMouseButtonRelease (int button)
 Called when mouse button is released.
 
UIScriptedMenu CreateScriptedMenu (int id)
 create custom main menu part (submenu)
 
UIScriptedWindow CreateScriptedWindow (int id)
 create custom window part
 
void OnRPC (PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
 Called after remote procedure call is recieved for this object.
 
proto native void RequestExit (int code)
 Sets exit code and quits in the right moment.
 
proto native void RequestRestart (int code)
 Sets exit code and restart in the right moment.
 
proto native bool IsAppActive ()
 Returns if the application is focused on PC, returns true always on console.
 
proto bool GetHostAddress (out string address, out int port)
 Gets the server address. (from client)
 
proto owned string GetHostName ()
 Gets the server name. (from client)
 
proto GetServersResultRow GetHostData ()
 Gets the server data. (from client)
 
proto native int Connect (UIScriptedMenu parent, string IpAddress, int port, string password)
 Connects to IsServer.
 
proto native int ConnectLastSession (UIScriptedMenu parent, int selectedCharacter=-1)
 Connects to last success network session.
 
proto native void DisconnectSession ()
 Disconnects from current multiplayer session.
 
proto native void DisconnectSessionForce ()
 Forces disconnect from current multiplayer session even if not yet in the game.
 
proto native void GetProfileStringList (string name, out TStringArray values)
 Gets array of strings from profile variable.
 
proto bool GetProfileString (string name, out string value)
 Gets string from profile variable.
 
proto native void SetProfileStringList (string name, TStringArray values)
 Sets array of strings to profile variable.
 
proto native void SetProfileString (string name, string value)
 Sets string to profile variable.
 
proto native void SaveProfile ()
 Saves profile on disk.
 
proto void GetPlayerName (out string name)
 Gets current player name.
 
proto void GetPlayerNameShort (int maxLength, out string name)
 Gets current player name. If length of player name is grater than maxLength, then it is omitted and append ellipsis.
 
proto native void SetPlayerName (string name)
 Sets current player name.
 
proto native Entity CreatePlayer (PlayerIdentity identity, string name, vector pos, float radius, string spec)
 Assign player entity to client (in multiplayer)
 
proto native void SelectPlayer (PlayerIdentity identity, Object player)
 Selects player's controlled object.
 
proto void GetPlayerNetworkIDByIdentityID (int playerIdentityID, out int networkIdLowBits, out int networkIdHightBits)
 returns player's network id from identity id in out parameters
 
proto native Object GetObjectByNetworkId (int networkIdLowBits, int networkIdHighBits)
 Returns entity identified by network id.
 
proto native bool RegisterNetworkStaticObject (Object object)
 Static objects cannot be replicated by default (there are too many objects on the map). Use this method when you want to replicate some scripted variables. Cannot be called in object's constructor, because networking is not initialized yet.
 
proto native void SelectSpectator (PlayerIdentity identity, string spectatorObjType, vector position)
 Creates spectator object (mostly cameras)
 
proto native void UpdateSpectatorPosition (vector position)
 Updates spectator position on server = position of network bubble.
 
proto native void SendLogoutTime (Object player, int time)
 Inform client about logout time (creates logout screen on specified client)
 
proto native void DisconnectPlayer (PlayerIdentity identity, string uid="")
 Destroy player info and disconnect.
 
proto native void AddToReconnectCache (PlayerIdentity identity)
 Add player to reconnect cache to be able to rejoin character still existing in the world.
 
proto native void RemoveFromReconnectCache (string uid)
 Remove player from reconnect cache.
 
proto native void ClearReconnectCache ()
 Remove all player from reconnect cache.
 
proto native void StorageVersion (int iVersion)
 Set actual storage version - for next save.
 
proto native int LoadVersion ()
 Returns actual storage version - loading.
 
proto native int SaveVersion ()
 Returns actual storage version - saving.
 
proto native float GetDayTime ()
 Returns current daytime on server.
 
proto bool ConfigGetText (string path, out string value)
 Get string value from config on path.
 
proto bool ConfigGetTextRaw (string path, out string value)
 Get raw string value from config on path.
 
string ConfigGetTextOut (string path)
 Get string value from config on path.
 
bool FormatRawConfigStringKeys (inout string value)
 Changes localization key format to script-friendly format.
 
string GetModelName (string class_name)
 Get name of the p3d file of the given class name.
 
proto native float ConfigGetFloat (string path)
 Get float value from config on path.
 
proto native vector ConfigGetVector (string path)
 Get vector value from config on path.
 
proto native int ConfigGetInt (string path)
 Get int value from config on path.
 
proto native int ConfigGetType (string path)
 Returns type of config value.
 
proto native void ConfigGetTextArray (string path, out TStringArray values)
 Get array of strings from config on path.
 
proto native void ConfigGetTextArrayRaw (string path, out TStringArray values)
 Get array of raw strings from config on path.
 
proto native void ConfigGetFloatArray (string path, out TFloatArray values)
 Get array of floats from config on path.
 
proto native void ConfigGetIntArray (string path, out TIntArray values)
 Get array of integers from config on path.
 
proto bool ConfigGetChildName (string path, int index, out string name)
 Get name of subclass in config class on path.
 
proto bool ConfigGetBaseName (string path, out string base_name)
 Get name of base class of config class on path.
 
proto native int ConfigGetChildrenCount (string path)
 Get count of subclasses in config class on path.
 
proto native bool ConfigIsExisting (string path)
 
proto native void ConfigGetFullPath (string path, out TStringArray full_path)
 
proto native void ConfigGetObjectFullPath (Object obj, out TStringArray full_path)
 
proto native void GetModInfos (notnull out array< ref ModInfo > modArray)
 
proto native bool GetModToBeReported ()
 
string ConfigPathToString (TStringArray array_path)
 Converts array of strings into single string.
 
proto bool CommandlineGetParam (string name, out string value)
 Get command line parameter value.
 
proto native void CopyToClipboard (string text)
 
proto void CopyFromClipboard (out string text)
 
proto native void BeginOptionsVideo ()
 
proto native void EndOptionsVideo ()
 
proto native void AdminLog (string text)
 
proto native bool PreloadObject (string type, float distance)
 Preload objects with certain type in certain distance from camera.
 
proto native Object CreateStaticObjectUsingP3D (string p3dFilename, vector position, vector orientation, float scale=1.0, bool createLocal=false)
 
proto native Object CreateObject (string type, vector pos, bool create_local=false, bool init_ai=false, bool create_physics=true)
 Creates object of certain type.
 
proto native SoundOnVehicle CreateSoundOnObject (Object source, string sound_name, float distance, bool looped, bool create_local=false)
 
proto native SoundWaveOnVehicle CreateSoundWaveOnObject (Object source, SoundObject soundObject, AbstractWave soundWave)
 
proto native Object CreateObjectEx (string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
 Creates object of certain type.
 
proto native void ObjectDelete (Object obj)
 
proto native void ObjectDeleteOnClient (Object obj)
 
proto native void RemoteObjectDelete (Object obj)
 
proto native void RemoteObjectTreeDelete (Object obj)
 RemoteObjectDelete - deletes only remote object (unregisters from network). do not use if not sure what you do.
 
proto native void RemoteObjectCreate (Object obj)
 RemoteObjectDelete - deletes only remote object tree (unregisters from network). do not use if not sure what you do.
 
proto native void RemoteObjectTreeCreate (Object obj)
 RemoteObjectCreate - postponed registration of network object (and creation of remote object). do not use if not sure what you do.
 
proto native int ObjectRelease (Object obj)
 RemoteObjectTreeCreate - postponed registration of network object tree (and creation of remote objects). do not use if not sure what you do.
 
proto void ObjectGetType (Object obj, out string type)
 
proto void ObjectGetDisplayName (Object obj, out string name)
 
proto native vector ObjectGetSelectionPosition (Object obj, string name)
 
proto native vector ObjectGetSelectionPositionLS (Object obj, string name)
 
proto native vector ObjectGetSelectionPositionMS (Object obj, string name)
 
proto native vector ObjectGetSelectionPositionWS (Object obj, string name)
 
proto native vector ObjectModelToWorld (Object obj, vector modelPos)
 
proto native vector ObjectWorldToModel (Object obj, vector worldPos)
 
proto native bool IsObjectAccesible (EntityAI item, Man player)
 returns true if player can access item's cargo/attachments (check only distance)
 
proto native Input GetInput ()
 
proto native vector GetCurrentCameraPosition ()
 
proto native vector GetCurrentCameraDirection ()
 
proto native AbstractSoundScene GetSoundScene ()
 
proto native NoiseSystem GetNoiseSystem ()
 
proto native bool AddInventoryJuncture (Man player, notnull EntityAI item, InventoryLocation dst, bool test_dst_occupancy, int timeout_ms)
 
bool AddInventoryJunctureEx (Man player, notnull EntityAI item, InventoryLocation dst, bool test_dst_occupancy, int timeout_ms)
 
proto native bool HasInventoryJunctureItem (notnull EntityAI item)
 
proto native bool HasInventoryJunctureDestination (Man player, notnull InventoryLocation dst)
 
proto native bool AddActionJuncture (Man player, notnull EntityAI item, int timeout_ms)
 
proto native bool ExtendActionJuncture (Man player, notnull EntityAI item, int timeout_ms)
 
proto native bool ClearJuncture (Man player, notnull EntityAI item)
 
bool ClearJunctureEx (Man player, notnull EntityAI item)
 
proto native bool ExecuteEnforceScript (string expression, string mainFnName)
 Delevoper only: Executes Enforce Script expression, if there is an error, is printed into the script console.
 
proto native void DumpInstances (bool csvFormatting)
 Delevoper only: Dump all script allocations.
 
proto native bool ScriptTest ()
 
proto native void GetDiagModeNames (out TStringArray diag_names)
 Get list of all debug modes.
 
proto native void SetDiagModeEnable (int diag_mode, bool enabled)
 Set specific debug mode.
 
proto native bool GetDiagModeEnable (int diag_mode)
 Gets state of specific debug mode.
 
proto native void GetDiagDrawModeNames (out TStringArray diag_names)
 Get list of all debug draw modes.
 
proto native void SetDiagDrawMode (int diag_draw_mode)
 Set debug draw mode.
 
proto native int GetDiagDrawMode ()
 Gets current debug draw mode.
 
proto native bool IsPhysicsExtrapolationEnabled ()
 If physics extrapolation is enabled, always true on retail release builds.
 
proto native float GetFps ()
 Returns average FPS of last 16 frames.
 
proto native float GetTickTime ()
 Returns current time from start of the game.
 
proto void GetInventoryItemSize (InventoryItem item, out int width, out int height)
 
proto native void GetObjectsAtPosition (vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
 Returns list of all objects in circle "radius" around position "pos".
 
proto native void GetObjectsAtPosition3D (vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
 Returns list of all objects in sphere "radius" around position "pos".
 
proto native World GetWorld ()
 
proto void GetWorldName (out string world_name)
 
string GetWorldName ()
 
proto native bool VerifyWorldOwnership (string sWorldName)
 
proto native bool GoBuyWorldDLC (string sWorldName)
 
proto void FormatString (string format, string params[], out string output)
 
proto void GetVersion (out string version)
 
proto native UIManager GetUIManager ()
 
proto native DayZPlayer GetPlayer ()
 
proto native void GetPlayers (out array< Man > players)
 
DayZPlayer GetPlayerByIndex (int index=0)
 
proto native void StoreLoginData (ParamsWriteContext ctx)
 Stores login userdata as parameters which are sent to server

 
proto native vector GetPointerDirection ()
 Returns the direction where the mouse points, from the camera view.
 
proto native vector GetWorldDirectionFromScreen (vector world_pos)
 Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.
 
proto native vector GetScreenPos (vector world_pos)
 Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.
 
proto native vector GetScreenPosRelative (vector world_pos)
 Transforms position in world to position in screen in percentage (0.0 - 1.0) as x, y component of vector, z parameter represents distance between camera and world_pos.
 
proto native MenuData GetMenuData ()
 Return singleton of MenuData class - at main menu contains characters played with current profile.
 
proto native void RPC (Object target, int rpcType, notnull array< ref Param > params, bool guaranteed, PlayerIdentity recipient=null)
 Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients.
 
void RPCSingleParam (Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
 see CGame.RPC
 
proto native void RPCSelf (Object target, int rpcType, notnull array< ref Param > params)
 Not actually an RPC, as it will send it only to yourself.
 
void RPCSelfSingleParam (Object target, int rpcType, Param param)
 
proto native void ProfilerStart (string name)
 Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.
 
proto native void ProfilerStop (string name)
 Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.
 
proto native void Chat (string text, string colorClass)
 Prints text into game chat.
 
proto native void ChatMP (Man recipient, string text, string colorClass)
 
proto native void ChatPlayer (string text)
 
proto native void MutePlayer (string muteUID, string playerUID, bool mute)
 Mutes voice of source player to target player.
 
proto native void MuteAllPlayers (string listenerId, bool mute)
 Mute all players for listenerId.
 
proto native void EnableVoN (Object player, bool enable)
 Enable/disable VoN for target player.
 
proto native void SetVoiceEffect (Object player, int effect, bool enable)
 Enable/disable VoN effect (only on server)
 
proto native void SetVoiceLevel (int level)
 Set voice level of VoN (only on client) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2)
 
proto native int GetVoiceLevel (Object player=null)
 Get voice level of VoN (on both client and server) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2)
 
proto native void EnableMicCapture (bool enable)
 Enable microphone to locally capture audio from user. Audio heard does NOT automatically get transmitted over network.
 
proto native bool IsMicCapturing ()
 Returns whether mic is currently capturing audio from user.
 
proto native bool IsInPartyChat ()
 Returns whether user is currently in a voice party (currently only supported on xbox)
 
proto native Mission GetMission ()
 
proto native void SetMission (Mission mission)
 
proto native void StartRandomCutscene (string world)
 Starts intro.
 
proto native void PlayMission (string path)
 Starts mission (equivalent for SQF playMission). You MUST use double slash \.
 

Закрытые статические члены

static bool ReportModded ()
 

Закрытые данные

const int STATS_COUNT = EConnectivityStatType.COUNT
 
EConnectivityStatLevel m_ConnectivityStatsStates [STATS_COUNT]
 
int m_MissionState
 
ref LoginTimeBase m_LoginTimeScreen
 
ref LoginQueueBase m_LoginQueue
 
int m_LoginTime
 
ref ConnectionLost m_connectionLost
 
ref TimerQueue m_timerQueue [CALL_CATEGORY_COUNT]
 
ref ScriptCallQueue m_callQueue [CALL_CATEGORY_COUNT]
 
ref ScriptInvoker m_updateQueue [CALL_CATEGORY_COUNT]
 
ref ScriptInvoker m_postUpdateQueue [CALL_CATEGORY_COUNT]
 
ref DragQueue m_dragQueue
 
ref ScriptInvoker m_YieldDataInitInvoker
 
ref DayZProfilesOptions m_DayZProfileOptions
 
bool m_early_access_dialog_accepted
 
UIScriptedMenu m_keyboard_handler
 
ScriptModule m_mission_module
 
string m_MissionPath
 
string m_MissionFolderPath
 
bool m_IsCtrlHolding
 
bool m_IsWinHolding
 
bool m_IsLeftAltHolding
 
bool m_IsRightAltHolding
 
bool m_IsWorldWetTempUpdateEnabled = true
 
bool m_IsFoodDecayEnabled = true
 
float m_FoodDecayModifier
 
bool m_IsStressTest
 
bool m_AimLoggingEnabled
 
int m_OriginalCharactersCount
 
string m_PlayerName
 
bool m_IsNewCharacter
 
bool m_IsConnecting
 
bool m_ConnectFromJoin
 
bool m_ShouldShowControllerDisconnect
 
bool m_CursorDesiredVisibilityScript = true
 
int m_PreviousGamepad
 
float m_UserFOV
 
float m_DeltaTime
 
float m_volume_sound
 
float m_volume_speechEX
 
float m_volume_music
 
float m_volume_VOIP
 
float m_volume_radio
 
float m_PreviousEVValue
 
float m_EVValue = 0
 
ref Backlit m_Backlit
 
ref array< stringm_CharClassNames = new array<string>()
 
ref array< intm_ConnectedInputDeviceList
 
ref EffectSound m_CrashSound
 
ref EffectSound m_ArtySound
 
const int MIN_ARTY_SOUND_RANGE = 300
 
int m_DebugMonitorEnabled
 
ScriptModule GameScript
 
ref array< ref Paramm_ParamCache
 
ref AnalyticsManagerServer m_AnalyticsManagerServer
 
ref AnalyticsManagerClient m_AnalyticsManagerClient
 
ref MenuDefaultCharacterData m_CharacterData
 

Закрытые статические данные

static bool m_ReportModded
 
static ref AmmoCamParams m_AmmoShakeParams = new AmmoCamParams()
 
static ref ScriptInvoker Event_OnRPC = new ScriptInvoker()
 
static ref NoiseParams m_NoiseParams = new NoiseParams()
 
static ref TemperatureAccessManager m_TAManager = new TemperatureAccessManager()
 

Подробное описание

Конструктор(ы)

◆ ~DayZGame()

void ~DayZGame ( )
inlineprivate
1073 {
1077
1078 g_Game = null;
1080 Print("~DayZGame()");
1081 }
DayZGame g_Game
Definition DayZGame.c:3815
void SetDispatcher(Dispatcher dispatcher)
Definition Dispatcher.c:31
Static data of bleeding chance probabilities; currently used for melee only.
Definition BleedChanceData.c:5
static void Cleanup()
Definition BleedChanceData.c:64
Definition NotificationSystem.c:70
static void CleanupInstance()
Definition NotificationSystem.c:99
Static component of PPE manager, used to hold the instance.
Definition PPEManager.c:3
static void DestroyManagerStatic()
Definition PPEManager.c:17
Definition EntityAI.c:95
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки BleedChanceData::Cleanup(), NotificationSystem::CleanupInstance(), PPEManagerStatic::DestroyManagerStatic(), g_Game, Print() и SetDispatcher().

◆ CGame()

void CGame ( )
inlineprivate
34 {
35 Math.Randomize(-1);
36
39 m_ParamCache.Insert(null);
40
41 //analytics
44
45 //m_CharacterData = new MenuCharacrerData;
46
47 // actual script version - increase by one when you make changes
49
50 #ifdef DIAG_DEVELOPER
52 #endif
53
54 if (!IsDedicatedServer())
55 {
59 if (!IsMultiplayer())
60 {
62 }
63 }
64 else
65 {
67 }
68 }
static int GAME_STORAGE_VERSION
Definition Game.c:5
Static data holder for certain ammo config values.
Definition AmmoEffects.c:6
static void Init()
Initialize the containers: this is done this way, to have these not exist on server.
Definition AmmoEffects.c:121
Definition AnalyticsManagerClient.c:2
Definition AnalyticsManagerServer.c:2
proto native bool IsDedicatedServer()
Robust check which is preferred than the above, as it is valid much sooner.
ref AnalyticsManagerClient m_AnalyticsManagerClient
Definition Game.c:18
proto native void StorageVersion(int iVersion)
Set actual storage version - for next save.
ref AnalyticsManagerServer m_AnalyticsManagerServer
Definition Game.c:17
proto native bool IsMultiplayer()
ref array< ref Param > m_ParamCache
Definition Game.c:14
Definition Debug.c:600
static void Init()
Definition Debug.c:614
Definition EnMath.c:7
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static void Init()
Initialize the containers.
Definition EffectManager.c:498
static void InitServer()
Definition EffectManager.c:508
Manager class which handles Voice-over-network functionality while player is connected to a server.
Definition VONManager.c:285
static void Init()
Initializes VONManager, runs when user first connects to a server.
Definition VONManager.c:300
static proto int Randomize(int seed)
Sets the seed for the random number generator.

Перекрестные ссылки GAME_STORAGE_VERSION, AmmoEffects::Init(), SEffectManager::Init(), LogManager::Init(), VONManager::Init(), SEffectManager::InitServer(), IsDedicatedServer(), IsMultiplayer(), m_AnalyticsManagerClient, m_AnalyticsManagerServer, m_ParamCache, Math::Randomize() и StorageVersion().

◆ ~CGame()

void ~CGame ( )
inlineprivate
71 {
72 // Clean these up even if it is dedicated server, just to be safe
76
77 // Is initialized in StartupEvent
78 ParticleManager.CleanupInstance();
79 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Definition ParticleManager.c:84
static void Cleanup()
Clean up the data.
Definition AmmoEffects.c:128
static void Cleanup()
Cleanup method to properly clean up the static data.
Definition EffectManager.c:518
static void CleanupInstance()
Uninitializes VONManager, runs when user disconnects from server.
Definition VONManager.c:309

Перекрестные ссылки AmmoEffects::Cleanup(), SEffectManager::Cleanup(), VONManager::CleanupInstance() и ParticleManager().

Методы

◆ AbortMission()

proto native void AbortMission ( )
protected

Returns to main menu, leave world empty for using last mission world.

Используется в OnEvent().

◆ AddActionJuncture()

proto native bool AddActionJuncture ( Man player,
notnull EntityAI item,
int timeout_ms )
private

◆ AddInventoryJuncture()

proto native bool AddInventoryJuncture ( Man player,
notnull EntityAI item,
InventoryLocation dst,
bool test_dst_occupancy,
int timeout_ms )
private

Используется в AddInventoryJunctureEx().

◆ AddInventoryJunctureEx()

bool AddInventoryJunctureEx ( Man player,
notnull EntityAI item,
InventoryLocation dst,
bool test_dst_occupancy,
int timeout_ms )
inlineprivate
732 {
734 #ifdef ENABLE_LOGGING
736 {
737 Debug.InventoryReservationLog("STS = " + player.GetSimulationTimeStamp() + " result: " + result + " item:" + item + " dst: " + InventoryLocation.DumpToStringNullSafe(dst), "n/a" , "n/a", "AddInventoryJuncture",player.ToString() );
738 }
739 #endif
740 //Print("Juncture - STS = " + player.GetSimulationTimeStamp() + " item:" + item + " dst: " + InventoryLocation.DumpToStringNullSafe(dst));
741 return result;
742 }
proto native bool AddInventoryJuncture(Man player, notnull EntityAI item, InventoryLocation dst, bool test_dst_occupancy, int timeout_ms)
Definition Debug.c:14
static void InventoryReservationLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:156
InventoryLocation.
Definition InventoryLocation.c:29
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:226
static bool IsInventoryReservationLogEnable()
Definition Debug.c:664

Перекрестные ссылки AddInventoryJuncture(), InventoryLocation::DumpToStringNullSafe(), Debug::InventoryReservationLog() и LogManager::IsInventoryReservationLogEnable().

◆ AddPPMask()

proto native void AddPPMask ( float ndcX,
float ndcY,
float ndcRadius,
float ndcBlur )
protected

◆ AddToReconnectCache()

proto native void AddToReconnectCache ( PlayerIdentity identity)
private

Add player to reconnect cache to be able to rejoin character still existing in the world.

Заметки
Works only on server and no database requests are sent
Аргументы
identityof player

◆ AddVisitedServer()

void AddVisitedServer ( string ip,
int port )
inlineprotected
2571 {
2572 string uid = ip + ":" + port;
2573 if (m_Visited)
2574 {
2575 int pos = m_Visited.Find(uid);
2576
2577 if (pos < 0)
2578 {
2579 if (m_Visited.Count() == MAX_VISITED)
2580 m_Visited.Remove(0);
2581 m_Visited.Insert(uid);
2582 }
2583 else
2584 {
2585 // if item is not saved as last server, move it
2586 if (pos != (m_Visited.Count() - 1))
2587 {
2588 m_Visited.Remove(pos);
2589 m_Visited.Insert(uid);
2590 }
2591 }
2592 SetProfileStringList("SB_Visited", m_Visited);
2593 SaveProfile();
2594 }
2595 }
const int MAX_VISITED
Definition DayZGame.c:2112
ref TStringArray m_Visited
Definition DayZGame.c:2113
proto native void SaveProfile()
Saves profile on disk.
proto native void SetProfileStringList(string name, TStringArray values)
Sets array of strings to profile variable.

Перекрестные ссылки SaveProfile() и SetProfileStringList().

Используется в OnEvent().

◆ AddVoiceNotification()

void AddVoiceNotification ( VONStopSpeakingEventParams vonStartParams)
inlineprotected
1808 {
1809 m_Notifications.AddVoiceNotification(vonStartParams.param2, vonStartParams.param1);
1810 }
ref NotificationUI m_Notifications
Definition DayZGame.c:900

◆ AdminLog()

proto native void AdminLog ( string text)
private

◆ BeginOptionsVideo()

proto native void BeginOptionsVideo ( )
private

◆ CancelLoginQueue()

void CancelLoginQueue ( )
inlineprivate
1384 {
1385 if (m_LoginQueue)
1386 {
1387 if (m_LoginQueue.IsStatic())
1388 {
1389 m_LoginQueue.Hide();
1390 delete m_LoginQueue;
1391 }
1392 else
1393 {
1394 m_LoginQueue.Close();
1395 }
1396 }
1397 }
ref LoginQueueBase m_LoginQueue
Definition DayZGame.c:906

Перекрестные ссылки m_LoginQueue.

Используется в OnEvent() и OnLoginTimeEvent().

◆ CancelLoginTimeCountdown()

void CancelLoginTimeCountdown ( )
inlineprivate
1400 {
1402
1404 {
1405 if (m_LoginTimeScreen.IsStatic())
1406 {
1407 m_LoginTimeScreen.Hide();
1408 delete m_LoginTimeScreen;
1409 }
1410 else
1411 {
1412 m_LoginTimeScreen.Close();
1413 }
1414 }
1415 }
void LoginTimeCountdown()
Definition DayZGame.c:1890
override ScriptCallQueue GetCallQueue(int call_category)
Definition DayZGame.c:1179
ref LoginTimeBase m_LoginTimeScreen
Definition DayZGame.c:905
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, GetCallQueue() и m_LoginTimeScreen.

Используется в LoginTimeCountdown(), OnEvent() и OnPreloadEvent().

◆ CanDisplayMouseCursor()

bool CanDisplayMouseCursor ( )
inlineprotected

extend as needed, only game focus and M&K setting (consoles only!) are checked natively

Only checking on console because while loading on PC, the mouse might not be detected

Platform defaults

3758 {
3760#ifdef PLATFORM_CONSOLE
3761 if (GetInput())
3762 {
3763 return GetInput().IsMouseConnected();
3764 }
3765#endif
3766
3768#ifdef PLATFORM_CONSOLE
3769 return false;
3770#else
3771 return true;
3772#endif
3773 }
proto native Input GetInput()

Перекрестные ссылки GetInput().

Используется в RefreshMouseCursorVisibility().

◆ CanRespawnPlayer()

proto native bool CanRespawnPlayer ( )
protected

◆ Chat()

proto native void Chat ( string text,
string colorClass )
private

Prints text into game chat.

Аргументы
textto print
colorClass??
usage :
GetGame().Chat("Item splitted", "colorAction");
proto native CGame GetGame()

◆ ChatMP()

proto native void ChatMP ( Man recipient,
string text,
string colorClass )
private

◆ ChatPlayer()

proto native void ChatPlayer ( string text)
private

◆ CheckAmmoCompability()

static bool CheckAmmoCompability ( EntityAI weaponInHand,
EntityAI ammo )
inlinestaticprotected
3664 {
3665 TStringArray ammo_names = new TStringArray; // Array of ammo types (their name) that can be used with weapon in hand
3666
3667 string cfg_path = "CfgWeapons " + weaponInHand.GetType() + " chamberableFrom"; // Create config path
3668 GetGame().ConfigGetTextArray(cfg_path, ammo_names); // Get ammo types
3669
3670 foreach (string ammo_name : ammo_names) // for every ammo in ammo string compare passed ammo
3671 {
3672 if (ammo.GetType() == ammo_name)
3673 {
3674 return true;
3675 }
3676 }
3677
3678 // if no ammo from the array matches with ammo passed, return false
3679 return false;
3680 }
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition IsBoxCollidingGeometryProxyClasses.c:28
array< string > TStringArray
Definition EnScript.c:685

Перекрестные ссылки GetGame().

◆ CheckDialogs()

void CheckDialogs ( )
inlineprotected
3269 {
3270 #ifndef NO_GUI
3272 if (mission && !m_loading.IsLoading() && GetUIManager().IsDialogQueued())
3273 {
3274 mission.Pause();
3275 GetUIManager().ShowQueuedDialog();
3276 }
3277 #endif
3278 }
Mission mission
Definition DisplayStatus.c:28
ref LoadingScreen m_loading
Definition DayZGame.c:904
proto native Mission GetMission()
proto native UIManager GetUIManager()
Mission class.
Definition gameplay.c:681
void Pause()
Definition gameplay.c:767

Перекрестные ссылки GetMission(), GetUIManager(), mission и Mission::Pause().

◆ ClearConnectivityStates()

void ClearConnectivityStates ( )
inlineprivate
1418 {
1419 for (int i = 0; i < STATS_COUNT; i++)
1421 }
EConnectivityStatLevel m_ConnectivityStatsStates[STATS_COUNT]
Definition DayZGame.c:893
const int STATS_COUNT
Definition DayZGame.c:892

Перекрестные ссылки STATS_COUNT.

Используется в OnEvent().

◆ ClearJuncture()

proto native bool ClearJuncture ( Man player,
notnull EntityAI item )
private

Используется в ClearJunctureEx().

◆ ClearJunctureEx()

bool ClearJunctureEx ( Man player,
notnull EntityAI item )
inlineprivate
753 {
754 #ifdef ENABLE_LOGGING
756 {
757 Debug.InventoryReservationLog("STS = " + player.GetSimulationTimeStamp()+ " item:" + item, "n/a" , "n/a", "ClearJuncture",player.ToString() );
758 }
759 #endif
760 return ClearJuncture( player, item);
761 }
proto native bool ClearJuncture(Man player, notnull EntityAI item)

Перекрестные ссылки ClearJuncture(), Debug::InventoryReservationLog() и LogManager::IsInventoryReservationLogEnable().

◆ ClearReconnectCache()

proto native void ClearReconnectCache ( )
private

Remove all player from reconnect cache.

Заметки
Works only on server

◆ CloseCombatEffects()

void CloseCombatEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
bool isWater,
string ammoType )
inlineprotected
3543 {
3544 #ifndef SERVER
3546 impactEffectsData.m_DirectHit = directHit;
3547 impactEffectsData.m_ComponentIndex = componentIndex;
3548 impactEffectsData.m_Surface = surface;
3549 impactEffectsData.m_Position = pos;
3550 impactEffectsData.m_ImpactType = ImpactTypes.MELEE;
3551 impactEffectsData.m_SurfaceNormal = Vector(Math.RandomFloat(-1,1), Math.RandomFloat(-1,1), Math.RandomFloat(-1,1));
3552 impactEffectsData.m_ExitPosition = "0 0 0";
3553 impactEffectsData.m_InSpeed = "0 0 0";
3554 impactEffectsData.m_OutSpeed = "0 0 0";
3555 impactEffectsData.m_IsDeflected = false;
3556 impactEffectsData.m_AmmoType = ammoType;
3557 impactEffectsData.m_IsWater = isWater;
3558
3559 if (directHit)
3560 directHit.OnReceivedHit(impactEffectsData);
3561
3563 #endif
3564
3565 // add hit noise
3566 if (IsServer())
3567 {
3568 m_NoiseParams.LoadFromPath("cfgAmmo " + ammoType + " NoiseHit");
3569
3571 if (surfaceCoef == 0)
3572 surfaceCoef = 1;
3573
3574 GetNoiseSystem().AddNoisePos(EntityAI.Cast(source), pos, m_NoiseParams, surfaceCoef * GetGame().GetWeather().GetNoiseReductionByWeather());
3575 }
3576 }
ImpactTypes
Definition ImpactEffects.c:2
static ref NoiseParams m_NoiseParams
Definition DayZGame.c:975
proto native float SurfaceGetNoiseMultiplier(Object directHit, vector pos, int componentIndex)
proto native bool IsServer()
proto native Weather GetWeather()
Returns weather controller object.
proto native NoiseSystem GetNoiseSystem()
Definition Building.c:6
Definition ImpactEffects.c:29
static void EvaluateImpactEffectEx(ImpactEffectsData pData)
Definition ImpactEffects.c:137
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].

Перекрестные ссылки ImpactMaterials::EvaluateImpactEffectEx(), GetGame(), GetNoiseSystem(), GetWeather(), IsServer(), m_NoiseParams, Math::RandomFloat(), SurfaceGetNoiseMultiplier() и Vector().

◆ CommandlineGetParam()

proto bool CommandlineGetParam ( string name,
out string value )
private

Get command line parameter value.

Аргументы
nameof parameter
valueoutput
Возвращает
true when parameter exists, false otherwise
usage :
// you run e.g.: DayZInt.exe -scriptDebug=true
string value;
if (GetGame().CommandlineGetParam("scriptDebug", value) && value == "true")
{
Print("Script debugging on!");
}
proto bool CommandlineGetParam(string name, out string value)
Get command line parameter value.

Используется в DayZGame().

◆ ConfigFindClassIndex()

int ConfigFindClassIndex ( string config_path,
string searched_member )
inlineprotected

Searches given config path (config_path) for the given member (searched_member) and returns its index. \nReturns -1 if not found.
usage:

int skinning_class_index = g_Game.ConfigFindClassIndex(cfgPath_animal, "Skinning");
1374 {
1376 for (int index = 0; index < class_count; index++)
1377 {
1378 string found_class = "";
1381 {
1382 return index;
1383 }
1384 }
1385 return -1;
1386 }
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.

Перекрестные ссылки ConfigGetChildName() и ConfigGetChildrenCount().

◆ ConfigGetBaseName()

proto bool ConfigGetBaseName ( string path,
out string base_name )
private

Get name of base class of config class on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
nameoutput
Возвращает
true on success, false if path or base is not exists

◆ ConfigGetChildName()

proto bool ConfigGetChildName ( string path,
int index,
out string name )
private

Get name of subclass in config class on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
indexof subclass in class
nameoutput
Возвращает
true on success, false if path or child is not found

Используется в ConfigFindClassIndex() и DayZGame().

◆ ConfigGetChildrenCount()

proto native int ConfigGetChildrenCount ( string path)
private

Get count of subclasses in config class on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
indexof parameter in class
nameoutput
Возвращает
true on success, false if path or child is not found

Используется в ConfigFindClassIndex() и DayZGame().

◆ ConfigGetFloat()

proto native float ConfigGetFloat ( string path)
private

Get float value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Возвращает
value

Используется в FirearmEffects().

◆ ConfigGetFloatArray()

proto native void ConfigGetFloatArray ( string path,
out TFloatArray values )
private

Get array of floats from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput

◆ ConfigGetFullPath()

proto native void ConfigGetFullPath ( string path,
out TStringArray full_path )
private

Используется в IsKindOf().

◆ ConfigGetInt()

proto native int ConfigGetInt ( string path)
private

Get int value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Возвращает
value

Используется в DayZGame(), IsSurfaceDigable() и IsSurfaceFertile().

◆ ConfigGetIntArray()

proto native void ConfigGetIntArray ( string path,
out TIntArray values )
private

Get array of integers from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput

◆ ConfigGetObjectFullPath()

proto native void ConfigGetObjectFullPath ( Object obj,
out TStringArray full_path )
private

Используется в ObjectIsKindOf().

◆ ConfigGetText()

proto bool ConfigGetText ( string path,
out string value )
private

Get string value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput
Возвращает
true on success

Используется в ConfigGetTextOut(), GetModelName() и GetSurfaceDigPile().

◆ ConfigGetTextArray()

proto native void ConfigGetTextArray ( string path,
out TStringArray values )
private

Get array of strings from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput
usage :
GetGame().ConfigGetTextArray("CfgMovesMaleSdr2 States menu_idleUnarmed0 variantsPlayer", characterAnimations);

◆ ConfigGetTextArrayRaw()

proto native void ConfigGetTextArrayRaw ( string path,
out TStringArray values )
private

Get array of raw strings from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput in raw format (localization keys '$STR_' are not translated)
usage :
GetGame().ConfigGetTextArrayRaw("CfgMovesMaleSdr2 States menu_idleUnarmed0 variantsPlayer", characterAnimations);
Заметки
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetTextOut()

string ConfigGetTextOut ( string path)
inlineprivate

Get string value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Возвращает
value output string
454 {
455 string ret_s;
457 return ret_s;
458 }
string path
Definition OptionSelectorMultistate.c:142
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.

Перекрестные ссылки ConfigGetText() и path.

◆ ConfigGetTextRaw()

proto bool ConfigGetTextRaw ( string path,
out string value )
private

Get raw string value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput in raw format (localization keys '$STR_' are not translated)
Возвращает
true on success
Заметки
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetType()

proto native int ConfigGetType ( string path)
private

Returns type of config value.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Возвращает
one of constants CT_INT, CT_FLOAT, CT_STRING, CT_ARRAY, CT_CLASS, CT_OTHER

◆ ConfigGetVector()

proto native vector ConfigGetVector ( string path)
private

Get vector value from config on path.

Аргументы
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Возвращает
value

◆ ConfigIsExisting()

proto native bool ConfigIsExisting ( string path)
private

◆ ConfigPathToString()

string ConfigPathToString ( TStringArray array_path)
inlineprivate

Converts array of strings into single string.

Аргументы
Arrayof strings like {"All", "AllVehicles", "Land"}
Возвращает
Converts given array into something lile "All AllVehicles Land".
???
617 {
618 string return_path = "";
619 int count = array_path.Count();
620
621 for (int i = 0; i < count; i++)
622 {
623 return_path += array_path.Get(i);
624
625 if ( i < count - 1 )
626 {
627 return_path += " ";
628 }
629 }
630
631 return return_path;
632 }

◆ Connect() [1/2]

void Connect ( )
inlineprotected
2617 {
2618 SetConnecting(true);
2619
2621 string addr;
2622 int port;
2623 if (GetHostAddress(addr, port))
2624 {
2626 return;
2627 }
2628
2630
2633
2636 }
proto bool GetHostAddress(out string address, out int port)
Gets the server address. (from client)
string m_ConnectAddress
Definition DayZGame.c:2107
void Connect()
Definition DayZGame.c:2616
void DisconnectSessionScript(bool displayJoinError=false)
Definition DayZGame.c:2638
string m_ConnectPassword
Definition DayZGame.c:2110
int m_ConnectPort
Definition DayZGame.c:2108
int m_ConnectSteamQueryPort
Definition DayZGame.c:2109
void DeleteTitleScreen()
Definition DayZGame.c:2169
void SetConnecting(bool value)
Returns true when connecting to server.
Definition DayZGame.c:3281

Перекрестные ссылки Connect(), DeleteTitleScreen(), DisconnectSessionScript(), GetHostAddress(), GetUIManager(), m_ConnectAddress и SetConnecting().

Используется в Connect(), ConnectFromCLI(), ConnectFromJoin() и TryConnect().

◆ Connect() [2/2]

proto native int Connect ( UIScriptedMenu parent,
string IpAddress,
int port,
string password )
private

Connects to IsServer.

Аргументы
IpAddressof the server
portof the server set to 0 for default port
passwordof the server
Возвращает
0 on success, error code from ErrorModuleHandler on not success

◆ ConnectFromCLI()

void ConnectFromCLI ( )
inlineprotected
2733 {
2734 string port;
2735 if (GetCLIParam("connect", m_ConnectAddress))
2736 {
2737 GetCLIParam("port", port);
2738 m_ConnectPort = port.ToInt();
2739
2740 GetCLIParam("password", m_ConnectPassword);
2741
2742 m_ConnectFromJoin = false;
2743 Connect();
2744 }
2745 }
bool m_ConnectFromJoin
Definition DayZGame.c:938
proto bool GetCLIParam(string param, out string val)
Returns command line argument.

Перекрестные ссылки Connect() и GetCLIParam().

Используется в ConnectLaunch() и TryConnect().

◆ ConnectFromJoin()

void ConnectFromJoin ( string ip,
int port )
inlineprotected
2725 {
2728 m_ConnectFromJoin = true;
2729 Connect();
2730 }

Перекрестные ссылки Connect().

◆ ConnectFromServerBrowser()

void ConnectFromServerBrowser ( string ip,
int port,
string password = "" )
inlineprotected
2710 {
2714 m_ConnectFromJoin = false;
2716 }
Definition OnlineServices.c:2
static void LoadMPPrivilege()
Definition OnlineServices.c:412

Перекрестные ссылки OnlineServices::LoadMPPrivilege().

Используется в ConnectFromServerBrowserEx().

◆ ConnectFromServerBrowserEx()

void ConnectFromServerBrowserEx ( string ip,
int port,
int steamQueryPort,
string password = "" )
inlineprotected
2719 {
2722 }
void ConnectFromServerBrowser(string ip, int port, string password="")
Definition DayZGame.c:2709

Перекрестные ссылки ConnectFromServerBrowser().

◆ ConnectLastSession()

proto native int ConnectLastSession ( UIScriptedMenu parent,
int selectedCharacter = -1 )
private

Connects to last success network session.

Возвращает
0 on success, error code from ErrorModuleHandler on not success

◆ ConnectLaunch()

void ConnectLaunch ( )
inlineprotected
2212 {
2214 if (user_manager.GetTitleInitiator())
2215 {
2216 user_manager.SelectUserEx(user_manager.GetTitleInitiator());
2217 }
2218
2219 SetGameState(DayZGameState.CONNECT);
2220 SetLoadState(DayZLoadState.CONNECT_START);
2221
2222 #ifndef PLATFORM_WINDOWS
2223 #ifdef PLATFORM_CONSOLE
2225 GamepadCheck();
2226 #endif
2227 #else
2229 #endif
2230 }
Definition BiosUserManager.c:17
void ConnectFromCLI()
Definition DayZGame.c:2732
void SetLoadState(DayZLoadState state)
Definition DayZGame.c:1317
void CreateTitleScreen()
Definition DayZGame.c:2129
proto native BiosUserManager GetUserManager()
void SetGameState(DayZGameState state)
Definition DayZGame.c:1307
void GamepadCheck()
Definition DayZGame.c:2392

Перекрестные ссылки ConnectFromCLI(), CreateTitleScreen(), GamepadCheck(), GetUserManager(), SetGameState() и SetLoadState().

Используется в OnInitialize().

◆ CopyFromClipboard()

proto void CopyFromClipboard ( out string text)
private

◆ CopyToClipboard()

proto native void CopyToClipboard ( string text)
private

◆ CorrectLiquidType()

int CorrectLiquidType ( int liquidType)
inlineprotected
1127 {
1128 if (liquidType == -1)
1129 return LIQUID_NONE;
1130
1131 if (liquidType == 0)
1132 return LIQUID_SALTWATER;
1133
1134 return liquidType;
1135 }
const int LIQUID_NONE
Definition constants.c:506
const int LIQUID_SALTWATER
Definition constants.c:527

Перекрестные ссылки LIQUID_NONE и LIQUID_SALTWATER.

Используется в SurfaceUnderObjectByBoneCorrectedLiquid(), SurfaceUnderObjectCorrectedLiquid() и SurfaceUnderObjectExCorrectedLiquid().

◆ CreateDefaultPlayer() [1/2]

override string CreateDefaultPlayer ( )
inlineprotected
3332 {
3333 if (m_CharClassNames.Count() > 0)
3334 return m_CharClassNames[0];
3335
3336 return "";
3337 }
ref array< string > m_CharClassNames
Definition DayZGame.c:965

◆ CreateDefaultPlayer() [2/2]

string CreateDefaultPlayer ( )
inlineprotected

returns class name of first valid survivor (TODO address confusing naming?)

1424{}

◆ CreateGamepadDisconnectMenu()

void CreateGamepadDisconnectMenu ( )
protected

◆ CreateMission()

native void CreateMission ( string path)
protected

Create only enforce script mission, used for mission script reloading.

Используется в ReloadMission().

◆ CreateObject()

proto native Object CreateObject ( string type,
vector pos,
bool create_local = false,
bool init_ai = false,
bool create_physics = true )
private

Creates object of certain type.

Аргументы
typeof objects to create
posposition where to create object
create_localif True, object is not spawned on clients only on server
init_aiif creating object is LightAI class, by this param is initialised AI or not
Возвращает
new Object

◆ CreateObjectEx()

proto native Object CreateObjectEx ( string type,
vector pos,
int iFlags,
int iRotation = RF_DEFAULT )
private

Creates object of certain type.

Аргументы
typeof objects to create
posposition where to create object
iFlagsare used to setup object and/ or spawn behavior
iRotationare used to setup object rotation on spawn (or default if not specified)
Возвращает
new Object

Используется в OnProjectileStopped(), OnProjectileStoppedInObject() и OnProjectileStoppedInTerrain().

◆ CreatePlayer()

proto native Entity CreatePlayer ( PlayerIdentity identity,
string name,
vector pos,
float radius,
string spec )
private

Assign player entity to client (in multiplayer)

Заметки
Works only on server
Аргументы
name

◆ CreateRandomPlayer() [1/2]

override string CreateRandomPlayer ( )
inlineprotected
3341 {
3342 return m_CharClassNames.GetRandomElement();
3343 }

◆ CreateRandomPlayer() [2/2]

string CreateRandomPlayer ( )
inlineprotected

returns class name of random survivor (TODO address confusing naming?)

1427{}

◆ CreateScriptedMenu() [1/2]

override UIScriptedMenu CreateScriptedMenu ( int id)
inlineprivate

create custom main menu part (submenu)

1362 {
1363 #ifndef NO_GUI
1365 if (mission)
1366 {
1367 return mission.CreateScriptedMenu(id);
1368 }
1369 #endif
1370 return NULL;
1371 }
UIScriptedMenu CreateScriptedMenu(int id)
Definition gameplay.c:727

Перекрестные ссылки Mission::CreateScriptedMenu(), GetMission() и mission.

◆ CreateScriptedMenu() [2/2]

UIScriptedMenu CreateScriptedMenu ( int id)
inlineprivate

create custom main menu part (submenu)

194{ }

◆ CreateScriptedWindow()

UIScriptedWindow CreateScriptedWindow ( int id)
inlineprivate

create custom window part

199{ }

◆ CreateSoundOnObject()

proto native SoundOnVehicle CreateSoundOnObject ( Object source,
string sound_name,
float distance,
bool looped,
bool create_local = false )
private

◆ CreateSoundWaveOnObject()

proto native SoundWaveOnVehicle CreateSoundWaveOnObject ( Object source,
SoundObject soundObject,
AbstractWave soundWave )
private

◆ CreateStaticObjectUsingP3D()

proto native Object CreateStaticObjectUsingP3D ( string p3dFilename,
vector position,
vector orientation,
float scale = 1.0,
bool createLocal = false )
private

◆ CreateTitleScreen()

void CreateTitleScreen ( )
inlineprotected
2130 {
2132 m_IntroMenu = GetWorkspace().CreateWidgets("gui/layouts/xbox/day_z_title_screen.layout");
2133 RichTextWidget text_widget = RichTextWidget.Cast(m_IntroMenu.FindAnyWidget("InputPromptText"));
2134 m_IntroMenu.FindAnyWidget("notification_root").Show(false);
2135 if (text_widget)
2136 {
2137 string text = Widget.TranslateString("#console_start_game");
2138 #ifdef PLATFORM_XBOX
2139 BiosUserManager user_manager = GetGame().GetUserManager();
2140 if (user_manager && user_manager.GetSelectedUser())
2141 text_widget.SetText(string.Format(text, "<image set=\"xbox_buttons\" name=\"A\" />"));
2142 else
2143 text_widget.SetText(string.Format(text, "<image set=\"xbox_buttons\" name=\"A\" />"));
2144 #endif
2145
2146 #ifdef PLATFORM_PS4
2147 string confirm = "cross";
2148 if (GetGame().GetInput().GetEnterButton() == GamepadButton.A)
2149 {
2150 confirm = "cross";
2151 }
2152 else
2153 {
2154 confirm = "circle";
2155 }
2156 text_widget.SetText(string.Format(text, "<image set=\"playstation_buttons\" name=\"" + confirm + "\" />"));
2157 #endif
2158 }
2159
2160 #ifdef PLATFORM_CONSOLE
2161 #ifdef PLATFORM_XBOX
2162 #ifdef BUILD_EXPERIMENTAL
2163 m_IntroMenu.FindAnyWidget("notification_root").Show(true);
2164 #endif
2165 #endif
2166 #endif
2167 }
ref Widget m_IntroMenu
Definition DayZGame.c:2101
proto native WorkspaceWidget GetWorkspace()
Definition gameplay.c:316
Definition EnWidgets.c:190
GamepadButton
Definition EnSystem.c:341

Перекрестные ссылки DeleteTitleScreen(), GetGame(), GetInput() и GetWorkspace().

Используется в ConnectLaunch(), GamepadCheck(), MissionLaunch() и OnInitialize().

◆ DayZGame()

void DayZGame ( )
inlineprivate
985 {
987
988#ifdef PLATFORM_CONSOLE
989 SetMainMenuWorld("MainMenuSceneXbox");
990#endif
992
994
995 #ifdef DEVELOPER
997 #endif
998
999 for (int i = 0; i < CALL_CATEGORY_COUNT; i++)
1000 {
1001 m_callQueue[i] = new ScriptCallQueue();
1002 m_updateQueue[i] = new ScriptInvoker();
1003 m_timerQueue[i] = new TimerQueue();
1004
1006 }
1007
1008 m_dragQueue = new DragQueue;
1009
1010 m_LoginTime = 0;
1011
1012 string tmp;
1013 if (CommandlineGetParam("stresstest", tmp))
1014 {
1015 m_IsStressTest = true;
1016 }
1017
1018 if (CommandlineGetParam("doAimLogs", tmp))
1019 {
1020 m_AimLoggingEnabled = true;
1021 }
1022
1023 // initialize backlit effects
1024 m_Backlit = new Backlit();
1025 m_Backlit.OnInit(this);
1026
1028
1029 #ifndef NO_GUI
1030 if (m_loading == null)
1031 {
1032 m_loading = new LoadingScreen(this);
1033 }
1034
1035 if (m_loading)
1036 {
1037 m_loading.ShowEx(this);
1038 }
1039
1041 #endif
1042
1043 Debug.Init();
1044 Component.Init();
1048 GetUApi().PresetSelect(GetUApi().PresetCurrent());
1049
1051
1054
1055 string path = "cfgVehicles";
1056 string child_name = "";
1058
1059 for (int p = 0; p < count; ++p)
1060 {
1062
1063 if (ConfigGetInt(path + " " + child_name + " scope") == 2 && IsKindOf(child_name, "SurvivorBase"))
1065 }
1066
1067 m_IsConnecting = false;
1068 m_ConnectFromJoin = false;
1069 }
void LoadingScreen(DayZGame game)
Definition DayZGame.c:702
proto native UAInputAPI GetUApi()
Backlit effect class.
Definition Backlit.c:105
static void InitBleedChanceData()
Definition BleedChanceData.c:10
ref ScriptInvoker m_updateQueue[CALL_CATEGORY_COUNT]
Definition DayZGame.c:912
bool m_early_access_dialog_accepted
Definition DayZGame.c:917
int m_MissionState
Definition DayZGame.c:895
proto native bool GetModToBeReported()
ref ScriptCallQueue m_callQueue[CALL_CATEGORY_COUNT]
Definition DayZGame.c:911
void GlobalsInit()
Definition DayZGame.c:1104
ref TimerQueue m_timerQueue[CALL_CATEGORY_COUNT]
Definition DayZGame.c:910
static bool m_ReportModded
Definition DayZGame.c:931
void DeferredInit()
Definition DayZGame.c:1084
ref DragQueue m_dragQueue
Definition DayZGame.c:914
bool m_IsConnecting
Definition DayZGame.c:937
const int MISSION_STATE_GAME
Definition DayZGame.c:889
void RefreshMouseCursorVisibility()
Definition DayZGame.c:3775
proto native int ConfigGetInt(string path)
Get int value from config on path.
ref ScriptInvoker m_postUpdateQueue[CALL_CATEGORY_COUNT]
Definition DayZGame.c:913
bool IsKindOf(string cfg_class_name, string cfg_parent_name)
Returns is class name inherited from parent class name.
Definition Game.c:1293
ref DayZProfilesOptions m_DayZProfileOptions
Definition DayZGame.c:916
UIScriptedMenu m_keyboard_handler
Definition DayZGame.c:918
bool m_IsStressTest
Definition DayZGame.c:932
ref Backlit m_Backlit
Definition DayZGame.c:963
bool m_AimLoggingEnabled
Definition DayZGame.c:933
int m_LoginTime
Definition DayZGame.c:907
proto native void SetMainMenuWorld(string world)
Definition UtilityClasses.c:41
static void Init()
Definition UtilityClasses.c:42
Definition UtilityClasses.c:10
static void Init()
Definition UtilityClasses.c:23
Definition Component.c:16
static void Init()
Definition Component.c:37
Definition DayZGame.c:398
static void Init()
Definition Debug.c:92
static void CreateManagerStatic()
Definition PPEManager.c:6
ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but l...
Definition tools.c:53
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10
const int CALL_CATEGORY_GUI
Definition tools.c:9
const int CALL_CATEGORY_COUNT
Definition tools.c:12

Перекрестные ссылки CALL_CATEGORY_COUNT, CALL_CATEGORY_GAMEPLAY, CALL_CATEGORY_GUI, CommandlineGetParam(), ConfigGetChildName(), ConfigGetChildrenCount(), ConfigGetInt(), PPEManagerStatic::CreateManagerStatic(), GetCallQueue(), GetModToBeReported(), GetUApi(), Component::Init(), Debug::Init(), CachedObjectsParams::Init(), CachedObjectsArrays::Init(), BleedChanceData::InitBleedChanceData(), IsKindOf(), LoadingScreen(), m_timerQueue, MISSION_STATE_GAME, path, RefreshMouseCursorVisibility() и SetMainMenuWorld().

Используется в IsMissionMainMenu().

◆ DeferredInit()

void DeferredInit ( )
inlineprivate
1085 {
1086 GameOptions opt = new GameOptions();
1087 opt.Initialize();
1088
1089 GetInput().UpdateConnectedInputDeviceList();
1090
1092
1093 m_volume_sound = GetSoundScene().GetSoundVolume();
1094 m_volume_speechEX = GetSoundScene().GetSpeechExVolume();
1095 m_volume_music = GetSoundScene().GetMusicVolume();
1096 m_volume_VOIP = GetSoundScene().GetVOIPVolume();
1097 m_volume_radio = GetSoundScene().GetRadioVolume();
1098
1101 }
float m_volume_speechEX
Definition DayZGame.c:947
float m_volume_music
Definition DayZGame.c:948
float m_volume_radio
Definition DayZGame.c:950
MenuDefaultCharacterData GetMenuDefaultCharacterData(bool fill_data=true)
Definition Game.c:1447
proto native AbstractSoundScene GetSoundScene()
float m_UserFOV
Definition DayZGame.c:942
float m_volume_VOIP
Definition DayZGame.c:949
float m_volume_sound
Definition DayZGame.c:946
static float GetUserFOVFromConfig()
Definition DayZGame.c:3624
Definition gameplay.c:1455
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Definition PPEManager.c:27

Перекрестные ссылки GetInput(), GetMenuDefaultCharacterData(), PPEManagerStatic::GetPPEManager(), GetSoundScene() и GetUserFOVFromConfig().

◆ DelayedMidAirDetonation()

void DelayedMidAirDetonation ( float x,
float y,
float z )
inlineprotected
3262 {
3263 EffectSound artilleryFallSound = SEffectManager.PlaySound("Artillery_Fall_SoundSet", Vector(x, y, z));
3264 artilleryFallSound.SetAutodestroy(true);
3265 }
Icon x
Icon y
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Definition EffectManager.c:169

Перекрестные ссылки SEffectManager::PlaySound(), Vector(), x и y.

◆ DeleteGamepadDisconnectMenu()

void DeleteGamepadDisconnectMenu ( )
protected

◆ DeleteTitleScreen()

void DeleteTitleScreen ( )
inlineprotected
2170 {
2171 if (m_IntroMenu)
2172 {
2173 delete m_IntroMenu;
2174 }
2175 }

Перекрестные ссылки m_IntroMenu.

Используется в Connect(), CreateTitleScreen(), GamepadCheck(), MainMenuLaunch() и SelectGamepad().

◆ DisconnectPlayer()

proto native void DisconnectPlayer ( PlayerIdentity identity,
string uid = "" )
private

Destroy player info and disconnect.

Заметки
Works only on server

◆ DisconnectSession()

proto native void DisconnectSession ( )
private

Disconnects from current multiplayer session.

◆ DisconnectSessionEx()

void DisconnectSessionEx ( DisconnectSessionFlags flags)
inlineprotected
2651 {
2652 if (flags & DisconnectSessionFlags.SELECT_USER && OnlineServices.GetBiosUser())
2653 {
2654 GetGame().GetUserManager().SelectUserEx(OnlineServices.GetBiosUser());
2655 }
2656
2657 if (flags & DisconnectSessionFlags.JOIN_ERROR_ENABLED)
2658 {
2659 if (!(flags & DisconnectSessionFlags.JOIN_ERROR_CHECK) || GetGameState() == DayZGameState.JOIN)
2660 {
2662 }
2663 }
2664
2665 if (flags & DisconnectSessionFlags.IGNORE_WHEN_IN_GAME && GetGameState() == DayZGameState.IN_GAME)
2666 {
2667 return;
2668 }
2669
2670 if (flags & DisconnectSessionFlags.CLOSE_MENUS && GetGame().GetUIManager())
2671 {
2672 GetGame().GetUIManager().CloseAllSubmenus();
2673
2674 if ( GetGame().GetUIManager().IsDialogVisible() )
2675 {
2676 GetGame().GetUIManager().CloseDialog();
2677 }
2678 }
2679
2680 if (flags & DisconnectSessionFlags.ALWAYS_FORCE)
2681 {
2683 }
2684
2685 if (GetGame().GetMission())
2686 {
2687 if (g_Game.GetGameState() != DayZGameState.MAIN_MENU)
2688 {
2689 if (flags & DisconnectSessionFlags.DISCONNECT_ERROR_ENABLED)
2690 {
2692 }
2693
2694 GetGame().GetMission().AbortMission();
2695
2696 SetGameState(DayZGameState.MAIN_MENU);
2697 SetLoadState(DayZLoadState.MAIN_MENU_CONTROLLER_SELECT);
2698
2699 GamepadCheck();
2700 }
2701 }
2702
2703 else
2704 {
2706 }
2707 }
DisconnectSessionFlags
Definition DayZGame.c:2
NotificationType
DEPRECATED (moved into NotificationSystem)
Definition NotificationSystem.c:4
proto native void DisconnectSessionForce()
Forces disconnect from current multiplayer session even if not yet in the game.
DayZGameState GetGameState()
Definition DayZGame.c:1312
void MainMenuLaunch()
Definition DayZGame.c:2246
const int DEFAULT_TIME_DISPLAYED
Definition NotificationSystem.c:71
static void AddNotification(NotificationType type, float show_time, string detail_text="")
Send notification from default types to local player.
Definition NotificationSystem.c:192
static BiosUser GetBiosUser()
Definition OnlineServices.c:501

Перекрестные ссылки NotificationSystem::AddNotification(), NotificationSystem::DEFAULT_TIME_DISPLAYED, DisconnectSessionForce(), g_Game, GamepadCheck(), OnlineServices::GetBiosUser(), GetGame(), GetMission(), GetUIManager(), MainMenuLaunch(), SetGameState() и SetLoadState().

Используется в DisconnectSessionScript().

◆ DisconnectSessionForce()

proto native void DisconnectSessionForce ( )
private

Forces disconnect from current multiplayer session even if not yet in the game.

Используется в DisconnectSessionEx() и TryConnect().

◆ DisconnectSessionScript()

void DisconnectSessionScript ( bool displayJoinError = false)
inlineprotected
2639 {
2640 DisconnectSessionFlags flags = DisconnectSessionFlags.SELECT_USER | DisconnectSessionFlags.IGNORE_WHEN_IN_GAME;
2641 if (displayJoinError)
2642 {
2643 flags |= DisconnectSessionFlags.JOIN_ERROR_ENABLED;
2644 flags |= DisconnectSessionFlags.JOIN_ERROR_CHECK;
2645 }
2646
2647 DisconnectSessionEx(flags);
2648 }
void DisconnectSessionEx(DisconnectSessionFlags flags)
Definition DayZGame.c:2650

Перекрестные ссылки DisconnectSessionEx().

Используется в Connect() и TryConnect().

◆ DumpInstances()

proto native void DumpInstances ( bool csvFormatting)
private

Delevoper only: Dump all script allocations.

◆ EarlyAccessDialog()

void EarlyAccessDialog ( UIScriptedMenu parent)
inlineprivate
1351 {
1353 {
1354 g_Game.GetUIManager().EnterScriptedMenu(MENU_EARLYACCESS, parent);
1356 }
1357 }
const int MENU_EARLYACCESS
Definition constants.c:174

Перекрестные ссылки g_Game и MENU_EARLYACCESS.

◆ EnableMicCapture()

proto native void EnableMicCapture ( bool enable)
private

Enable microphone to locally capture audio from user. Audio heard does NOT automatically get transmitted over network.

Аргументы
enableenables or disabled listening

◆ EnableVoN()

proto native void EnableVoN ( Object player,
bool enable )
private

Enable/disable VoN for target player.

Аргументы
playerin question
enablesets if player can use VoN

◆ EndOptionsVideo()

proto native void EndOptionsVideo ( )
private

◆ EnterLoginQueue()

void EnterLoginQueue ( UIMenuPanel parent)
inlineprotected
1958 {
1959 m_LoginQueue = LoginQueueBase.Cast(GetUIManager().EnterScriptedMenu(MENU_LOGIN_QUEUE, parent));
1960 }
LoginQueue position when using -connect since mission is not created yet.
Definition DayZGame.c:190
const int MENU_LOGIN_QUEUE
Definition constants.c:197

Перекрестные ссылки GetUIManager() и MENU_LOGIN_QUEUE.

Используется в UpdateLoginQueue().

◆ EnterLoginTime()

void EnterLoginTime ( UIMenuPanel parent)
inlineprotected
1964 {
1965 m_LoginTimeScreen = LoginTimeBase.Cast(GetUIManager().EnterScriptedMenu(MENU_LOGIN_TIME, parent));
1966 }
LoginTime when using -connect since mission is not created yet.
Definition DayZGame.c:324
const int MENU_LOGIN_TIME
Definition constants.c:205

Перекрестные ссылки GetUIManager() и MENU_LOGIN_TIME.

Используется в OnLoginTimeEvent() и OnRespawnEvent().

◆ ExecuteEnforceScript()

proto native bool ExecuteEnforceScript ( string expression,
string mainFnName )
private

Delevoper only: Executes Enforce Script expression, if there is an error, is printed into the script console.

◆ ExplosionEffects()

void ExplosionEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
float energyFactor,
float explosionFactor,
bool isWater,
string ammoType )
inlineprotected
3377 {
3378 #ifndef SERVER
3379 if (source)
3380 {
3382
3383 if (source.ShootsExplosiveAmmo() && ammoType == "Explosion_40mm_Ammo")
3384 ParticleManager.GetInstance().PlayInWorld(ParticleList.EXPLOSION_LANDMINE, pos);
3385
3388
3390 {
3392 float modifier = Math.Lerp(m_AmmoShakeParams.m_ModifierClose, m_AmmoShakeParams.m_ModifierFar,dist01);
3393
3394 GetGame().GetPlayer().GetCurrentCamera().SpawnCameraShake(modifier * m_AmmoShakeParams.m_Strength);
3395 }
3396 }
3397 #endif
3398 }
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
proto native DayZPlayer GetPlayer()
static ref AmmoCamParams m_AmmoShakeParams
Definition DayZGame.c:959
Definition ParticleList.c:12
static const int EXPLOSION_LANDMINE
Definition ParticleList.c:257
Definition EnConvert.c:106
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.

Перекрестные ссылки vector::Distance(), ParticleList::EXPLOSION_LANDMINE, GetGame(), GetPlayer(), GetPosition, Math::InverseLerp(), Math::Lerp() и ParticleManager().

Используется в ExplosionEffectsEx().

◆ ExplosionEffectsEx()

void ExplosionEffectsEx ( Object source,
Object directHit,
int componentIndex,
float energyFactor,
float explosionFactor,
HitInfo hitInfo )
inlineprotected
3353 {
3354 vector pos = hitInfo.GetPosition();
3355 string ammoType = hitInfo.GetAmmoType();
3356
3357 // Call legacy method
3358 ExplosionEffects(source, directHit, componentIndex, hitInfo.GetSurface(), pos, hitInfo.GetSurfaceNormal(), energyFactor, explosionFactor, hitInfo.IsWater(), ammoType);
3359
3360 // add explosion noise
3361 if (IsServer())
3362 {
3363 //NoiseParams npar = new NoiseParams();
3364 m_NoiseParams.LoadFromPath(string.Format("cfgAmmo %1 NoiseExplosion", ammoType));
3365
3366 float multiplier = hitInfo.GetSurfaceNoiseMultiplier();
3367 if (multiplier == 0)
3368 multiplier = 1;
3369
3370 GetNoiseSystem().AddNoiseTarget(pos, 21, m_NoiseParams, multiplier * GetGame().GetWeather().GetNoiseReductionByWeather());
3371 }
3372 }
void ExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
Definition DayZGame.c:3375

Перекрестные ссылки ExplosionEffects(), GetGame(), GetNoiseSystem(), GetWeather(), IsServer() и m_NoiseParams.

◆ ExtendActionJuncture()

proto native bool ExtendActionJuncture ( Man player,
notnull EntityAI item,
int timeout_ms )
private

◆ FirearmEffects()

void FirearmEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
vector exitPos,
vector inSpeed,
vector outSpeed,
bool isWater,
bool deflected,
string ammoType )
inlineprotected
3489 {
3490 #ifndef SERVER
3492 impactEffectsData.m_DirectHit = directHit;
3493 impactEffectsData.m_ComponentIndex = componentIndex;
3494 impactEffectsData.m_Surface = surface;
3495 impactEffectsData.m_Position = pos;
3496 impactEffectsData.m_ImpactType = ImpactTypes.UNKNOWN;
3497 impactEffectsData.m_SurfaceNormal = surfNormal;
3498 impactEffectsData.m_ExitPosition = exitPos;
3499 impactEffectsData.m_InSpeed = inSpeed;
3500 impactEffectsData.m_OutSpeed = outSpeed;
3501 impactEffectsData.m_IsDeflected = deflected;
3502 impactEffectsData.m_AmmoType = ammoType;
3503 impactEffectsData.m_IsWater = isWater;
3504
3505 if (directHit)
3506 {
3507 directHit.OnReceivedHit(impactEffectsData);
3508 }
3509
3511 #endif
3512
3513
3514 if (IsServer())
3515 {
3516 if (source && source.ShootsExplosiveAmmo() && !deflected && outSpeed == vector.Zero)
3517 {
3518 if (ammoType == "Bullet_40mm_ChemGas")
3519 {
3520 GetGame().CreateObject("ContaminatedArea_Local", pos);
3521 }
3522 else if (ammoType == "Bullet_40mm_Explosive")
3523 {
3524 DamageSystem.ExplosionDamage(EntityAI.Cast(source), null, "Explosion_40mm_Ammo", pos, DamageType.EXPLOSION);
3525 }
3526 }
3527
3528 // add hit noise
3529 m_NoiseParams.LoadFromPath("cfgAmmo " + ammoType + " NoiseHit");
3530
3532 float coefAdjusted = surfaceCoef * inSpeed.Length() / ConfigGetFloat("cfgAmmo " + ammoType + " initSpeed");
3533 if (coefAdjusted == 0)
3534 coefAdjusted = 1;
3535
3536 GetNoiseSystem().AddNoiseTarget(pos, 10, m_NoiseParams, coefAdjusted * GetGame().GetWeather().GetNoiseReductionByWeather()); // Leave a ping for 5 seconds
3537 }
3538 }
DamageType
exposed from C++ (do not change)
Definition DamageSystem.c:11
proto native float ConfigGetFloat(string path)
Get float value from config on path.
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки ConfigGetFloat(), ImpactMaterials::EvaluateImpactEffectEx(), GetGame(), GetNoiseSystem(), GetWeather(), IsServer(), m_NoiseParams, SurfaceGetNoiseMultiplier() и vector::Zero.

◆ FormatRawConfigStringKeys()

bool FormatRawConfigStringKeys ( inout string value)
inlineprivate

Changes localization key format to script-friendly format.

Аргументы
originalconfig string.
Возвращает
value output string with '$' substituted to script-friendly '#'. If not found, does nothing.
466 {
467 int ret;
468 ret = value.Replace("$STR_","#STR_");
469 return ret > 0;
470 }

◆ FormatString()

proto void FormatString ( string format,
string params[],
out string output )
private

◆ GamepadCheck()

void GamepadCheck ( )
inlineprotected
2393 {
2394#ifndef AUTOTEST
2395 if (GetInput().IsActiveGamepadSelected())
2396 {
2397#endif
2399 SelectUser();
2400#ifndef AUTOTEST
2401 }
2402 else
2403 {
2404 #ifdef PLATFORM_CONSOLE
2405 #ifndef PLATFORM_WINDOWS
2406 #ifdef PLATFORM_PS4
2407 if (GetUserManager().GetSelectedUser())
2408 {
2409 int gamepad = GetInput().GetUserGamepad(GetUserManager().GetSelectedUser());
2410 if (gamepad > -1)
2411 {
2413 }
2414 else
2415 {
2416 if (!m_IntroMenu && !(GetGame().GetUIManager().GetMenu() && GetGame().GetUIManager().GetMenu().GetID() == MENU_TITLE_SCREEN))
2418 GetGame().GetInput().IdentifyGamepad(GetGame().GetInput().GetEnterButton());
2419 }
2420 }
2421 else
2422 #endif
2423 {
2424 if (!m_IntroMenu && !(GetUIManager().GetMenu() && GetUIManager().GetMenu().GetID() == MENU_TITLE_SCREEN))
2426 GetInput().IdentifyGamepad(GetInput().GetEnterButton());
2427 }
2428 #endif
2429 #endif
2430 }
2431#endif
2432 }
int GetID()
Get the ID registered in SEffectManager.
Definition Effect.c:536
void SelectUser(int gamepad=-1)
Definition DayZGame.c:2295
const int MENU_TITLE_SCREEN
Definition constants.c:194

Перекрестные ссылки CreateTitleScreen(), DeleteTitleScreen(), GetGame(), GetID(), GetInput(), GetUIManager(), GetUserManager(), MENU_TITLE_SCREEN и SelectUser().

Используется в ConnectLaunch(), DisconnectSessionEx(), MissionLaunch() и SelectUser().

◆ GetAnalyticsClient()

AnalyticsManagerClient GetAnalyticsClient ( )
inlineprotected
1468 {
1470 }

Перекрестные ссылки m_AnalyticsManagerClient.

◆ GetAnalyticsServer()

AnalyticsManagerServer GetAnalyticsServer ( )
inlineprotected
1463 {
1465 }

Перекрестные ссылки m_AnalyticsManagerServer.

◆ GetBacklit()

Backlit GetBacklit ( )
inlineprivate
1333 {
1334 return m_Backlit;
1335 }

Перекрестные ссылки m_Backlit.

◆ GetBillboardHandler()

BillboardSetHandler GetBillboardHandler ( )
inlineprotected
3804 {
3805 return m_BillboardSetHandler;
3806 }
ref BillboardSetHandler m_BillboardSetHandler
Definition DayZGame.c:886

Перекрестные ссылки m_BillboardSetHandler.

◆ GetCallQueue() [1/2]

override ScriptCallQueue GetCallQueue ( int call_category)
inlineprivate

◆ GetCallQueue() [2/2]

ScriptCallQueue GetCallQueue ( int call_category)
inlineprotected

Returns CallQueue for certain category

Аргументы
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused
usage:
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Refresh"); // calls "Refresh" function on "this" with no arguments
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Show", new Param1<bool>(true)); // calls "Show" function on "this" with one bool argument
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "SetPos", new Param2<float, float>(0.2, 0.5)); // calls "SetPos" function on "this" with two float arguments
1404{}

◆ GetConnectedInputDeviceList()

array< int > GetConnectedInputDeviceList ( )
inlineprotected
3736 {
3738 {
3740 }
3742 }
ref array< int > m_ConnectedInputDeviceList
Definition DayZGame.c:966

Перекрестные ссылки m_ConnectedInputDeviceList.

◆ GetContentDLCService()

proto native ContentDLC GetContentDLCService ( )
protected

Return DLC service (service for entitlement keys for unlock content)

◆ GetCurrentCameraDirection()

proto native vector GetCurrentCameraDirection ( )
private

◆ GetCurrentCameraPosition()

proto native vector GetCurrentCameraPosition ( )
private

◆ GetCurrentDisplayLanguageIdx()

int GetCurrentDisplayLanguageIdx ( )
inlineprotected
3700 {
3703 language_option = ListOptionsAccess.Cast(options.GetOptionByType(OptionAccessType.AT_OPTIONS_LANGUAGE));
3704 int idx = -1;
3705 if (language_option)
3706 {
3707 idx = language_option.GetIndex();
3708 }
3709
3710 return idx;
3711 }
OptionAccessType
C++ OptionAccessType.
Definition gameplay.c:1218

◆ GetCurrentEVValue()

float GetCurrentEVValue ( )
inlineprotected
3690 {
3691 return m_EVValue;
3692 }
float m_EVValue
Definition DayZGame.c:953

Перекрестные ссылки m_EVValue.

◆ GetDatabaseID()

string GetDatabaseID ( )
inlineprotected
2116 {
2117 return m_DatabaseID;
2118 }
string m_DatabaseID
Definition DayZGame.c:2105

Перекрестные ссылки m_DatabaseID.

◆ GetDayTime()

proto native float GetDayTime ( )
private

Returns current daytime on server.

◆ GetDeltaT()

float GetDeltaT ( )
inlineprotected
2857 {
2858 return m_DeltaTime;
2859 }
float m_DeltaTime
Definition DayZGame.c:944

Перекрестные ссылки m_DeltaTime.

◆ GetDiagDrawMode()

proto native int GetDiagDrawMode ( )
private

Gets current debug draw mode.

◆ GetDiagDrawModeNames()

proto native void GetDiagDrawModeNames ( out TStringArray diag_names)
private

Get list of all debug draw modes.

◆ GetDiagModeEnable()

proto native bool GetDiagModeEnable ( int diag_mode)
private

Gets state of specific debug mode.

◆ GetDiagModeNames()

proto native void GetDiagModeNames ( out TStringArray diag_names)
private

Get list of all debug modes.

◆ GetDragQueue() [1/2]

override DragQueue GetDragQueue ( )
inlineprivate
1208 {
1209 return m_dragQueue;
1210 }

Перекрестные ссылки m_dragQueue.

Используется в OnUpdate().

◆ GetDragQueue() [2/2]

DragQueue GetDragQueue ( )
inlineprotected

Returns DragQueue. Callbacks are called on mouse move until mouse button is released, then the queue is cleaned.

1421{}

◆ GetEntityByPersitentID()

proto native EntityAI GetEntityByPersitentID ( int b1,
int b2,
int b3,
int b4 )
protected

Returns EntityAI by its persistent ID parts or null if entity with given persistent ID does not exists.

This function returns valid data only inside AfterLoad event. Do not use this in anywhere else.

Its main purpose is only for keep track on object connections after server restarts, all data related to this function are deleted when server initialization is done.

◆ GetFoodDecayModifier()

float GetFoodDecayModifier ( )
inlineprotected
3724 {
3725 #ifdef DIAG_DEVELOPER
3726
3727 if (FeatureTimeAccel.GetFeatureTimeAccelEnabled(ETimeAccelCategories.FOOD_DECAY))
3728 {
3729 return m_FoodDecayModifier * FeatureTimeAccel.GetFeatureTimeAccelValue();
3730 }
3731 #endif
3732 return m_FoodDecayModifier;
3733 }
float m_FoodDecayModifier
Definition DayZGame.c:929

Перекрестные ссылки m_FoodDecayModifier.

Используется в IsFoodDecayEnabled().

◆ GetFOVByZoomType()

float GetFOVByZoomType ( ECameraZoomType type)
inlineprotected
3636 {
3637 switch (type)
3638 {
3639 case ECameraZoomType.NONE:
3640 return GetUserFOV();
3641 case ECameraZoomType.NORMAL:
3643 case ECameraZoomType.SHALLOW:
3645 default:
3646 return GetUserFOV();
3647 }
3648 return GetUserFOV();
3649 }
ECameraZoomType
Definition ECameraZoomType.c:2
float GetUserFOV()
Definition DayZGame.c:3619
Definition constants.c:638
const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW
Definition constants.c:933
const float DZPLAYER_CAMERA_FOV_EYEZOOM
FOV (vertical angle/2) in radians. Take care to modify also in "basicDefines.hpp".
Definition constants.c:932
static proto float Min(float x, float y)
Returns smaller of two given values.

Перекрестные ссылки GameConstants::DZPLAYER_CAMERA_FOV_EYEZOOM, GameConstants::DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW, GetUserFOV() и Math::Min().

◆ GetFps()

proto native float GetFps ( )
private

Returns average FPS of last 16 frames.

Возвращает
fps in milliseconds

◆ GetGameState()

DayZGameState GetGameState ( )
inlineprivate
1313 {
1314 return m_GameState;
1315 }
DayZGameState m_GameState
Definition DayZGame.c:898

Перекрестные ссылки m_GameState.

Используется в OnEvent(), OnMPConnectionLostEvent() и TryConnect().

◆ GetHighestSurfaceYDifference()

float GetHighestSurfaceYDifference ( array< vector > positions)
inlineprotected

Returns the largest height difference between the given positions.

1074 {
1075 float high = -9999999;
1076 float low = 99999999;
1077
1078 for (int i = 0; i < positions.Count(); i++)
1079 {
1080 vector pos = positions.Get(i);
1081 pos[1] = SurfaceRoadY( pos[0], pos[2]);
1082 float y = pos[1];
1083
1084 if ( y > high )
1085 high = y;
1086
1087 if ( y < low )
1088 low = y;
1089
1090 ;
1091 }
1092
1093 return high - low;
1094 }
proto native float SurfaceRoadY(float x, float z, RoadSurfaceDetection rsd=RoadSurfaceDetection.LEGACY)

Перекрестные ссылки SurfaceRoadY() и y.

◆ GetHostAddress()

proto bool GetHostAddress ( out string address,
out int port )
private

Gets the server address. (from client)

Используется в Connect(), OnEvent(), RefreshCurrentServerInfo() и TryConnect().

◆ GetHostData()

proto GetServersResultRow GetHostData ( )
private

Gets the server data. (from client)

◆ GetHostName()

proto owned string GetHostName ( )
private

Gets the server name. (from client)

◆ GetHUDBrightnessSetting()

float GetHUDBrightnessSetting ( )
inlineprotected
3658 {
3659 return g_Game.GetProfileOptionFloat(EDayZProfilesOptions.HUD_BRIGHTNESS);
3660 }
EDayZProfilesOptions
Definition EDayZProfilesOptions.c:2

Перекрестные ссылки g_Game.

Используется в OnInitialize().

◆ GetInput()

◆ GetInventoryItemSize()

proto void GetInventoryItemSize ( InventoryItem item,
out int width,
out int height )
private

◆ GetLastVisitedServer()

bool GetLastVisitedServer ( out string ip,
out int port )
inlineprotected
2554 {
2555 if (m_Visited)
2556 {
2557 if (m_Visited.Count() > 0)
2558 {
2559 string uid = m_Visited.Get(m_Visited.Count() - 1);
2561 uid.Split(":", output);
2562 ip = output[0];
2563 port = output[1].ToInt();
2564 return true;
2565 }
2566 }
2567 return false;
2568 }

◆ GetLoadingWorkspace()

proto native WorkspaceWidget GetLoadingWorkspace ( )
private

◆ GetLoadState()

DayZLoadState GetLoadState ( )
inlineprivate
1323 {
1324 return m_LoadState;
1325 }
DayZLoadState m_LoadState
Definition DayZGame.c:899

Перекрестные ссылки m_LoadState.

Используется в OnInitialize(), SelectGamepad(), SelectUser() и TryConnect().

◆ GetMainMenuWorld()

proto native owned string GetMainMenuWorld ( )
protected

Используется в MainMenuLaunch() и PartyLaunch().

◆ GetMenuData()

proto native MenuData GetMenuData ( )
private

Return singleton of MenuData class - at main menu contains characters played with current profile.

◆ GetMenuDefaultCharacterData()

MenuDefaultCharacterData GetMenuDefaultCharacterData ( bool fill_data = true)
inlineprotected
1448 {
1449 //Print("GetMenuDefaultCharacterData");
1450 //DumpStack();
1451 //if used on server, creates an empty container to be filled by received data
1452 if (!m_CharacterData)
1453 {
1455 if (fill_data)
1456 GetGame().GetMenuData().RequestGetDefaultCharacterData(); //fills the structure
1457 }
1458 return m_CharacterData;
1459 }
ref MenuDefaultCharacterData m_CharacterData
Definition Game.c:19
Definition gameplay.c:978

Перекрестные ссылки GetGame() и m_CharacterData.

Используется в DeferredInit() и StoreLoginDataPrepare().

◆ GetMission()

◆ GetMissionFolderPath()

string GetMissionFolderPath ( )
inlineprivate
1175 {
1176 return m_MissionFolderPath;
1177 }
string m_MissionFolderPath
Definition DayZGame.c:921

Перекрестные ссылки m_MissionFolderPath.

◆ GetMissionPath()

string GetMissionPath ( )
inlineprivate
1170 {
1171 return m_MissionPath;
1172 }
string m_MissionPath
Definition DayZGame.c:920

Перекрестные ссылки m_MissionPath.

◆ GetMissionState()

int GetMissionState ( )
inlineprivate
1221 {
1222 return m_MissionState;
1223 }

Перекрестные ссылки m_MissionState.

◆ GetModelName()

string GetModelName ( string class_name)
inlineprivate

Get name of the p3d file of the given class name.

Аргументы
classname of the desired object
Возвращает
Name of the object's p3d file (without the '.p3d' suffix)
478 {
479 if ( class_name != "" )
480 {
481 string cfg = "CfgVehicles " + class_name + " model";
482 string model_path;
484 {
485 int to_substring_end = model_path.Length() - 4; // -4 to leave out the '.p3d' suffix
486 int to_substring_start = 0;
487
488 // Currently we have model path. To get the name out of it we need to parse this string from the end and stop at the first found '\' sign
489 for (int i = to_substring_end; i > 0; i--)
490 {
491 string sign = model_path.Get(i);
492 if ( sign == "\\" )
493 {
494 to_substring_start = i + 1;
495 break
496 }
497 }
498
500 return model_name;
501 }
502 }
503
504 return "UNKNOWN_P3D_FILE";
505 }
class OptionSelectorMultistate extends OptionSelector class_name

Перекрестные ссылки class_name, ConfigGetText() и GetGame().

◆ GetModInfos()

proto native void GetModInfos ( notnull out array< ref ModInfo > modArray)
private

◆ GetModToBeReported()

proto native bool GetModToBeReported ( )
private

Используется в DayZGame().

◆ GetMouseCursorDesiredVisibility()

bool GetMouseCursorDesiredVisibility ( )
inlineprotected
3752 {
3754 }
bool m_CursorDesiredVisibilityScript
Definition DayZGame.c:940

Перекрестные ссылки m_CursorDesiredVisibilityScript.

◆ GetNoiseSystem()

proto native NoiseSystem GetNoiseSystem ( )
private

◆ GetObjectByNetworkId()

proto native Object GetObjectByNetworkId ( int networkIdLowBits,
int networkIdHighBits )
private

Returns entity identified by network id.

Аргументы
networkIdLowBitsidentity used in MP (use NULL in singleplayer)
networkIdHighBitsobject which should be controlled by player

◆ GetObjectsAtPosition()

proto native void GetObjectsAtPosition ( vector pos,
float radius,
out array< Object > objects,
out array< CargoBase > proxyCargos )
private

Returns list of all objects in circle "radius" around position "pos".

Аргументы
pos
radius
objectsoutput array

◆ GetObjectsAtPosition3D()

proto native void GetObjectsAtPosition3D ( vector pos,
float radius,
out array< Object > objects,
out array< CargoBase > proxyCargos )
private

Returns list of all objects in sphere "radius" around position "pos".

Аргументы
pos
radius
objectsoutput array

◆ GetPlayer()

proto native DayZPlayer GetPlayer ( )
private

Используется в ExplosionEffects(), OnEvent(), OnRespawnEvent(), OnRPC() и OnUpdate().

◆ GetPlayerByIndex()

DayZPlayer GetPlayerByIndex ( int index = 0)
inlineprivate
833 {
836 if (index >= players.Count())
837 return null;
838 return DayZPlayer.Cast(players[index]);
839 }
proto native void GetPlayers(out array< Man > players)
Definition DayZPlayerImplement.c:111

Перекрестные ссылки GetPlayers().

◆ GetPlayerGameName()

string GetPlayerGameName ( )
inlineprotected
3594 {
3595 return m_PlayerName;
3596 }
string m_PlayerName
Definition DayZGame.c:935

Перекрестные ссылки m_PlayerName.

◆ GetPlayerIndentities()

proto native void GetPlayerIndentities ( out array< PlayerIdentity > identities)
protected

◆ GetPlayerName()

proto void GetPlayerName ( out string name)
private

Gets current player name.

Аргументы
nameoutput value

◆ GetPlayerNameShort()

proto void GetPlayerNameShort ( int maxLength,
out string name )
private

Gets current player name. If length of player name is grater than maxLength, then it is omitted and append ellipsis.

Аргументы
maxLength- max chars in name
name- output value of player name with 'maxLength' characters and then ellipsis "..."

◆ GetPlayerNetworkIDByIdentityID()

proto void GetPlayerNetworkIDByIdentityID ( int playerIdentityID,
out int networkIdLowBits,
out int networkIdHightBits )
private

returns player's network id from identity id in out parameters

Аргументы
identityPlayerIdentity.id used in MP (use NULL in singleplayer)
networkIdLowBitslower bits of 64bit network id
networkIdHighBitshigher bits of 64bit network id
Заметки
Usable only on server

◆ GetPlayers()

proto native void GetPlayers ( out array< Man > players)
private

Используется в GetPlayerByIndex().

◆ GetPointerDirection()

proto native vector GetPointerDirection ( )
private

Returns the direction where the mouse points, from the camera view.

◆ GetPostUpdateQueue() [1/2]

override ScriptInvoker GetPostUpdateQueue ( int call_category)
inlineprivate
1190 {
1192 }

Используется в OnPostUpdate().

◆ GetPostUpdateQueue() [2/2]

ScriptInvoker GetPostUpdateQueue ( int call_category)
inlineprotected
1408{}

◆ GetPreviousEVValue()

float GetPreviousEVValue ( )
inlineprotected
3695 {
3696 return m_PreviousEVValue;
3697 }
float m_PreviousEVValue
Definition DayZGame.c:952

Перекрестные ссылки m_PreviousEVValue.

◆ GetPreviousGamepad()

int GetPreviousGamepad ( )
inlineprotected
2388 {
2389 return m_PreviousGamepad;
2390 }
int m_PreviousGamepad
Definition DayZGame.c:941

Перекрестные ссылки m_PreviousGamepad.

◆ GetProfileOption()

bool GetProfileOption ( EDayZProfilesOptions option)
inlineprivate
1233 {
1234 return m_DayZProfileOptions.GetProfileOption(option);
1235 }

Используется в GetProfileOptionBool().

◆ GetProfileOptionBool()

bool GetProfileOptionBool ( EDayZProfilesOptions option)
inlineprivate
1238 {
1239 return GetProfileOption(option);
1240 }
bool GetProfileOption(EDayZProfilesOptions option)
Definition DayZGame.c:1232

Перекрестные ссылки GetProfileOption().

◆ GetProfileOptionDefault()

bool GetProfileOptionDefault ( EDayZProfilesOptions option)
inlineprivate
1253 {
1254 return m_DayZProfileOptions.GetProfileOptionDefaultBool(option);
1255 }

Используется в GetProfileOptionDefaultBool().

◆ GetProfileOptionDefaultBool()

bool GetProfileOptionDefaultBool ( EDayZProfilesOptions option)
inlineprivate
1258 {
1260 }
bool GetProfileOptionDefault(EDayZProfilesOptions option)
Definition DayZGame.c:1252

Перекрестные ссылки GetProfileOptionDefault().

◆ GetProfileOptionDefaultFloat()

float GetProfileOptionDefaultFloat ( EDayZProfilesOptions option)
inlineprivate
1268 {
1269 return m_DayZProfileOptions.GetProfileOptionDefaultFloat(option);
1270 }

◆ GetProfileOptionDefaultInt()

int GetProfileOptionDefaultInt ( EDayZProfilesOptions option)
inlineprivate
1263 {
1264 return m_DayZProfileOptions.GetProfileOptionDefaultInt(option);
1265 }

◆ GetProfileOptionFloat()

float GetProfileOptionFloat ( EDayZProfilesOptions option)
inlineprivate
1248 {
1249 return m_DayZProfileOptions.GetProfileOptionFloat(option);
1250 }

◆ GetProfileOptionInt()

int GetProfileOptionInt ( EDayZProfilesOptions option)
inlineprivate
1243 {
1244 return m_DayZProfileOptions.GetProfileOptionInt(option);
1245 }

◆ GetProfileOptionMap()

map< EDayZProfilesOptions, ref DayZProfilesOption > GetProfileOptionMap ( )
inlineprivate
1293 {
1294 return m_DayZProfileOptions.GetProfileOptionMap();
1295 }

◆ GetProfileString()

proto bool GetProfileString ( string name,
out string value )
private

Gets string from profile variable.

Аргументы
nameof the variable
valueoutput value
Возвращает
true when successful

◆ GetProfileStringList()

proto native void GetProfileStringList ( string name,
out TStringArray values )
private

Gets array of strings from profile variable.

Аргументы
nameof the variable
valuesoutput values
usage:
GetGame().GetProfileStringList("lastInventory", lastInventoryArray);

Используется в OnInitialize().

◆ GetScreenPos()

proto native vector GetScreenPos ( vector world_pos)
private

Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetScreenPosRelative()

proto native vector GetScreenPosRelative ( vector world_pos)
private

Transforms position in world to position in screen in percentage (0.0 - 1.0) as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetSoundScene()

proto native AbstractSoundScene GetSoundScene ( )
private

Используется в DeferredInit().

◆ GetSurfaceDigPile()

bool GetSurfaceDigPile ( string surface,
out string result )
inlineprotected
1116 {
1117 return ConfigGetText("CfgSurfaces " + surface + " digPile", result);
1118 }

Перекрестные ссылки ConfigGetText().

◆ GetSurfaceOrientation()

vector GetSurfaceOrientation ( float x,
float z )
inlineprotected

Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.

1098 {
1099 vector normal = GetGame().SurfaceGetNormal(x, z);
1100 vector angles = normal.VectorToAngles();
1101 angles[1] = angles[1]+270; // This fixes rotation of item so it stands vertically. Feel free to change, but fix existing use cases.
1102
1103 //Hack because setorientation and similar functions break and flip stuff upside down when using exactly this vector ¯\_(ツ)_/¯ (note: happens when surface is flat)
1104 if (angles == "0 540 0")
1105 angles = "0 0 0";
1106 return angles;
1107 }

Перекрестные ссылки GetGame() и x.

◆ GetTickTime()

proto native float GetTickTime ( )
private

Returns current time from start of the game.

Возвращает
time in seconds

◆ GetTime()

proto int GetTime ( )
protected

returns mission time in milliseconds

◆ GetTimerQueue() [1/2]

override TimerQueue GetTimerQueue ( int call_category)
inlineprivate
1203 {
1205 }

Перекрестные ссылки m_timerQueue.

Используется в OnUpdate().

◆ GetTimerQueue() [2/2]

TimerQueue GetTimerQueue ( int call_category)
inlineprotected

Returns TimerQueue for certain category

Аргументы
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused
1416{}

◆ GetUIManager()

◆ GetUpdateQueue() [1/2]

override ScriptInvoker GetUpdateQueue ( int call_category)
inlineprivate
1185 {
1187 }

Используется в OnUpdate().

◆ GetUpdateQueue() [2/2]

ScriptInvoker GetUpdateQueue ( int call_category)
inlineprotected
1406{}

◆ GetUserFOV()

float GetUserFOV ( )
inlineprotected
3620 {
3621 return m_UserFOV;
3622 }

Перекрестные ссылки m_UserFOV.

Используется в GetFOVByZoomType().

◆ GetUserFOVFromConfig()

static float GetUserFOVFromConfig ( )
inlinestaticprotected
3625 {
3628 if (gameOptions && Class.CastTo(noa,gameOptions.GetOptionByType(OptionAccessType.AT_OPTIONS_FIELD_OF_VIEW)))
3629 {
3630 return noa.ReadValue();
3631 }
3632 return 1.0;
3633 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo().

Используется в DeferredInit() и SelectGamepad().

◆ GetUserManager()

◆ GetVersion()

proto void GetVersion ( out string version)
private

◆ GetVoiceLevel()

proto native int GetVoiceLevel ( Object player = null)
private

Get voice level of VoN (on both client and server) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2)

◆ GetWaterDepth()

proto native float GetWaterDepth ( vector posWS)
protected

◆ GetWeather()

proto native Weather GetWeather ( )
protected

Returns weather controller object.

Используется в CloseCombatEffects(), ExplosionEffectsEx(), FirearmEffects() и OnUpdate().

◆ GetWorkspace()

proto native WorkspaceWidget GetWorkspace ( )
private

Используется в CreateTitleScreen().

◆ GetWorld()

proto native World GetWorld ( )
private

Используется в OnEvent().

◆ GetWorldDirectionFromScreen()

proto native vector GetWorldDirectionFromScreen ( vector world_pos)
private

Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetWorldName() [1/2]

string GetWorldName ( )
inlineprivate
818 {
819 string world_name;
820 g_Game.GetWorldName(world_name);
821 return world_name;
822 }

Перекрестные ссылки g_Game.

◆ GetWorldName() [2/2]

proto void GetWorldName ( out string world_name)
private

◆ GetYieldDataInitInvoker()

ScriptInvoker GetYieldDataInitInvoker ( )
inlineprivate
1195 {
1198
1200 }
ref ScriptInvoker m_YieldDataInitInvoker
Definition DayZGame.c:915

Перекрестные ссылки m_YieldDataInitInvoker.

◆ GlobalsInit()

void GlobalsInit ( )
inlineprivate
1105 {
1106 if (GetCEApi())
1107 {
1108 m_IsWorldWetTempUpdateEnabled = (GetCEApi().GetCEGlobalInt("WorldWetTempUpdate") == 1);
1109
1110 m_FoodDecayModifier = GetCEApi().GetCEGlobalFloat("FoodDecay");
1111
1112 //check for legacy INT format, if value == float.MIN when read as FLOAT, it is of type INT, so we read it as such below
1113 if (m_FoodDecayModifier == float.MIN)
1114 {
1115 m_FoodDecayModifier = GetCEApi().GetCEGlobalInt("FoodDecay");
1116 }
1117 }
1118
1119 //we need to perform the load here as some objects behaving correctly after spawn is dependent on CE being initialized before spawning them
1121 }
proto native CEApi GetCEApi()
Get the CE API.
const int MIN
Definition EnConvert.c:28
bool m_IsWorldWetTempUpdateEnabled
Definition DayZGame.c:927
Definition ObjectSpawner.c:2
static void OnGameplayDataHandlerLoad()
Definition ObjectSpawner.c:63

Перекрестные ссылки GetCEApi(), MIN и ObjectSpawnerHandler::OnGameplayDataHandlerLoad().

◆ GoBuyWorldDLC()

proto native bool GoBuyWorldDLC ( string sWorldName)
private

◆ HasInventoryJunctureDestination()

proto native bool HasInventoryJunctureDestination ( Man player,
notnull InventoryLocation dst )
private

◆ HasInventoryJunctureItem()

proto native bool HasInventoryJunctureItem ( notnull EntityAI item)
private

◆ InitCharacterMenuDataInfo()

void InitCharacterMenuDataInfo ( int menudata_count)
inlineprotected
3584 {
3586 }
int m_OriginalCharactersCount
Definition DayZGame.c:934

◆ InitDamageEffects()

proto native void InitDamageEffects ( Object effect)
protected

Initialization of damage effects.

◆ InitNotifications()

void InitNotifications ( )
inlineprotected
2096 {
2099 }
static void InitInstance()
Definition NotificationSystem.c:90
Definition NotificationUI.c:2

Перекрестные ссылки NotificationSystem::InitInstance().

Используется в OnInitialize().

◆ IsAimLogEnabled()

bool IsAimLogEnabled ( )
inlineprivate
1303 {
1304 return m_AimLoggingEnabled;
1305 }

Перекрестные ссылки m_AimLoggingEnabled.

◆ IsAppActive()

proto native bool IsAppActive ( )
private

Returns if the application is focused on PC, returns true always on console.

Используется в RefreshMouseCursorVisibility().

◆ IsBoxColliding()

proto native bool IsBoxColliding ( vector center,
vector orientation,
vector edgeLength,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects that are in choosen oriented bounding box (OBB)

Аргументы
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Возвращает
bool, true if at least one object collided with OBB, false otherwise
Заметки
Object that doesn't have collision geometry will be ignored, as this only uses geometry
vector size = "10 4 8";
excluded_objects.Insert(this);
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}
vector GetOrientation()
Definition AreaDamageManager.c:306
proto native bool IsBoxColliding(vector center, vector orientation, vector edgeLength, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
Finds all objects that are in choosen oriented bounding box (OBB)
void PrintString(string s)
Helper for printing out string expression. Example: PrintString("Hello " + var);.
Definition EnScript.c:345

◆ IsBoxCollidingGeometry()

proto native bool IsBoxCollidingGeometry ( vector center,
vector orientation,
vector edgeLength,
int iPrimaryType,
int iSecondaryType,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects with geometry iType that are in choosen oriented bounding box (OBB)

Аргументы
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
iPrimaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
iSecondaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Возвращает
bool, true if at least one object collided with OBB, false otherwise
vector size = "10 4 8";
excluded_objects.Insert(this);
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}
proto native bool IsBoxCollidingGeometry(vector center, vector orientation, vector edgeLength, int iPrimaryType, int iSecondaryType, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
Finds all objects with geometry iType that are in choosen oriented bounding box (OBB)

◆ IsBoxCollidingGeometryProxy()

proto native bool IsBoxCollidingGeometryProxy ( notnull BoxCollidingParams params,
array< Object > excludeObjects,
array< ref BoxCollidingResult > collidedObjects = NULL )
protected

◆ IsClient()

proto native bool IsClient ( )
protected

Используется в OnUpdate().

◆ IsConnecting()

bool IsConnecting ( )
inlineprotected
3287 {
3288 return m_IsConnecting;
3289 }

Перекрестные ссылки m_IsConnecting.

◆ IsDebug()

proto native bool IsDebug ( )
protected

◆ IsDebugMonitor()

bool IsDebugMonitor ( )
inlineprotected
1045 {
1046 return IsServer() && m_DebugMonitorEnabled;
1047 }
int m_DebugMonitorEnabled
Definition Game.c:10

Перекрестные ссылки IsServer() и m_DebugMonitorEnabled.

◆ IsDedicatedServer()

proto native bool IsDedicatedServer ( )
protected

Robust check which is preferred than the above, as it is valid much sooner.

Заметки
You may want to use #ifdef SERVER instead for slight performance gain...

Используется в CGame().

◆ IsDigitalCopy()

static bool IsDigitalCopy ( )
inlinestaticprotected
1029 {
1030 return OnlineServices.IsGameActive(false);
1031 }
static bool IsGameActive(bool sim)
Definition OnlineServices.c:712

Перекрестные ссылки OnlineServices::IsGameActive().

◆ IsFoodDecayEnabled()

bool IsFoodDecayEnabled ( )
inlineprotected
3719 {
3720 return (GetFoodDecayModifier() != 0);
3721 }
float GetFoodDecayModifier()
Definition DayZGame.c:3723

Перекрестные ссылки GetFoodDecayModifier().

◆ IsInPartyChat()

proto native bool IsInPartyChat ( )
private

Returns whether user is currently in a voice party (currently only supported on xbox)

◆ IsInventoryOpen() [1/2]

override bool IsInventoryOpen ( )
inlineprivate
1339 {
1340#ifndef NO_GUI
1341 if (GetUIManager().FindMenu(MENU_INVENTORY) != NULL)
1342 {
1343 return true;
1344 }
1345#endif
1346 return false;
1347 }
const int MENU_INVENTORY
Definition constants.c:178

Перекрестные ссылки GetUIManager() и MENU_INVENTORY.

◆ IsInventoryOpen() [2/2]

bool IsInventoryOpen ( )
inlineprotected
1433 {
1434 }

◆ IsKindOf()

bool IsKindOf ( string cfg_class_name,
string cfg_parent_name )
inlineprotected

Returns is class name inherited from parent class name.

Аргументы
cfg_class_nameConfig Class name ("Animal_CervusElaphus")
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Возвращает
bool is class name inherited from parent class name
bool is_kind = GetGame().IsKindOf( "Animal_CervusElaphus", "DZ_LightAI");
>> 1
proto string ToString()
1294 {
1296
1297 ConfigGetFullPath("CfgVehicles " + cfg_class_name, full_path);
1298
1299 if (full_path.Count() == 0)
1300 {
1302 }
1303
1304 if (full_path.Count() == 0)
1305 {
1306 ConfigGetFullPath("CfgMagazines " + cfg_class_name, full_path);
1307 }
1308
1309 if (full_path.Count() == 0)
1310 {
1311 ConfigGetFullPath("cfgWeapons " + cfg_class_name, full_path);
1312 }
1313
1314 if (full_path.Count() == 0)
1315 {
1316 ConfigGetFullPath("CfgNonAIVehicles " + cfg_class_name, full_path);
1317 }
1318
1319 cfg_parent_name.ToLower();
1320 for (int i = 0; i < full_path.Count(); i++)
1321 {
1322 string tmp = full_path.Get(i);
1323 tmp.ToLower();
1324 if (tmp == cfg_parent_name)
1325 {
1326 return true;
1327 }
1328 }
1329
1330 return false;
1331 }
proto native void ConfigGetFullPath(string path, out TStringArray full_path)

Перекрестные ссылки ConfigGetFullPath().

Используется в DayZGame().

◆ IsLeftCtrlDown()

bool IsLeftCtrlDown ( )
inlineprotected
2748 {
2749 return m_IsCtrlHolding;
2750 }
bool m_IsCtrlHolding
Definition DayZGame.c:922

Перекрестные ссылки m_IsCtrlHolding.

◆ IsLoading()

bool IsLoading ( )
inlineprotected
3293 {
3294 return m_loading && m_loading.IsLoading();
3295 }

Используется в LoadingHide().

◆ IsMicCapturing()

proto native bool IsMicCapturing ( )
private

Returns whether mic is currently capturing audio from user.

◆ IsMissionMainMenu()

bool IsMissionMainMenu ( )
inlineprotected

Returns true when current mission is Main Menu.

1443 {
1444 return (g_Game.GetMissionState() == DayZGame.MISSION_STATE_MAINMENU);
1445 }
void DayZGame()
Definition DayZGame.c:984

Перекрестные ссылки DayZGame() и g_Game.

◆ IsMultiplayer()

proto native bool IsMultiplayer ( )
protected

Используется в CGame() и OnUpdate().

◆ IsNewCharacter()

bool IsNewCharacter ( )
inlineprotected
3604 {
3605 return m_IsNewCharacter;
3606 }
bool m_IsNewCharacter
Definition DayZGame.c:936

Перекрестные ссылки m_IsNewCharacter.

◆ IsObjectAccesible()

proto native bool IsObjectAccesible ( EntityAI item,
Man player )
private

returns true if player can access item's cargo/attachments (check only distance)

◆ IsPhysicsExtrapolationEnabled()

proto native bool IsPhysicsExtrapolationEnabled ( )
private

If physics extrapolation is enabled, always true on retail release builds.

◆ IsServer()

proto native bool IsServer ( )
protected

◆ IsStressTest()

bool IsStressTest ( )
inlineprivate
1298 {
1299 return m_IsStressTest;
1300 }

Перекрестные ссылки m_IsStressTest.

◆ IsSurfaceDigable()

bool IsSurfaceDigable ( string surface)
inlineprotected

Checks if the surface is digable.

1111 {
1112 return ConfigGetInt("CfgSurfaces " + surface + " isDigable");
1113 }

Перекрестные ссылки ConfigGetInt().

◆ IsSurfaceFertile()

bool IsSurfaceFertile ( string surface)
inlineprotected

Checks if the surface is fertile.

1122 {
1123 return ConfigGetInt("CfgSurfaces " + surface + " isFertile");
1124 }

Перекрестные ссылки ConfigGetInt().

◆ IsVisited()

bool IsVisited ( string ip,
int port )
inlineprotected
2598 {
2599 string uid = ip + ":" + port;
2600 int index = m_Visited.Find(uid);
2601 return (index >= 0);
2602 }

◆ IsWorldWetTempUpdateEnabled()

bool IsWorldWetTempUpdateEnabled ( )
inlineprotected
3714 {
3716 }

Перекрестные ссылки m_IsWorldWetTempUpdateEnabled.

◆ JoinLaunch()

void JoinLaunch ( )
inlineprotected
2197 {
2199 SetLoadState(DayZLoadState.JOIN_START);
2200
2201 #ifdef PLATFORM_CONSOLE
2202 string join_param;
2203 if (GetCLIParam("join", join_param))
2204 {
2206 user_manager.ParseJoinAsync(join_param);
2207 }
2208 #endif
2209 }

Перекрестные ссылки GetCLIParam(), GetUserManager(), SetGameState() и SetLoadState().

Используется в OnInitialize().

◆ ListAvailableCharacters() [1/2]

override TStringArray ListAvailableCharacters ( )
inlineprotected
3347 {
3348 return m_CharClassNames;
3349 }

Перекрестные ссылки m_CharClassNames.

◆ ListAvailableCharacters() [2/2]

TStringArray ListAvailableCharacters ( )
inlineprotected

outputs array of all valid survivor class names

1430{}

◆ LoadingHide()

void LoadingHide ( bool force = false)
inlineprotected
3313 {
3314 #ifndef NO_GUI
3315 m_loading.Hide(force);
3316 // turn the lights back on
3317 PPEManagerStatic.GetPPEManager().StopAllEffects();
3318 #ifdef PLATFORM_CONSOLE
3319 if (!IsLoading())
3320 {
3321 if (m_LoadState != DayZLoadState.MAIN_MENU_START && m_LoadState != DayZLoadState.MAIN_MENU_USER_SELECT)
3322 {
3324 }
3325 }
3326 #endif
3327 #endif
3328 }
void UpdateInputDeviceDisconnectWarning()
Definition DayZGame.c:2182
bool IsLoading()
Definition DayZGame.c:3292

Перекрестные ссылки PPEManagerStatic::GetPPEManager(), IsLoading() и UpdateInputDeviceDisconnectWarning().

Используется в OnEvent().

◆ LoadingShow()

void LoadingShow ( )
inlineprotected
3305 {
3306 #ifndef NO_GUI
3307 m_loading.ShowEx(this);
3308 #endif
3309 }

Используется в OnEvent().

◆ LoadProgressUpdate()

void LoadProgressUpdate ( int progressState,
float progress,
string title )
inlineprotected
1991 {
1992 #ifndef NO_GUI
1993 switch (progressState)
1994 {
1995 case PROGRESS_START:
1996 {
1997 #ifndef NO_GUI
1998 // get out of the black screen immediately
1999 GetUIManager().ScreenFadeOut(0);
2000 #endif
2001 m_loading.Inc();
2002 m_loading.SetTitle(title);
2003 if (m_loading.m_HintPanel)
2004 m_loading.m_HintPanel.ShowRandomPage();
2005
2006 }
2007 break;
2008
2009 case PROGRESS_FINISH:
2010 {
2011 m_loading.Dec();
2012 }
2013 break;
2014
2015 case PROGRESS_PROGRESS:
2016 {
2017 m_loading.SetProgress(progress);
2018
2019 }
2020 break;
2021
2022 case PROGRESS_UPDATE:
2023 {
2024 m_loading.SetProgress(0);
2025 }
2026 break;
2027 }
2028 #endif
2029 }
const int PROGRESS_UPDATE
Definition gameplay.c:396
PlayerIdentity PROGRESS_START
const int PROGRESS_PROGRESS
Definition gameplay.c:395
const int PROGRESS_FINISH
Definition gameplay.c:394

Перекрестные ссылки GetUIManager(), PROGRESS_FINISH, PROGRESS_PROGRESS, PROGRESS_START и PROGRESS_UPDATE.

Используется в OnEvent().

◆ LoadVersion()

proto native int LoadVersion ( )
private

Returns actual storage version - loading.

◆ LoginTimeCountdown()

void LoginTimeCountdown ( )
inlineprotected
1891 {
1892 if (m_LoginTime > 0)
1893 {
1896
1897 m_LoginTime--;
1898 }
1899 else
1900 {
1901 // stop the call loop
1903 }
1904 }
void CancelLoginTimeCountdown()
Definition DayZGame.c:1399

Перекрестные ссылки CancelLoginTimeCountdown().

◆ LogoutRequestCancel()

proto native void LogoutRequestCancel ( )
protected

◆ LogoutRequestTime()

proto native void LogoutRequestTime ( )
protected

Logout methods.

◆ MainMenuLaunch()

void MainMenuLaunch ( )
inlineprotected
2247 {
2248#ifdef PLATFORM_WINDOWS
2250 if (user_manager)
2251 {
2252 if (user_manager.GetTitleInitiator())
2253 {
2254 user_manager.SelectUserEx(user_manager.GetTitleInitiator());
2255 }
2256 }
2257#endif
2258
2259 SetGameState(DayZGameState.MAIN_MENU);
2260 SetLoadState(DayZLoadState.MAIN_MENU_START);
2263 }
proto native void StartRandomCutscene(string world)
Starts intro.
proto native owned string GetMainMenuWorld()

Перекрестные ссылки DeleteTitleScreen(), GetMainMenuWorld(), GetUserManager(), SetGameState(), SetLoadState() и StartRandomCutscene().

Используется в DisconnectSessionEx() и OnInitialize().

◆ MissionLaunch()

void MissionLaunch ( )
inlineprotected
2266 {
2268 if (user_manager)
2269 {
2270 if (user_manager.GetTitleInitiator())
2271 {
2272 user_manager.SelectUserEx(user_manager.GetTitleInitiator());
2273 }
2274 }
2275
2276 SetGameState(DayZGameState.IN_GAME);
2277 SetLoadState(DayZLoadState.MISSION_START);
2278
2279
2280 #ifndef PLATFORM_WINDOWS
2281 #ifdef PLATFORM_CONSOLE
2282 #ifndef DEVELOPER
2284 GamepadCheck();
2285 return;
2286 #endif
2287 #endif
2288 #endif
2289
2290 string mission;
2291 GetCLIParam("mission", mission);
2293 }
proto native void PlayMission(string path)
Starts mission (equivalent for SQF playMission). You MUST use double slash \.

Перекрестные ссылки CreateTitleScreen(), GamepadCheck(), GetCLIParam(), GetUserManager(), mission, PlayMission(), SetGameState() и SetLoadState().

Используется в OnInitialize().

◆ MuteAllPlayers()

proto native void MuteAllPlayers ( string listenerId,
bool mute )
private

Mute all players for listenerId.

Аргументы
listenerIduid of player
mutetrue, if player can not listen anybody. Otherwise false.

◆ MutePlayer()

proto native void MutePlayer ( string muteUID,
string playerUID,
bool mute )
private

Mutes voice of source player to target player.

Аргументы
muteUIDuid of player you want to mute
playerUIDuid of player that (doesnt't) want to hear muteUID

Используется в OnRPC().

◆ NightVissionLightParams()

proto native void NightVissionLightParams ( float lightIntensityMul,
float noiseIntensity )
protected

set night vission parameters (set to zero when to disable it)

Аргументы
lightIntensityMulmultiplicator of lights intensity
noiseIntensityintensity of noise PP

◆ ObjectDelete()

proto native void ObjectDelete ( Object obj)
private

◆ ObjectDeleteOnClient()

proto native void ObjectDeleteOnClient ( Object obj)
private

◆ ObjectGetDisplayName()

proto void ObjectGetDisplayName ( Object obj,
out string name )
private

◆ ObjectGetSelectionPosition()

proto native vector ObjectGetSelectionPosition ( Object obj,
string name )
private

◆ ObjectGetSelectionPositionLS()

proto native vector ObjectGetSelectionPositionLS ( Object obj,
string name )
private

◆ ObjectGetSelectionPositionMS()

proto native vector ObjectGetSelectionPositionMS ( Object obj,
string name )
private

◆ ObjectGetSelectionPositionWS()

proto native vector ObjectGetSelectionPositionWS ( Object obj,
string name )
private

◆ ObjectGetType()

proto void ObjectGetType ( Object obj,
out string type )
private

◆ ObjectIsKindOf()

bool ObjectIsKindOf ( Object object,
string cfg_parent_name )
inlineprotected

Returns is object inherited from parent class name.

Аргументы
objectObject
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Возвращает
bool is object inherited from parent class name
bool is_kind = GetGame().IsKindOf( my_animal, "DZ_LightAI");
>> 1
1346 {
1349
1350 cfg_parent_name.ToLower();
1351
1352 for (int i = 0; i < full_path.Count(); i++)
1353 {
1354 string tmp = full_path.Get(i);
1355 tmp.ToLower();
1356 if (tmp == cfg_parent_name)
1357 {
1358 return true;
1359 }
1360 }
1361
1362 return false;
1363 }
proto native void ConfigGetObjectFullPath(Object obj, out TStringArray full_path)

Перекрестные ссылки ConfigGetObjectFullPath().

◆ ObjectModelToWorld()

proto native vector ObjectModelToWorld ( Object obj,
vector modelPos )
private

◆ ObjectRelease()

proto native int ObjectRelease ( Object obj)
private

RemoteObjectTreeCreate - postponed registration of network object tree (and creation of remote objects). do not use if not sure what you do.

◆ ObjectWorldToModel()

proto native vector ObjectWorldToModel ( Object obj,
vector worldPos )
private

◆ OnActivateMessage() [1/2]

override void OnActivateMessage ( )
inlineprotected
2039 {
2041 }

Перекрестные ссылки RefreshMouseCursorVisibility().

◆ OnActivateMessage() [2/2]

void OnActivateMessage ( )
inlineprivate

Called when recieving focus (windows)

116 {
117 }

◆ OnAfterCreate() [1/2]

override void OnAfterCreate ( )
inlineprotected
2033 {
2034 Math.Randomize(-1);
2035 }

Перекрестные ссылки Math::Randomize().

◆ OnAfterCreate() [2/2]

void OnAfterCreate ( )
inlineprivate

Called after creating of CGame instance.

109 {
110 }

◆ OnConnectivityStatChange()

bool OnConnectivityStatChange ( EConnectivityStatType type,
EConnectivityStatLevel newLevel,
EConnectivityStatLevel oldLevel )
inlineprotected
1742 {
1743 if (!GetGame() || !GetGame().GetMission())
1744 return false;
1745 Hud hud = GetGame().GetMission().GetHud();
1746 if (!hud)
1747 return false;
1748
1749 hud.SetConnectivityStatIcon(type, newLevel);
1750 return true;
1751 }
Definition gameplay.c:634

Перекрестные ссылки GetGame() и GetMission().

Используется в SetConnectivityStatState().

◆ OnDeactivateMessage() [1/2]

override void OnDeactivateMessage ( )
inlineprotected
2045 {
2047 }

Перекрестные ссылки RefreshMouseCursorVisibility().

◆ OnDeactivateMessage() [2/2]

void OnDeactivateMessage ( )
inlineprivate

Called when loosing focus (windows)

123 {
124 }

◆ OnDeviceReset() [1/2]

override void OnDeviceReset ( )
inlineprotected
2848 {
2849 m_IsCtrlHolding = false;
2850 m_IsWinHolding = false;
2851 m_IsLeftAltHolding = false;
2852 m_IsRightAltHolding = false;
2853 }
bool m_IsRightAltHolding
Definition DayZGame.c:925
bool m_IsLeftAltHolding
Definition DayZGame.c:924
bool m_IsWinHolding
Definition DayZGame.c:923

◆ OnDeviceReset() [2/2]

void OnDeviceReset ( )
inlineprivate

Called when inputs is not possible (Steam overlay active or something), all internal script variables should be reset here!

138 {
139 }

◆ OnEvent() [1/2]

override void OnEvent ( EventType eventTypeId,
Param params )
inlineprivate
1426 {
1427 string address;
1428 int port;
1429 int high, low;
1430
1431 switch (eventTypeId)
1432 {
1433 case StartupEventTypeID:
1434 {
1435 #ifndef SERVER
1436 // Just call it, to create the global instance if it doesn't exist yet
1437 ParticleManager.GetInstance();
1438 #endif
1439 break;
1440 }
1442 {
1443 #ifndef SERVER
1445 #endif
1446 m_FirstConnect = true;
1448 break;
1449 }
1451 {
1452 LoadingHide();
1454 SetConnecting(false);
1455 SetGameState(DayZGameState.MAIN_MENU);
1456 m_FirstConnect = true;
1457 #ifdef PLATFORM_CONSOLE
1458 if (GetUserManager().GetSelectedUser())
1459 {
1462 if (GetGameState() == DayZGameState.IN_GAME)
1463 {
1464 SetLoadState(DayZLoadState.MAIN_MENU_START);
1465 }
1466 }
1467 m_Notifications.ClearVoiceNotifications();
1468 #endif
1469
1470 // analytics - disconnected player
1472 discData.m_CharacterId = g_Game.GetDatabaseID();
1473 discData.m_Reason = "quit";
1475 break;
1476 }
1478 {
1480 LoadingHide(true);
1481 SetConnecting(false);
1483
1484 if (GetGameState() == DayZGameState.CONNECTING)
1485 {
1486 SetGameState(DayZGameState.MAIN_MENU);
1487 }
1488
1489 break;
1490 }
1492 {
1493 LoadingHide(true);
1495
1496 SetGameState(DayZGameState.IN_GAME);
1497
1498 // analytics - spawned
1500 spawnData.m_CharacterId = g_Game.GetDatabaseID();
1501 spawnData.m_Lifetime = 0;
1502 spawnData.m_Position = vector.Zero;
1503 if (GetPlayer())
1504 {
1505 spawnData.m_Position = GetPlayer().GetPosition();
1506 }
1507 spawnData.m_DaytimeHour = 0;
1508 spawnData.m_Population = 0;
1510
1511 #ifdef PLATFORM_CONSOLE
1512 m_Notifications.ClearVoiceNotifications();
1514 #endif
1515 if (m_FirstConnect)
1516 {
1517 m_FirstConnect = false;
1519 {
1521 }
1522
1523 #ifdef PLATFORM_CONSOLE
1524 #ifndef PLATFORM_WINDOWS // if app is not on Windows with -XBOX parameter
1525 if (null != GetUserManager().GetSelectedUser())
1526 {
1529 }
1530 #endif
1531 #endif
1532 }
1533
1535
1536 break;
1537 }
1539 {
1542 {
1543 int duration = conLost_params.param1;
1545 }
1546 break;
1547 }
1549 {
1550 LoadingShow();
1551 break;
1552 }
1554 {
1555 GetCallQueue(CALL_CATEGORY_SYSTEM).Call(g_Game.CheckDialogs);
1556 break;
1557 }
1559 {
1562 {
1563
1564 }
1565 break;
1566 }
1568 {
1571 LoadProgressUpdate(prog_params.param1, prog_params.param2, prog_params.param3);
1572 break;
1573 }
1575 {
1578 {
1580 }
1581 break;
1582 }
1583 case RespawnEventTypeID:
1584 {
1587 {
1589 }
1590 break;
1591 }
1592 case PreloadEventTypeID:
1593 {
1596 {
1598 }
1599 break;
1600 }
1601 case LogoutEventTypeID:
1602 {
1605 {
1606 GetCallQueue(CALL_CATEGORY_GUI).Call(GetMission().StartLogoutMenu, logoutParams.param1);
1607 }
1608 break;
1609 }
1611 {
1613 break;
1614 }
1616 {
1619
1620 string msg1 = loginStatusParams.param1;
1621 string msg2 = loginStatusParams.param2;
1622 string finalMsg;
1623
1624 // write either to login time screen or loading screen
1626 {
1627 finalMsg = msg1;
1628 // login time screen supports two lines
1629 if (msg2.Length() > 0)
1630 finalMsg += "\n" + msg2;
1631
1632 m_LoginTimeScreen.SetStatus(finalMsg);
1633 }
1634 else if (m_loading)
1635 {
1636 // loading only one line, but it's a long one
1637 finalMsg = msg1 + " " + msg2;
1638 m_loading.SetStatus(finalMsg);
1639 }
1640 break;
1641 }
1643 {
1644 g_Game.SetGameState(DayZGameState.CONNECTING);
1645 SetConnecting(true);
1646 break;
1647 }
1649 {
1650 g_Game.SetGameState(DayZGameState.MAIN_MENU);
1651 SetConnecting(false);
1653 {
1654 m_ConnectFromJoin = false;
1655 AbortMission();
1656 }
1657 break;
1658 }
1660 {
1663 {
1664 Print("### DLC Ownership failed !!! Map: " + dlcParams.param1);
1665 }
1666 break;
1667 }
1669 {
1672 {
1674
1675 int pingAvg = playerIdentity.GetPingAvg();
1676 if (pingAvg < GetWorld().GetPingWarningThreshold())
1677 {
1679 }
1680 else if (pingAvg < GetWorld().GetPingCriticalThreshold())
1681 {
1683 }
1684 else
1685 {
1687 }
1688 }
1689 break;
1690 }
1692 {
1695 {
1696 #ifdef DIAG_DEVELOPER
1698 #endif
1699 float fps = serverFpsStatsParams.param1;
1700 if (fps > GetWorld().GetServerFpsWarningThreshold())
1701 {
1703 }
1704 else if (fps > GetWorld().GetServerFpsCriticalThreshold())
1705 {
1707 }
1708 else
1709 {
1711 }
1712 }
1713 break;
1714 }
1715 }
1716
1718
1720 if (mission)
1721 {
1723 }
1724
1726 if (emh)
1727 emh.OnEvent(eventTypeId, params);
1728 }
EConnectivityStatType
Definition EGameStateIcons.c:2
Definition ScriptAnalytics.c:146
static void PlayerDisconnected(StatsEventDisconnectedData data)
Definition ScriptAnalytics.c:160
static void PlayerSpawned(StatsEventSpawnedData data)
Definition ScriptAnalytics.c:172
void LoadingHide(bool force=false)
Definition DayZGame.c:3312
void LoadProgressUpdate(int progressState, float progress, string title)
Definition DayZGame.c:1990
void SetConnectivityStatState(EConnectivityStatType type, EConnectivityStatLevel level)
Definition DayZGame.c:1730
void OnRespawnEvent(int time)
Definition DayZGame.c:1907
void AddVisitedServer(string ip, int port)
Definition DayZGame.c:2570
void LoadingShow()
Definition DayZGame.c:3304
void ClearConnectivityStates()
Definition DayZGame.c:1417
void CancelLoginQueue()
Definition DayZGame.c:1383
void OnPreloadEvent(vector pos)
Definition DayZGame.c:1935
proto native World GetWorld()
void OnMPConnectionLostEvent(int duration)
Definition DayZGame.c:1969
bool m_FirstConnect
Definition DayZGame.c:901
void OnLoginTimeEvent(int loginTime)
Definition DayZGame.c:1852
proto native void AbortMission()
Returns to main menu, leave world empty for using last mission world.
Definition ClientData.c:2
static void ResetClientData()
Definition ClientData.c:13
The error handler itself, for managing and distributing errors to modules Manages the ErrorHandlerMod...
Definition ErrorModuleHandler.c:29
static proto native ErrorModuleHandler GetInstance()
Gets the EMH Instance.
void OnEvent(EventType eventTypeId, Param params)
Definition gameplay.c:708
static void Init()
Definition OnlineServices.c:30
static void SetMultiplayState(bool state)
Definition OnlineServices.c:517
static void LeaveGameplaySession()
Definition OnlineServices.c:543
static void LoadVoicePrivilege()
Definition OnlineServices.c:429
static void EnterGameplaySession()
Definition OnlineServices.c:528
static void ClearCurrentServerInfo()
Definition OnlineServices.c:175
The class that will be instanced (moddable)
Definition gameplay.c:388
Definition ProgressAsync.c:2
static proto native void DestroyAllPendingProgresses()
Definition ScriptAnalytics.c:60
Definition ScriptAnalytics.c:67
static VONManagerBase GetInstance()
Main way to access VONManager functionality from script.
Definition VONManager.c:292
const EventType MPSessionEndEventTypeID
no params
Definition gameplay.c:474
const EventType ConnectingStartEventTypeID
no params
Definition gameplay.c:564
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Definition gameplay.c:536
const EventType WorldCleaupEventTypeID
no params
Definition gameplay.c:468
const EventType SelectedUserChangedEventTypeID
no params
Definition gameplay.c:540
const EventType RespawnEventTypeID
params: RespawnEventParams
Definition gameplay.c:530
const EventType MPSessionFailEventTypeID
no params
Definition gameplay.c:476
const EventType StartupEventTypeID
no params
Definition gameplay.c:466
const EventType DialogQueuedEventTypeID
no params
Definition gameplay.c:492
const EventType MPSessionStartEventTypeID
no params
Definition gameplay.c:472
const EventType PreloadEventTypeID
params: PreloadEventParams
Definition gameplay.c:532
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Definition gameplay.c:528
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Definition gameplay.c:524
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Definition gameplay.c:522
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Definition gameplay.c:480
const EventType LogoutEventTypeID
params: LogoutEventParams
Definition gameplay.c:534
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:478
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Definition gameplay.c:560
const EventType ProgressEventTypeID
params: ProgressEventParams
Definition gameplay.c:486
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:496
const EventType ConnectingAbortEventTypeID
no params
Definition gameplay.c:566

Перекрестные ссылки AbortMission(), AddVisitedServer(), CALL_CATEGORY_GUI, CALL_CATEGORY_SYSTEM, CancelLoginQueue(), CancelLoginTimeCountdown(), Class::CastTo(), ChatMessageEventTypeID, ClearConnectivityStates(), OnlineServices::ClearCurrentServerInfo(), ConnectingAbortEventTypeID, ConnectingStartEventTypeID, ConnectivityStatsUpdatedEventTypeID, ProgressAsync::DestroyAllPendingProgresses(), DialogQueuedEventTypeID, DLCOwnerShipFailedEventTypeID, OnlineServices::EnterGameplaySession(), g_Game, GetCallQueue(), GetGameState(), GetHostAddress(), ErrorModuleHandler::GetInstance(), VONManager::GetInstance(), GetMission(), GetPlayer(), GetUserManager(), GetWorld(), OnlineServices::Init(), OnlineServices::LeaveGameplaySession(), LoadingHide(), LoadingShow(), LoadProgressUpdate(), OnlineServices::LoadVoicePrivilege(), LoginStatusEventTypeID, LoginTimeEventTypeID, LogoutEventTypeID, mission, MPConnectionLostEventTypeID, MPSessionEndEventTypeID, MPSessionFailEventTypeID, MPSessionPlayerReadyEventTypeID, MPSessionStartEventTypeID, Mission::OnEvent(), OnLoginTimeEvent(), OnMPConnectionLostEvent(), OnPreloadEvent(), OnRespawnEvent(), ParticleManager(), Analytics::PlayerDisconnected(), Analytics::PlayerSpawned(), PreloadEventTypeID, Print(), ProgressEventTypeID, ClientData::ResetClientData(), RespawnEventTypeID, SelectedUserChangedEventTypeID, ServerFpsStatsUpdatedEventTypeID, SetConnecting(), SetConnectivityStatState(), SetGameState(), SetLoadState(), OnlineServices::SetMultiplayState(), StartupEventTypeID, UpdateInputDeviceDisconnectWarning(), WorldCleaupEventTypeID и vector::Zero.

◆ OnEvent() [2/2]

void OnEvent ( EventType eventTypeId,
Param params )
inlineprivate

Called when some system event occur.

Аргументы
eventTypeIdevent type.
paramsParam object, cast to specific param class to get parameters for particular event.
91 {
92 }

◆ OnGameplayDataHandlerLoad()

void OnGameplayDataHandlerLoad ( )
inlineprivate
1214 {
1215
1216 }

◆ OnInitialize() [1/2]

override bool OnInitialize ( )
inlineprotected
2051 {
2053
2056
2058 m_Visited = new TStringArray;
2059 GetProfileStringList("SB_Visited", m_Visited);
2060
2061 if (GetLoadState() == DayZLoadState.UNDEFINED)
2062 {
2063 string param;
2064
2065 if (GetCLIParam("join", param))
2066 {
2067 JoinLaunch();
2068 #ifndef PLATFORM_PS4
2070 #endif
2071 }
2072 else if (GetCLIParam("connect", param))
2073 {
2074 ConnectLaunch();
2075 }
2076 else if (GetCLIParam("mission", param))
2077 {
2078 MissionLaunch();
2079 }
2080 else if (GetCLIParam("party", param))
2081 {
2082 PartyLaunch();
2083 }
2084 else
2085 {
2087 }
2088
2089 return true;
2090 }
2091
2092 return false;
2093 }
void JoinLaunch()
Definition DayZGame.c:2196
void PartyLaunch()
Definition DayZGame.c:2232
proto native void GetProfileStringList(string name, out TStringArray values)
Gets array of strings from profile variable.
void MissionLaunch()
Definition DayZGame.c:2265
DayZLoadState GetLoadState()
Definition DayZGame.c:1322
void InitNotifications()
Definition DayZGame.c:2095
void ConnectLaunch()
Definition DayZGame.c:2211
float GetHUDBrightnessSetting()
Definition DayZGame.c:3657
void SetHudBrightness(float value)
Definition DayZGame.c:3651
void RegisterProfilesOptions()
Definition DayZGame.c:1124
static void PreloadParticles()
Preloads all particles.
Definition ParticleList.c:498

Перекрестные ссылки ConnectLaunch(), CreateTitleScreen(), GetCLIParam(), GetHUDBrightnessSetting(), GetLoadState(), GetProfileStringList(), InitNotifications(), JoinLaunch(), MainMenuLaunch(), MissionLaunch(), PartyLaunch(), ParticleList::PreloadParticles(), RegisterProfilesOptions() и SetHudBrightness().

◆ OnInitialize() [2/2]

bool OnInitialize ( )
inlineprivate

Called once before game update loop starts, ret value indicates if init was done in scripts, otherwise it is done in the engine.

130 {
131 return false;
132 }

◆ OnKeyPress() [1/2]

override void OnKeyPress ( int key)
inlineprotected
2754 {
2755
2756 if (key == KeyCode.KC_LCONTROL)
2757 {
2758 m_IsCtrlHolding = true;
2759 }
2760
2761 if (key == KeyCode.KC_LMENU)
2762 {
2763 m_IsLeftAltHolding = true;
2764 }
2765
2766 if (key == KeyCode.KC_RMENU)
2767 {
2768 m_IsRightAltHolding = true;
2769 }
2770
2772 {
2774 }
2775
2777 if (mission)
2778 {
2780 }
2781
2782#ifdef DEVELOPER
2783 if ((m_IsLeftAltHolding || m_IsLeftAltHolding) && key == KeyCode.KC_F4)
2784 {
2785 RequestExit(0);
2786 }
2787#endif
2788
2789 }
proto native void RequestExit(int code)
Sets exit code and quits in the right moment.
void OnKeyPress(int key)
Definition gameplay.c:704
override bool OnKeyDown(Widget w, int x, int y, int key)
Definition ScriptConsole.c:217
KeyCode
Definition EnSystem.c:157

Перекрестные ссылки GetMission(), mission, UIScriptedMenu::OnKeyDown(), Mission::OnKeyPress() и RequestExit().

◆ OnKeyPress() [2/2]

void OnKeyPress ( int key)
inlineprivate

Called when key is pressed.

Аргументы
keydirect input key code (DIK)
164 {
165 }

◆ OnKeyRelease() [1/2]

override void OnKeyRelease ( int key)
inlineprotected
2793 {
2794 if (key == KeyCode.KC_LCONTROL)
2795 {
2796 m_IsCtrlHolding = false;
2797 }
2798
2799 if (key == KeyCode.KC_LWIN)
2800 {
2801 m_IsWinHolding = false;
2802 }
2803
2804 if (key == KeyCode.KC_LMENU || key == KeyCode.KC_RMENU)
2805 {
2806 m_IsLeftAltHolding = false;
2807 }
2808
2809 if (key == KeyCode.KC_RMENU)
2810 {
2811 m_IsRightAltHolding = false;
2812 }
2813
2815 {
2817 }
2818
2820 if (mission)
2821 {
2823 }
2824 }
void OnKeyRelease(int key)
Definition gameplay.c:705
override bool OnKeyUp(Widget w, int x, int y, int key)
Definition InputDeviceDisconnectWarningMenu.c:151

Перекрестные ссылки GetMission(), mission, Mission::OnKeyRelease() и UIScriptedMenu::OnKeyUp().

◆ OnKeyRelease() [2/2]

void OnKeyRelease ( int key)
inlineprivate

Called when key is released.

Аргументы
keydirect input key code (DIK)
172 {
173 }

◆ OnLicenseChanged()

void OnLicenseChanged ( )
inlineprivate
101 {
102
103 }

◆ OnLoginTimeEvent()

void OnLoginTimeEvent ( int loginTime)
inlineprotected
1853 {
1854#ifndef NO_GUI
1855 // remove login queue if exits
1857
1858 GetUserManager().GetUserDatabaseIdAsync();
1859
1861
1862 // timer for login
1863 if (m_LoginTime > 0)
1864 {
1865 if (!m_LoginTimeScreen)
1866 {
1867 GetUIManager().CloseAll();
1868
1869 if (GetMission())
1870 {
1871 UIScriptedMenu parent = GetUIManager().GetMenu();
1872 EnterLoginTime(parent);
1873 }
1874 else
1875 {
1876 m_LoginTimeScreen = new LoginTimeStatic();
1877 GetUIManager().ShowScriptedMenu(m_LoginTimeScreen, null);
1878 }
1879 }
1880
1882 m_LoginTimeScreen.Show();
1883
1884 GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(this.LoginTimeCountdown, 1000, true);
1885 }
1886#endif
1887 }
void EnterLoginTime(UIMenuPanel parent)
Definition DayZGame.c:1963
Definition DayZGame.c:64

Перекрестные ссылки CALL_CATEGORY_SYSTEM, CancelLoginQueue(), EnterLoginTime(), GetCallQueue(), GetMission(), GetUIManager() и GetUserManager().

Используется в OnEvent().

◆ OnMouseButtonPress() [1/2]

override void OnMouseButtonPress ( int button)
inlineprotected
2828 {
2830 if (mission)
2831 {
2833 }
2834 }
void OnMouseButtonPress(int button)
Definition gameplay.c:706

Перекрестные ссылки GetMission(), mission и Mission::OnMouseButtonPress().

◆ OnMouseButtonPress() [2/2]

void OnMouseButtonPress ( int button)
inlineprivate

Called when mouse button is pressed.

Аргументы
button- number of button Mouse API
180 {
181 }

◆ OnMouseButtonRelease() [1/2]

override void OnMouseButtonRelease ( int button)
inlineprotected
2838 {
2840 if (mission)
2841 {
2843 }
2844 }
void OnMouseButtonRelease(int button)
Definition gameplay.c:707

Перекрестные ссылки GetMission(), mission и Mission::OnMouseButtonRelease().

◆ OnMouseButtonRelease() [2/2]

void OnMouseButtonRelease ( int button)
inlineprivate

Called when mouse button is released.

Аргументы
button- number of button Mouse API
188 {
189 }

◆ OnMPConnectionLostEvent()

void OnMPConnectionLostEvent ( int duration)
inlineprotected
1970 {
1971 if (duration >= 0)//(-1 means conn. reestablished)
1973 else
1975
1976 #ifdef PLATFORM_PS4
1977 //PSN Set multiplay state
1978 if (duration < 0 && GetGameState() == DayZGameState.IN_GAME)
1979 {
1981 }
1982 else
1983 {
1985 }
1986 #endif
1987 }

Перекрестные ссылки GetGameState(), SetConnectivityStatState() и OnlineServices::SetMultiplayState().

Используется в OnEvent().

◆ OnPostUpdate() [1/2]

override void OnPostUpdate ( bool doSim,
float timeslice )
inlineprotected
2952 {
2954 bool gameIsRunning = false;
2955
2956 if (doSim && mission && !mission.IsPaused())
2957 {
2958 gameIsRunning = true;
2959 }
2960
2962
2963 #ifndef NO_GUI
2964 if (m_loading && m_loading.IsLoading())
2965 {
2966 }
2967 else if (m_LoginTimeScreen && m_LoginTimeScreen.IsStatic())
2968 {
2969 }
2970 else
2971 {
2973 }
2974 #endif
2975
2976 if (gameIsRunning)
2977 {
2979 }
2980 }
override ScriptInvoker GetPostUpdateQueue(int call_category)
Definition DayZGame.c:1189
bool IsPaused()
Definition gameplay.c:752

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, CALL_CATEGORY_GUI, CALL_CATEGORY_SYSTEM, GetMission(), GetPostUpdateQueue(), Mission::IsPaused() и mission.

◆ OnPostUpdate() [2/2]

void OnPostUpdate ( bool doSim,
float timeslice )
inlineprivate

Called on World update after simulation of entities.

Аргументы
doSimFalse when simulation is paused, True otherwise
timeslicetime elapsed from last call
156 {
157 }

◆ OnPreloadEvent()

void OnPreloadEvent ( vector pos)
inlineprotected
1936 {
1937 // cancel only login time (respawn time is parallel with preload, but login time is not)
1938 if (m_LoginTimeScreen && !m_LoginTimeScreen.IsRespawn())
1940
1941 // tell game to continue
1943 }
void StoreLoginDataPrepare()
Definition DayZGame.c:1947

Перекрестные ссылки CancelLoginTimeCountdown() и StoreLoginDataPrepare().

Используется в OnEvent().

◆ OnProcessLifetimeChanged()

void OnProcessLifetimeChanged ( int plmtype)
inlineprivate
96 {
97
98 }

◆ OnProjectileStopped()

void OnProjectileStopped ( ProjectileStoppedInfo info)
inlineprotected
3402 {
3403 string simulation;
3404
3405 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " simulation", simulation);
3406
3407 if (simulation == "shotArrow")
3408 {
3409 string pile;
3410
3411 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " spawnPileType", pile);
3412
3414 arrow.PlaceOnSurface();
3415 arrow.SetFromProjectile(info);
3416 }
3417 }
const int ECE_DYNAMIC_PERSISTENCY
Definition CentralEconomy.c:32
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.

Перекрестные ссылки CreateObjectEx(), ECE_DYNAMIC_PERSISTENCY и GetGame().

◆ OnProjectileStoppedInObject()

void OnProjectileStoppedInObject ( ObjectCollisionInfo info)
inlineprotected
3448 {
3449 string simulation;
3450
3451 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " simulation", simulation);
3452 if (simulation == "shotArrow")
3453 {
3454 string pile;
3455 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " spawnPileType", pile);
3456
3458 EntityAI ent = EntityAI.Cast(info.GetHitObj());
3459 if (ent)
3460 {
3461 EntityAI parent = ent.GetHierarchyParent();
3462 if (parent && parent.IsPlayer())
3463 {
3464 arrow = EntityAI.Cast(GetGame().CreateObjectEx(pile, parent.GetPosition(), ECE_DYNAMIC_PERSISTENCY));
3465 arrow.PlaceOnSurface();
3466 arrow.SetFromProjectile(info);
3467
3468 return;
3469 }
3470 }
3471
3472 vector pos = info.GetPos();
3473 vector dir = -info.GetInVelocity();
3474
3475 dir.Normalize();
3476 pos -= dir * ARROW_PIERCE_DEPTH;
3477
3479 arrow.SetDirection(dir);
3480 arrow.SetFromProjectile(info);
3481
3482 info.GetHitObj().AddArrow(arrow, info.GetComponentIndex(), info.GetHitObjPos(), info.GetHitObjRot());
3483 }
3484 }
const int ECE_KEEPHEIGHT
Definition CentralEconomy.c:27
const float ARROW_PIERCE_DEPTH
Definition DayZGame.c:3419
proto float Normalize()
Normalizes vector. Returns length.

Перекрестные ссылки ARROW_PIERCE_DEPTH, CreateObjectEx(), ECE_DYNAMIC_PERSISTENCY, ECE_KEEPHEIGHT, GetGame() и vector::Normalize().

◆ OnProjectileStoppedInTerrain()

void OnProjectileStoppedInTerrain ( TerrainCollisionInfo info)
inlineprotected
3423 {
3424 string simulation;
3425
3426 if (info.GetIsWater())
3427 return;
3428
3429 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " simulation", simulation);
3430 if (simulation == "shotArrow")
3431 {
3432 string pile;
3433 GetGame().ConfigGetText("cfgAmmo " + info.GetAmmoType() + " spawnPileType", pile);
3434 vector pos = info.GetPos();
3435 vector dir = -info.GetInVelocity();
3436
3437 dir.Normalize();
3438 pos -= dir * ARROW_PIERCE_DEPTH;
3439
3441 arrow.SetDirection(dir);
3442 arrow.SetFromProjectile(info);
3443 }
3444 }

Перекрестные ссылки ARROW_PIERCE_DEPTH, CreateObjectEx(), ECE_DYNAMIC_PERSISTENCY, ECE_KEEPHEIGHT, GetGame() и vector::Normalize().

◆ OnRespawnEvent()

void OnRespawnEvent ( int time)
inlineprotected
1908 {
1909 // use login time screen for respawn timer
1910 if (time >= 0)
1911 {
1912 m_LoginTime = time;
1913 if (!m_LoginTimeScreen)
1914 {
1915 GetUIManager().CloseAll();
1916
1917 UIScriptedMenu parent = GetUIManager().GetMenu();
1918 EnterLoginTime(parent);
1919 }
1920
1921 m_LoginTimeScreen.SetRespawn(true);
1923 m_LoginTimeScreen.Show();
1924
1925 GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(this.LoginTimeCountdown, 1000, true);
1926 }
1927
1928 if (GetPlayer())
1929 GetPlayer().StopDeathDarkeningEffect();
1930
1931 PPERequesterBank.GetRequester(PPERequester_DeathDarkening).Start(new Param1<float>(1.0));
1932 }

Перекрестные ссылки CALL_CATEGORY_SYSTEM, EnterLoginTime(), GetCallQueue(), GetPlayer() и GetUIManager().

Используется в OnEvent().

◆ OnRPC() [1/2]

override void OnRPC ( PlayerIdentity sender,
Object target,
int rpc_type,
ParamsReadContext ctx )
inlineprotected
2984 {
2985 super.OnRPC(sender, target, rpc_type, ctx);
2987
2988 //Print("["+ GetGame().GetTime().ToString() +"] => DayZGame::OnRPC = "+ EnumTools.EnumToString(ERPCs,rpc_type));
2989
2990 if (target)
2991 {
2992 // call rpc on target
2993 target.OnRPC(sender, rpc_type, ctx);
2994 }
2995 else
2996 {
2997 switch (rpc_type)
2998 {
2999 #ifndef SERVER
3000 #ifndef NO_GUI
3001 case ERPCs.RPC_CFG_GAMEPLAY_SYNC:
3002 {
3004 break;
3005 }
3006 case ERPCs.RPC_UNDERGROUND_SYNC:
3007 {
3009 break;
3010 }
3011 case ERPCs.RPC_PLAYERRESTRICTEDAREAS_SYNC:
3012 {
3014 break;
3015 }
3016 case ERPCs.RPC_SEND_NOTIFICATION:
3017 {
3018 NotificationType type;
3019 float show_time;
3020 string detail_text;
3021
3022 ctx.Read(type);
3023 ctx.Read(show_time);
3024 ctx.Read(detail_text);
3025
3027 break;
3028 }
3029 case ERPCs.RPC_SEND_NOTIFICATION_EXTENDED:
3030 {
3031 float show_time_ext;
3032 string title_text_ext;
3033 string detail_text_ext;
3034 string icon_ext;
3035
3036 ctx.Read(show_time_ext);
3037 ctx.Read(title_text_ext);
3038 ctx.Read(detail_text_ext);
3039 ctx.Read(icon_ext);
3040
3042 break;
3043 }
3044
3045
3046 case ERPCs.RPC_SOUND_HELICRASH:
3047 {
3048 bool playSound;
3049 vector pos;
3050 string sound_set;
3051
3052 //Helicrash is a world event, we want anyone to be able to hear it
3054 if (ctx.Read(playCrashSound))
3055 {
3056 playSound = playCrashSound.param1;
3057 pos = playCrashSound.param2;
3059 }
3060
3061 if (playSound)
3062 {
3064 m_CrashSound.SetAutodestroy(true);
3065 }
3066
3067 break;
3068 }
3069 //Random off map artillery barrage
3070 case ERPCs.RPC_SOUND_ARTILLERY:
3071 {
3074 if (ctx.Read(playArtySound))
3075 {
3076 position = playArtySound.param1;
3077 if (position == vector.Zero)
3078 break;
3079 }
3080 else
3081 break;
3082
3083 if (!GetGame().GetPlayer())
3084 break;
3085
3087 break;
3088
3089 m_ArtySound = SEffectManager.PlaySound("Artillery_Distant_Barrage_SoundSet", position, 0.1, 0.1);
3090 m_ArtySound.SetAutodestroy(true);
3091
3092 break;
3093 }
3094 case ERPCs.RPC_SOUND_CONTAMINATION:
3095 {
3097
3099 if (ctx.Read(playContaminatedSound))
3100 {
3102 if (soundPos == vector.Zero)
3103 break;
3104 }
3105 else
3106 break;
3107
3108 if (!GetGame().GetPlayer())
3109 break;
3110
3111 EffectSound closeArtySound = SEffectManager.PlaySound("Artillery_Close_SoundSet", soundPos);
3112 closeArtySound.SetAutodestroy(true);
3113
3114 // We add camera shake upon shell detonation
3117 {
3119 DayZPlayerCamera camera = GetGame().GetPlayer().GetCurrentCamera();
3120 if (camera)
3121 camera.SpawnCameraShake(strength_factor * 4);
3122 }
3123
3125 break;
3126 }
3127 // Single artillery shot to announce dynamic contaminated area
3128 case ERPCs.RPC_SOUND_ARTILLERY_SINGLE:
3129 {
3132 float soundDelay;
3133
3135 if (ctx.Read(playArtyShotSound))
3136 {
3140 if (soundPosition == vector.Zero)
3141 break;
3142 }
3143 else
3144 break;
3145
3146 if (!GetGame().GetPlayer())
3147 break;
3148
3149 m_ArtySound = SEffectManager.PlaySound("Artillery_Distant_SoundSet", soundPosition, 0.1, 0.1);
3150 m_ArtySound.SetAutodestroy(true);
3151
3152 // We remove the amount of time the incoming sound lasts
3153 soundDelay -= 5;
3154 // We convert to milliseconds
3155 soundDelay *= 1000;
3157 break;
3158 }
3159 case ERPCs.RPC_SET_BILLBOARDS:
3160 {
3163
3164 Param1<int> indexP = new Param1<int>(-1);
3165 if (ctx.Read(indexP))
3166 {
3167 int index = indexP.param1;
3168 m_BillboardSetHandler.OnRPCIndex(index);
3169 }
3170 break;
3171 }
3172 #endif
3173 #endif
3174
3175 case ERPCs.RPC_USER_SYNC_PERMISSIONS:
3176 {
3178 if (ctx.Read(mute_list))
3179 {
3180 for (int i = 0; i < mute_list.Count(); i++)
3181 {
3182 string uid = mute_list.GetKey(i);
3183 bool mute = mute_list.GetElement(i);
3184 MutePlayer(uid, sender.GetPlainId(), mute);
3185 }
3186 }
3187 break;
3188 }
3189
3190 /*
3191 case ERPCs.RPC_SERVER_RESPAWN_MODE:
3192 {
3193 int mode;
3194 if (ctx.Read(mode) && !IsServer())
3195 {
3196 GetMission().SetRespawnModeClient(mode);
3197 }
3198 }
3199 */
3200
3201 #ifdef DEVELOPER
3202 case ERPCs.DEV_SET_WEATHER:
3203 {
3205
3206 if ( ctx.Read(p1data) )
3207 {
3209
3210 if (data.m_FogValue >= 0)
3211 GetGame().GetWeather().GetFog().Set(data.m_FogValue, data.m_FogInterpolation, data.m_FogDuration);
3212
3213 if (data.m_OvercastValue >= 0)
3214 GetGame().GetWeather().GetOvercast().Set(data.m_OvercastValue, data.m_OvercastInterpolation, data.m_OvercastDuration);
3215
3216 if (data.m_RainValue >= 0)
3217 GetGame().GetWeather().GetRain().Set(data.m_RainValue, data.m_RainInterpolation, data.m_RainDuration);
3218
3219 if (data.m_SnowfallValue >= 0)
3220 GetGame().GetWeather().GetSnowfall().Set(data.m_SnowfallValue, data.m_SnowfallInterpolation, data.m_SnowfallDuration);
3221 }
3222 else
3223 {
3224 ErrorEx("Failed to read weather debug data");
3225 }
3226 break;
3227 }
3228 #endif
3229
3230
3231 #ifdef DIAG_DEVELOPER
3232 #ifdef SERVER
3233 case ERPCs.DIAG_CAMERATOOLS_CAM_DATA:
3234 {
3236 {
3238 }
3240 break;
3241 }
3242
3243 case ERPCs.DIAG_CAMERATOOLS_CAM_SUBSCRIBE:
3244 {
3246 {
3248 }
3250 break;
3251 }
3252
3253 #endif
3254 #endif
3255
3256 }
3257 // global rpc's handling
3258 }
3259 }
ERPCs
Definition ERPCs.c:2
Definition BillboardSet.c:2
void DelayedMidAirDetonation(float x, float y, float z)
Definition DayZGame.c:3261
proto native void MutePlayer(string muteUID, string playerUID, bool mute)
Mutes voice of source player to target player.
static ref ScriptInvoker Event_OnRPC
Definition DayZGame.c:961
const int MIN_ARTY_SOUND_RANGE
Definition DayZGame.c:973
ref EffectSound m_ArtySound
Definition DayZGame.c:972
ref EffectSound m_CrashSound
Definition DayZGame.c:969
Definition CfgGameplayHandler.c:2
static void OnRPC(Man player, ParamsReadContext ctx)
Definition CfgGameplayHandler.c:102
Definition CfgPlayerRestrictedAreaHandler.c:2
static void OnRPC(ParamsReadContext ctx)
Definition CfgPlayerRestrictedAreaHandler.c:70
Definition DayZGame.c:45
static string GetSoundSetByHash(int hash)
Definition DayZGame.c:53
Definition DebugWeatherRPCData.c:2
static void AddNotificationExtended(float show_time, string title_text, string detail_text="", string icon="")
Send custom notification from to local player.
Definition NotificationSystem.c:215
static const int CONTAMINATED_AREA_GAS_SHELL
Definition ParticleList.c:293
Definition UndergroundAreaLoader.c:50
static void OnRPC(ParamsReadContext ctx)
Definition UndergroundAreaLoader.c:121
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Definition dayzplayer.c:56
enum ShapeType ErrorEx
const int CAMERA_SHAKE_ARTILLERY_DISTANCE2
Definition constants.c:945
const int CAMERA_SHAKE_ARTILLERY_DISTANCE
Definition constants.c:944
static proto float Sqrt(float val)
Returns square root.

Перекрестные ссылки NotificationSystem::AddNotification(), NotificationSystem::AddNotificationExtended(), CALL_CATEGORY_GAMEPLAY, GameConstants::CAMERA_SHAKE_ARTILLERY_DISTANCE, GameConstants::CAMERA_SHAKE_ARTILLERY_DISTANCE2, ParticleList::CONTAMINATED_AREA_GAS_SHELL, DayZPlayerCamera(), vector::DistanceSq(), ErrorEx, GetCallQueue(), GetGame(), GetPlayer(), GetPosition, CrashSoundSets::GetSoundSetByHash(), Math::InverseLerp(), MutePlayer(), CfgGameplayHandler::OnRPC(), CfgPlayerRestrictedAreaHandler::OnRPC(), UndergroundAreaLoader::OnRPC(), ParticleManager(), SEffectManager::PlaySound(), Math::Sqrt() и vector::Zero.

◆ OnRPC() [2/2]

void OnRPC ( PlayerIdentity sender,
Object target,
int rpc_type,
ParamsReadContext ctx )
inlineprivate

Called after remote procedure call is recieved for this object.

Аргументы
targetobject on which remote procedure is called, when NULL, RPC is evaluated by CGame as global
rpc_typeuser defined identification of RPC
ctxread context for params
208 {
209 }

◆ OnUpdate() [1/2]

override void OnUpdate ( bool doSim,
float timeslice )
inlineprotected
2863 {
2865
2867 bool gameIsRunning = false;
2868
2869 if (doSim && mission && !mission.IsPaused())
2870 {
2871 gameIsRunning = true;
2872 }
2873
2874 if (doSim && mission)
2875 {
2877
2878 // update local weather effects
2879 if ( IsClient() || !IsMultiplayer() )
2880 {
2882 if ( worldData )
2883 worldData.UpdateWeatherEffects( GetWeather(), timeslice );
2884 }
2885 }
2886
2888
2889 // queues and timers update
2893
2894 #ifndef NO_GUI
2895 if (m_IsConnecting)
2897
2898 if (m_loading && m_loading.IsLoading())
2899 {
2900 m_loading.OnUpdate(timeslice);
2901 }
2902 else if (m_LoginTimeScreen && m_LoginTimeScreen.IsStatic())
2903 {
2905 }
2906 else
2907 {
2911 GetDragQueue().Tick();
2912 }
2913
2915 if (m_Notifications)
2916 {
2917 m_Notifications.Update(timeslice);
2918 }
2919
2920 #ifndef SERVER
2921 #ifdef DIAG_DEVELOPER
2922 if (GetGame().IsMultiplayer() && GetPlayer() && DiagMenu.GetBool(DiagMenuIDs.MISC_CONNECTION_STATS))
2923 {
2924 PlayerIdentity playerIdentity = GetPlayer().GetIdentity();
2925
2926 if (playerIdentity)
2927 {
2928 int pingAct = playerIdentity.GetPingAct();
2929 int pingAvg = playerIdentity.GetPingAvg();
2930
2931 float throttleInput = playerIdentity.GetInputThrottle();
2932 float throttleOutput = playerIdentity.GetOutputThrottle();
2933
2935 }
2936 }
2937 #endif
2938 #endif
2939
2940 #endif
2941
2942 if (gameIsRunning)
2943 {
2947 }
2948 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
override DragQueue GetDragQueue()
Definition DayZGame.c:1207
override TimerQueue GetTimerQueue(int call_category)
Definition DayZGame.c:1202
proto native bool IsClient()
override ScriptInvoker GetUpdateQueue(int call_category)
Definition DayZGame.c:1184
void UpdateLoginQueue(float timeslice)
Definition DayZGame.c:1818
Definition EnDebug.c:233
WorldData GetWorldData()
Definition gameplay.c:737
void OnUpdate(float timeslice)
Definition gameplay.c:698
static void Update(float timeslice)
Definition NotificationSystem.c:233
static void OnUpdate(float timeslice)
Definition EffectManager.c:640
Keeps information about currently loaded world, like temperature.
Definition WorldData.c:3
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, CALL_CATEGORY_GUI, CALL_CATEGORY_SYSTEM, DiagMenu::GetBool(), GetCallQueue(), GetDragQueue(), GetGame(), GetMission(), GetPlayer(), GetTimerQueue(), GetUpdateQueue(), GetWeather(), Mission::GetWorldData(), IsClient(), IsMultiplayer(), Mission::IsPaused(), mission, SEffectManager::OnUpdate(), Mission::OnUpdate(), NotificationSystem::Update() и UpdateLoginQueue().

◆ OnUpdate() [2/2]

void OnUpdate ( bool doSim,
float timeslice )
inlineprivate

Called on World update.

Аргументы
doSimFalse when simulation is paused, True otherwise
timeslicetime elapsed from last call
147 {
148 }

◆ OpenURL()

proto native void OpenURL ( string url)
protected

◆ OverrideDOF()

proto native void OverrideDOF ( bool enable,
float focusDistance,
float focusLength,
float focusLengthNear,
float blur,
float focusDepthOffset )
protected

◆ OverrideInventoryLights()

proto native void OverrideInventoryLights ( vector diffuse,
vector ambient,
vector ground,
vector dir )
protected

override inventory light

Аргументы
diffusedirectional light
ambientambient light
groundground light
dirdirection of light, Vector(0,0,1) is from camera

◆ PartyLaunch()

void PartyLaunch ( )
inlineprotected
2233 {
2235 SetLoadState(DayZLoadState.PARTY_START);
2236 BiosUserManager user_manager = GetGame().GetUserManager();
2237
2238 string param;
2239 if (GetCLIParam("party", param))
2240 {
2241 user_manager.ParsePartyAsync(param);
2243 }
2244 }

Перекрестные ссылки GetCLIParam(), GetGame(), GetMainMenuWorld(), SetGameState(), SetLoadState() и StartRandomCutscene().

Используется в OnInitialize().

◆ PlayMission()

proto native void PlayMission ( string path)
private

Starts mission (equivalent for SQF playMission). You MUST use double slash \.

Используется в MissionLaunch() и SelectGamepad().

◆ PreloadObject()

proto native bool PreloadObject ( string type,
float distance )
private

Preload objects with certain type in certain distance from camera.

Аргументы
typeof objects which should be preloaded
distancefrom camera in which objects should be preloaded
Возвращает
true on success

◆ ProfilerStart()

proto native void ProfilerStart ( string name)
private

Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.

◆ ProfilerStop()

proto native void ProfilerStop ( string name)
private

Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.

◆ RefreshCurrentServerInfo()

void RefreshCurrentServerInfo ( )
inlineprotected
2605 {
2606 string addr;
2607 int port;
2608 if (GetHostAddress(addr, port))
2609 {
2612 }
2614 }
static void GetCurrentServerInfo(string ip, int port)
Definition OnlineServices.c:139

Перекрестные ссылки OnlineServices::GetCurrentServerInfo() и GetHostAddress().

◆ RefreshMouseCursorVisibility()

void RefreshMouseCursorVisibility ( )
inlineprotected

Handles app active-ness

Fallback, just in-case

3776 {
3777#ifndef NO_GUI
3778#ifdef FEATURE_CURSOR
3779 if (!IsAppActive())
3780 {
3781 ShowCursorWidget(true);
3782 }
3783 else
3784#endif
3785 {
3787
3789 if (ui)
3790 {
3792 ui.ShowCursor(showCursor);
3793 }
3794 else
3795 {
3798 }
3799 }
3800#endif
3801 }
proto native bool IsAppActive()
Returns if the application is focused on PC, returns true always on console.
bool CanDisplayMouseCursor()
extend as needed, only game focus and M&K setting (consoles only!) are checked natively
Definition DayZGame.c:3757
Definition UIManager.c:2
proto native void ShowCursorWidget(bool show)
direct mouse cursor visibility control

Перекрестные ссылки CanDisplayMouseCursor(), GetUIManager(), IsAppActive() и ShowCursorWidget().

Используется в DayZGame(), OnActivateMessage(), OnDeactivateMessage() и SetMouseCursorDesiredVisibility().

◆ RegisterNetworkStaticObject()

proto native bool RegisterNetworkStaticObject ( Object object)
private

Static objects cannot be replicated by default (there are too many objects on the map). Use this method when you want to replicate some scripted variables. Cannot be called in object's constructor, because networking is not initialized yet.

Аргументы
objectstatic object to replicate
Возвращает
false, if registration wasn't successful or when object is already registered

◆ RegisterProfilesOptions()

void RegisterProfilesOptions ( )
inlineprivate
1125 {
1126 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.CROSSHAIR, SHOW_CROSSHAIR);
1127 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.HUD, SHOW_HUD);
1128 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.HUD_VEHICLE, SHOW_HUD_VEHICLE);
1129 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.QUICKBAR, SHOW_QUICKBAR);
1130 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.SERVER_MESSAGES, SYSTEM_CHAT_MSG);
1131 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.USERS_CHAT, DIRECT_CHAT_MSG);
1132 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.RADIO_CHAT, RADIO_CHAT_MSG);
1133 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.GAME_MESSAGES, GAME_CHAT_MSG, false);
1134 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.ADMIN_MESSAGES, ADMIN_CHAT_MSG, false);
1135 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.PLAYER_MESSAGES, PLAYER_CHAT_MSG, false);
1136 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.SERVERINFO_DISPLAY, SHOW_SERVERINFO, true);
1137 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.BLEEDINGINDICATION, ENABLE_BLEEDINGINDICATION, true);
1138 m_DayZProfileOptions.RegisterProfileOptionBool(EDayZProfilesOptions.CONNECTIVITY_INFO, SHOW_CONNECTIVITYINFO, true);
1139
1140 m_DayZProfileOptions.RegisterProfileOptionFloat(EDayZProfilesOptions.HUD_BRIGHTNESS, HUD_BRIGHTNESS, 0.0);
1141
1142 m_DayZProfileOptions.RegisterProfileOptionInt(EDayZProfilesOptions.AMBIENT_MUSIC_MODE, OPTIONS_SOUND_AMBIENT_SOUND_MODE, 0);
1143 }
const string GAME_CHAT_MSG
Definition constants.c:567
const string SYSTEM_CHAT_MSG
Definition constants.c:562
const string RADIO_CHAT_MSG
Definition constants.c:566
const string PLAYER_CHAT_MSG
Definition constants.c:569
const string DIRECT_CHAT_MSG
Definition constants.c:564
const string ADMIN_CHAT_MSG
Definition constants.c:568
const string OPTIONS_SOUND_AMBIENT_SOUND_MODE
Definition constants.c:588
const string SHOW_QUICKBAR
Definition constants.c:577
const string SHOW_SERVERINFO
Definition constants.c:585
const string SHOW_HUD_VEHICLE
Definition constants.c:579
const string SHOW_HUD
Definition constants.c:578
const string SHOW_CONNECTIVITYINFO
Definition constants.c:582
const string HUD_BRIGHTNESS
Definition constants.c:580
const string ENABLE_BLEEDINGINDICATION
Definition constants.c:581
const string SHOW_CROSSHAIR
Definition constants.c:584

Перекрестные ссылки ADMIN_CHAT_MSG, DIRECT_CHAT_MSG, ENABLE_BLEEDINGINDICATION, GAME_CHAT_MSG, HUD_BRIGHTNESS, OPTIONS_SOUND_AMBIENT_SOUND_MODE, PLAYER_CHAT_MSG, RADIO_CHAT_MSG, SHOW_CONNECTIVITYINFO, SHOW_CROSSHAIR, SHOW_HUD, SHOW_HUD_VEHICLE, SHOW_QUICKBAR, SHOW_SERVERINFO и SYSTEM_CHAT_MSG.

Используется в OnInitialize().

◆ ReloadMission()

void ReloadMission ( )
inlineprivate
1375 {
1376 #ifdef ENABLE_LOGGING
1377 Print("Reloading mission module!");
1379 #endif
1380 }
native void CreateMission(string path)
Create only enforce script mission, used for mission script reloading.

Перекрестные ссылки CreateMission() и Print().

◆ RemoteObjectCreate()

proto native void RemoteObjectCreate ( Object obj)
private

RemoteObjectDelete - deletes only remote object tree (unregisters from network). do not use if not sure what you do.

◆ RemoteObjectDelete()

proto native void RemoteObjectDelete ( Object obj)
private

◆ RemoteObjectTreeCreate()

proto native void RemoteObjectTreeCreate ( Object obj)
private

RemoteObjectCreate - postponed registration of network object (and creation of remote object). do not use if not sure what you do.

◆ RemoteObjectTreeDelete()

proto native void RemoteObjectTreeDelete ( Object obj)
private

RemoteObjectDelete - deletes only remote object (unregisters from network). do not use if not sure what you do.

◆ RemoveFromReconnectCache()

proto native void RemoveFromReconnectCache ( string uid)
private

Remove player from reconnect cache.

Заметки
Works only on server
Аргументы
uidof the player

◆ RemoveVoiceNotification()

void RemoveVoiceNotification ( VONStopSpeakingEventParams vonStopParams)
inlineprotected
1813 {
1814 m_Notifications.RemoveVoiceNotification(vonStopParams.param2);
1815 }

◆ ReportModded()

static bool ReportModded ( )
inlinestaticprivate
1328 {
1329 return m_ReportModded;
1330 }

Перекрестные ссылки m_ReportModded.

◆ RequestExit()

proto native void RequestExit ( int code)
private

Sets exit code and quits in the right moment.

Используется в OnKeyPress().

◆ RequestRestart()

proto native void RequestRestart ( int code)
private

Sets exit code and restart in the right moment.

◆ ResetPPMask()

proto native void ResetPPMask ( )
protected

◆ ResetProfileOptions()

void ResetProfileOptions ( )
inlineprivate
1146 {
1147 m_DayZProfileOptions.ResetOptionsBool();
1148 m_DayZProfileOptions.ResetOptionsInt();
1149 m_DayZProfileOptions.ResetOptionsFloat();
1150 }

Используется в SelectGamepad().

◆ RespawnPlayer()

proto native void RespawnPlayer ( )
protected

◆ RestartMission()

proto native void RestartMission ( )
protected

◆ RPC()

proto native void RPC ( Object target,
int rpcType,
notnull array< ref Param > params,
bool guaranteed,
PlayerIdentity recipient = null )
private

Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients.

Аргументы
targetobject on which remote procedure is called, when NULL, RPC is evaluated by CGame as global
rpc_typeuser defined identification of RPC
paramscustom params array
recipientspecified client to send RPC to. If NULL, RPC will be send to all clients (specifying recipient increase security and decrease network traffic)
...
// on server side, after blood pressure of player is low...
Param1<float> p = new Param1<float>(m_blood_pressure);
params.Insert(p);
// or shortcut
...
// on client
{
// override OnRPC function
{
// dont forget to propagate this call trough class hierarchy!
super.OnRPC(rpc_type, ctx);
switch(rpc_type)
{
if (ctx.Read(p))
{
float blood_pressure = p.param1;
}
break;
}
}
}
override void OnRPC(PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
Definition DayZGame.c:2983
Definition PlayerBaseClient.c:2
Serialization general interface. Serializer API works with:
Definition Serializer.c:56

Используется в RPCSingleParam().

◆ RPCSelf()

proto native void RPCSelf ( Object target,
int rpcType,
notnull array< ref Param > params )
private

Not actually an RPC, as it will send it only to yourself.

Используется в RPCSelfSingleParam().

◆ RPCSelfSingleParam()

void RPCSelfSingleParam ( Object target,
int rpcType,
Param param )
inlineprivate
907 {
908 m_ParamCache.Set(0, param);
910 }
proto native void RPCSelf(Object target, int rpcType, notnull array< ref Param > params)
Not actually an RPC, as it will send it only to yourself.

Перекрестные ссылки m_ParamCache и RPCSelf().

◆ RPCSingleParam()

void RPCSingleParam ( Object target,
int rpc_type,
Param param,
bool guaranteed,
PlayerIdentity recipient = null )
inlineprivate

see CGame.RPC

900 {
901 m_ParamCache.Set(0, param);
903 }
proto native void RPC(Object target, int rpcType, notnull array< ref Param > params, bool guaranteed, PlayerIdentity recipient=null)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...

Перекрестные ссылки m_ParamCache и RPC().

◆ SaveProfile()

proto native void SaveProfile ( )
private

Saves profile on disk.

Используется в AddVisitedServer().

◆ SaveVersion()

proto native int SaveVersion ( )
private

Returns actual storage version - saving.

◆ ScriptTest()

proto native bool ScriptTest ( )
private

◆ SelectGamepad()

void SelectGamepad ( )
inlineprotected
2435 {
2438
2439 if (user_manager)
2440 {
2441 BiosUser selected_user = user_manager.GetSelectedUser();
2442 if (selected_user)
2443 {
2445 SetPlayerName(selected_user.GetName());
2447 #ifdef PLATFORM_CONSOLE
2449 user_manager.GetUserDatabaseIdAsync();
2450 #endif
2451 }
2452
2453 if (GetUIManager().GetMenu())
2454 {
2455 GetUIManager().GetMenu().Refresh();
2456 }
2457 }
2458
2459 switch (GetLoadState())
2460 {
2461 case DayZLoadState.JOIN_USER_SELECT:
2462 {
2463 SetLoadState(DayZLoadState.JOIN_CONTROLLER_SELECT);
2465 break;
2466 }
2467 case DayZLoadState.PARTY_USER_SELECT:
2468 {
2469 SetLoadState(DayZLoadState.PARTY_CONTROLLER_SELECT);
2471 GetUIManager().EnterScriptedMenu(MENU_SERVER_BROWSER, GetUIManager().GetMenu());
2472 break;
2473 }
2474 case DayZLoadState.CONNECT_USER_SELECT:
2475 {
2476 SetLoadState(DayZLoadState.CONNECT_CONTROLLER_SELECT);
2478 break;
2479 }
2480 case DayZLoadState.MAIN_MENU_USER_SELECT:
2481 {
2482 SetLoadState(DayZLoadState.MAIN_MENU_CONTROLLER_SELECT);
2484 GetUIManager().EnterScriptedMenu(MENU_MAIN, GetUIManager().GetMenu());
2485 break;
2486 }
2487 case DayZLoadState.MISSION_USER_SELECT:
2488 {
2489 SetLoadState(DayZLoadState.MISSION_CONTROLLER_SELECT);
2491 string mission;
2492 GetCLIParam("mission", mission);
2494 break;
2495 }
2496 }
2497 }
Definition BiosUserManager.c:9
void SetUserFOV(float pFov)
Definition DayZGame.c:3608
void SetPlayerGameName(string name)
Definition DayZGame.c:3588
void ResetProfileOptions()
Definition DayZGame.c:1145
proto native void SetPlayerName(string name)
Sets current player name.
static void SetBiosUser(BiosUser user)
Definition OnlineServices.c:506
const int MENU_MAIN
Definition constants.c:180
const int MENU_SERVER_BROWSER
Definition constants.c:198

Перекрестные ссылки DeleteTitleScreen(), GetCLIParam(), GetLoadState(), GetUIManager(), GetUserFOVFromConfig(), GetUserManager(), OnlineServices::LoadMPPrivilege(), MENU_MAIN, MENU_SERVER_BROWSER, mission, PlayMission(), ResetProfileOptions(), OnlineServices::SetBiosUser(), SetLoadState(), SetPlayerGameName(), SetPlayerName() и SetUserFOV().

Используется в SelectUser().

◆ SelectPlayer()

proto native void SelectPlayer ( PlayerIdentity identity,
Object player )
private

Selects player's controlled object.

Аргументы
identityidentity used in MP (use NULL in singleplayer)
playerobject which should be controlled by player
Заметки
We can use only instances of DayZPlayer now

◆ SelectSpectator()

proto native void SelectSpectator ( PlayerIdentity identity,
string spectatorObjType,
vector position )
private

Creates spectator object (mostly cameras)

Аргументы
identityidentity used in MP (use NULL in singleplayer)
spectatorObjTypeclassname for spectator object (like cameras)
positionwhere to create spectator instance

◆ SelectUser()

void SelectUser ( int gamepad = -1)
inlineprotected
2296 {
2298 if (user_manager)
2299 {
2301 if (gamepad > -1)
2302 {
2303 GetInput().GetGamepadUser(gamepad, selected_user);
2304 #ifdef PLATFORM_PS4
2305 if (selected_user)
2306 #endif
2307 {
2308 if (user_manager.SelectUserEx(selected_user))
2309 {
2310 GetGame().GetInput().IdentifyGamepad(GamepadButton.BUTTON_NONE);
2311 GetInput().SelectActiveGamepad(gamepad);
2312 }
2313 else
2314 {
2315 selected_user = user_manager.GetSelectedUser();
2316 }
2317
2318 #ifdef PLATFORM_PS4
2319 if (!selected_user.IsOnline())
2320 {
2321 user_manager.LogOnUserAsync(selected_user);
2322 return;
2323 }
2324 #endif
2325 }
2326 #ifdef PLATFORM_PS4
2327 else
2328 {
2329 GetInput().ResetActiveGamepad();
2330 GamepadCheck();
2331 }
2332 #endif
2333 }
2334
2335 if (!selected_user)
2336 selected_user = user_manager.GetSelectedUser();
2337
2338 if (!selected_user)
2339 {
2340 user_manager.PickUserAsync();
2341 return;
2342 }
2343
2344 user_manager.SelectUserEx(selected_user);
2345
2346 switch (GetLoadState())
2347 {
2348 case DayZLoadState.JOIN_START:
2349 {
2350 SetLoadState(DayZLoadState.JOIN_USER_SELECT);
2351 break;
2352 }
2353 case DayZLoadState.PARTY_START:
2354 {
2355 SetLoadState(DayZLoadState.PARTY_USER_SELECT);
2356 break;
2357 }
2358 case DayZLoadState.MAIN_MENU_START:
2359 {
2360 SetLoadState(DayZLoadState.MAIN_MENU_USER_SELECT);
2361 break;
2362 }
2363 case DayZLoadState.CONNECT_START:
2364 {
2365 SetLoadState(DayZLoadState.CONNECT_USER_SELECT);
2366 break;
2367 }
2368 case DayZLoadState.MISSION_START:
2369 {
2370 SetLoadState(DayZLoadState.MISSION_USER_SELECT);
2371 break;
2372 }
2373 default:
2374 break;
2375 }
2376
2377 SelectGamepad();
2378 g_Game.SetHudBrightness(g_Game.GetHUDBrightnessSetting());
2379 }
2380 }
void SelectGamepad()
Definition DayZGame.c:2434

Перекрестные ссылки g_Game, GamepadCheck(), GetGame(), GetInput(), GetLoadState(), GetUserManager(), SelectGamepad() и SetLoadState().

Используется в GamepadCheck().

◆ SendLogoutTime()

proto native void SendLogoutTime ( Object player,
int time )
private

Inform client about logout time (creates logout screen on specified client)

Заметки
Works only on server
Аргументы
playerobject which is logging out
timelength of logout

◆ ServerConfigGetInt()

proto native int ServerConfigGetInt ( string name)
protected

Server config parsing. Returns 0 if not found.

◆ SetConnecting()

void SetConnecting ( bool value)
inlineprotected

Returns true when connecting to server.

3282 {
3284 }

Используется в Connect() и OnEvent().

◆ SetConnectivityStatState()

void SetConnectivityStatState ( EConnectivityStatType type,
EConnectivityStatLevel level )
inlineprotected
1731 {
1732 if (level != m_ConnectivityStatsStates[type])
1733 {
1734 if (OnConnectivityStatChange(type, level, m_ConnectivityStatsStates[type]))//before setting the prev. level to be the current level, we need to make sure we successfully set the icon
1735 {
1737 }
1738 }
1739 }
bool OnConnectivityStatChange(EConnectivityStatType type, EConnectivityStatLevel newLevel, EConnectivityStatLevel oldLevel)
Definition DayZGame.c:1741

Перекрестные ссылки OnConnectivityStatChange().

Используется в OnEvent() и OnMPConnectionLostEvent().

◆ SetDatabaseID()

void SetDatabaseID ( string id)
inlineprotected
2121 {
2122 m_DatabaseID = id;
2123 if (GetUIManager().GetMenu())
2124 {
2125 GetUIManager().GetMenu().Refresh();
2126 }
2127 }

Перекрестные ссылки GetUIManager().

◆ SetDebugMonitorEnabled()

void SetDebugMonitorEnabled ( int value)
inlineprotected
1040 {
1042 }

Перекрестные ссылки m_DebugMonitorEnabled.

◆ SetDiagDrawMode()

proto native void SetDiagDrawMode ( int diag_draw_mode)
private

Set debug draw mode.

◆ SetDiagModeEnable()

proto native void SetDiagModeEnable ( int diag_mode,
bool enabled )
private

Set specific debug mode.

◆ SetEVUser()

proto native void SetEVUser ( float value)
protected

Sets custom camera camera EV. range: -50.0..50.0? //TODO.

Используется в SetEVValue().

◆ SetEVValue()

void SetEVValue ( float value)
inlineprotected
3683 {
3686 m_EVValue = value;
3687 }
proto native void SetEVUser(float value)
Sets custom camera camera EV. range: -50.0..50.0? //TODO.

Перекрестные ссылки m_EVValue и SetEVUser().

◆ SetGameState()

void SetGameState ( DayZGameState state)
inlineprivate

◆ SetHudBrightness()

void SetHudBrightness ( float value)
inlineprotected
3652 {
3653 Widget.SetLV(value);
3654 Widget.SetTextLV(value);
3655 }

Используется в OnInitialize().

◆ SetKeyboardHandle()

void SetKeyboardHandle ( UIScriptedMenu handler)
inlineprotected
3299 {
3301 }

◆ SetLoadState()

void SetLoadState ( DayZLoadState state)
inlineprivate

◆ SetLoginTimerFinished()

proto native void SetLoginTimerFinished ( )
protected

◆ SetMainMenuWorld()

proto native void SetMainMenuWorld ( string world)
protected

Используется в DayZGame().

◆ SetMission()

proto native void SetMission ( Mission mission)
private

◆ SetMissionPath()

void SetMissionPath ( string path)
inlineprivate

Called from C++.

1154 {
1156
1157 int pos_end = 0;
1158 int pos_cur = 0;
1159
1160 while (pos_cur != -1)
1161 {
1162 pos_end = pos_cur;
1163 pos_cur = path.IndexOfFrom(pos_cur + 1 , "\\");
1164 }
1165
1167 }
proto string Substring(int start, int len)
Substring of 'str' from 'start' position 'len' number of characters.
proto native int IndexOfFrom(int start, string sample)
Finds 'sample' in 'str' from 'start' position. Returns -1 when not found.

Перекрестные ссылки string::IndexOfFrom(), path и string::Substring().

◆ SetMissionState()

void SetMissionState ( int state)
inlineprivate
1227 {
1229 }

◆ SetMouseCursorDesiredVisibility()

void SetMouseCursorDesiredVisibility ( bool visible)
inlineprotected

Перекрестные ссылки RefreshMouseCursorVisibility().

◆ SetNewCharacter()

void SetNewCharacter ( bool state)
inlineprotected
3599 {
3601 }

◆ SetPlayerGameName()

void SetPlayerGameName ( string name)
inlineprotected
3589 {
3591 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo

Перекрестные ссылки name.

Используется в SelectGamepad().

◆ SetPlayerName()

proto native void SetPlayerName ( string name)
private

Sets current player name.

Аргументы
name

Используется в SelectGamepad().

◆ SetPreviousGamepad()

void SetPreviousGamepad ( int gamepad)
inlineprotected
2383 {
2385 }

◆ SetProfileOption()

void SetProfileOption ( EDayZProfilesOptions option,
bool value )
inlineprivate
1273 {
1274 m_DayZProfileOptions.SetProfileOptionBool(option, value);
1275 }

Используется в SetProfileOptionBool().

◆ SetProfileOptionBool()

void SetProfileOptionBool ( EDayZProfilesOptions option,
bool value )
inlineprivate
1278 {
1280 }
void SetProfileOption(EDayZProfilesOptions option, bool value)
Definition DayZGame.c:1272

Перекрестные ссылки SetProfileOption().

◆ SetProfileOptionFloat()

void SetProfileOptionFloat ( EDayZProfilesOptions option,
float value )
inlineprivate
1288 {
1289 m_DayZProfileOptions.SetProfileOptionFloat(option, value);
1290 }

◆ SetProfileOptionInt()

void SetProfileOptionInt ( EDayZProfilesOptions option,
int value )
inlineprivate
1283 {
1284 m_DayZProfileOptions.SetProfileOptionInt(option, value);
1285 }

◆ SetProfileString()

proto native void SetProfileString ( string name,
string value )
private

Sets string to profile variable.

Аргументы
nameof the variable
valueto set

◆ SetProfileStringList()

proto native void SetProfileStringList ( string name,
TStringArray values )
private

Sets array of strings to profile variable.

Аргументы
nameof the variable
valuesto set

Используется в AddVisitedServer().

◆ SetUserFOV()

void SetUserFOV ( float pFov)
inlineprotected

Используется в SelectGamepad().

◆ SetVoiceEffect()

proto native void SetVoiceEffect ( Object player,
int effect,
bool enable )
private

Enable/disable VoN effect (only on server)

Аргументы
playerin question
voiceeffect (VoiceEffectMumbling = 1, VoiceEffectExtortion = 2, VoiceEffectObstruction = 4)
enableor disable effect

◆ SetVoiceLevel()

proto native void SetVoiceLevel ( int level)
private

Set voice level of VoN (only on client) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2)

Аргументы
levelof voice

◆ ShouldShowControllerDisconnect()

bool ShouldShowControllerDisconnect ( )
inlineprotected
2178 {
2180 }
bool m_ShouldShowControllerDisconnect
Definition DayZGame.c:939

Перекрестные ссылки m_ShouldShowControllerDisconnect.

◆ StartRandomCutscene()

proto native void StartRandomCutscene ( string world)
private

Starts intro.

Используется в MainMenuLaunch() и PartyLaunch().

◆ StorageVersion()

proto native void StorageVersion ( int iVersion)
private

Set actual storage version - for next save.

Используется в CGame().

◆ StoreLoginData()

proto native void StoreLoginData ( ParamsWriteContext ctx)
private

Stores login userdata as parameters which are sent to server

Используется в StoreLoginDataPrepare().

◆ StoreLoginDataPrepare()

void StoreLoginDataPrepare ( )
inlineprotected
1948 {
1950
1951 //GetMenuData().RequestGetDefaultCharacterData();
1953 StoreLoginData(ctx.GetWriteContext());
1954 }
proto native void StoreLoginData(ParamsWriteContext ctx)
Stores login userdata as parameters which are sent to server
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Definition gameplay.c:1065
Definition gameplay.c:134

Перекрестные ссылки GetMenuDefaultCharacterData(), MenuDefaultCharacterData::SerializeCharacterData() и StoreLoginData().

Используется в OnPreloadEvent().

◆ SurfaceGetNoiseMultiplier()

proto native float SurfaceGetNoiseMultiplier ( Object directHit,
vector pos,
int componentIndex )
protected

Используется в CloseCombatEffects() и FirearmEffects().

◆ SurfaceGetNormal()

proto native vector SurfaceGetNormal ( float x,
float z )
protected

◆ SurfaceGetSeaLevel()

proto native float SurfaceGetSeaLevel ( )
protected

◆ SurfaceGetSeaLevelMax()

proto native float SurfaceGetSeaLevelMax ( )
protected

◆ SurfaceGetSeaLevelMin()

proto native float SurfaceGetSeaLevelMin ( )
protected

◆ SurfaceGetType()

proto float SurfaceGetType ( float x,
float z,
out string type )
protected

Returns: Y position the surface was found.

◆ SurfaceGetType3D()

proto float SurfaceGetType3D ( float x,
float y,
float z,
out string type )
protected

Y input: Maximum Y to trace down from; Returns: Y position the surface was found.

◆ SurfaceIsPond()

proto native bool SurfaceIsPond ( float x,
float z )
protected

◆ SurfaceIsSea()

proto native bool SurfaceIsSea ( float x,
float z )
protected

◆ SurfaceRoadY()

proto native float SurfaceRoadY ( float x,
float z,
RoadSurfaceDetection rsd = RoadSurfaceDetection.LEGACY )
protected

Используется в GetHighestSurfaceYDifference().

◆ SurfaceRoadY3D()

proto native float SurfaceRoadY3D ( float x,
float y,
float z,
RoadSurfaceDetection rsd )
protected

◆ SurfaceUnderObject()

proto void SurfaceUnderObject ( notnull Object object,
out string type,
out int liquidType )
protected

Используется в SurfaceUnderObjectCorrectedLiquid().

◆ SurfaceUnderObjectByBone()

proto void SurfaceUnderObjectByBone ( notnull Object object,
int boneType,
out string type,
out int liquidType )
protected

Используется в SurfaceUnderObjectByBoneCorrectedLiquid().

◆ SurfaceUnderObjectByBoneCorrectedLiquid()

void SurfaceUnderObjectByBoneCorrectedLiquid ( notnull Object object,
int boneType,
out string type,
out int liquidType )
inlineprotected
1148 {
1151 }
int CorrectLiquidType(int liquidType)
Definition Game.c:1126
proto void SurfaceUnderObjectByBone(notnull Object object, int boneType, out string type, out int liquidType)

Перекрестные ссылки CorrectLiquidType() и SurfaceUnderObjectByBone().

◆ SurfaceUnderObjectCorrectedLiquid()

void SurfaceUnderObjectCorrectedLiquid ( notnull Object object,
out string type,
out int liquidType )
inlineprotected
1138 {
1139 SurfaceUnderObject(object, type, liquidType);
1141 }
proto void SurfaceUnderObject(notnull Object object, out string type, out int liquidType)

Перекрестные ссылки CorrectLiquidType() и SurfaceUnderObject().

◆ SurfaceUnderObjectEx()

proto void SurfaceUnderObjectEx ( notnull Object object,
out string type,
out string impact,
out int liquidType )
protected

Используется в SurfaceUnderObjectExCorrectedLiquid().

◆ SurfaceUnderObjectExCorrectedLiquid()

void SurfaceUnderObjectExCorrectedLiquid ( notnull Object object,
out string type,
out string impact,
out int liquidType )
inlineprotected
1143 {
1144 SurfaceUnderObjectEx(object, type, impact, liquidType);
1146 }
proto void SurfaceUnderObjectEx(notnull Object object, out string type, out string impact, out int liquidType)

Перекрестные ссылки CorrectLiquidType() и SurfaceUnderObjectEx().

◆ SurfaceY()

proto native float SurfaceY ( float x,
float z )
protected

◆ TryConnect()

void TryConnect ( )
inlineprotected
2500 {
2501 if (GetLoadState() == DayZLoadState.JOIN_CONTROLLER_SELECT)
2502 {
2503 SetGameState(DayZGameState.CONNECTING);
2505 }
2506 else
2507 {
2508 if (GetGameState() != DayZGameState.CONNECTING)
2509 {
2510 switch (GetLoadState())
2511 {
2512 case DayZLoadState.CONNECT_CONTROLLER_SELECT:
2513 {
2514 SetGameState(DayZGameState.CONNECTING);
2516 break;
2517 }
2518 case DayZLoadState.PARTY_CONTROLLER_SELECT:
2519 {
2520 SetGameState(DayZGameState.CONNECTING);
2521 Connect();
2522 break;
2523 }
2524 case DayZLoadState.MAIN_MENU_CONTROLLER_SELECT:
2525 {
2526 SetGameState(DayZGameState.CONNECTING);
2527 Connect();
2528 break;
2529 }
2530 }
2531 }
2532 else
2533 {
2534 string address;
2535 int port;
2537 {
2539 ErrorModuleHandler.ThrowError(ErrorCategory.ConnectErrorScript, EConnectErrorScript.ALREADY_CONNECTING_THIS);
2540 else
2541 ErrorModuleHandler.ThrowError(ErrorCategory.ConnectErrorScript, EConnectErrorScript.ALREADY_CONNECTING, string.Format("%1:%2", address, port));
2542 }
2543 else
2544 {
2547 TryConnect();
2548 }
2549 }
2550 }
2551 }
EConnectErrorScript
Definition ConnectErrorScriptModule.c:2
ErrorCategory
ErrorCategory - To decide what ErrorHandlerModule needs to be called and easily identify where it cam...
Definition ErrorModuleHandler.c:5
void TryConnect()
Definition DayZGame.c:2499
static proto int ThrowError(ErrorCategory category, int code, string additionalInfo="")
Creates and throws the error code, sending it to the handler of the category.
static void GetSession()
Definition OnlineServices.c:492

Перекрестные ссылки Connect(), ConnectFromCLI(), DisconnectSessionForce(), DisconnectSessionScript(), GetGameState(), GetHostAddress(), GetLoadState(), OnlineServices::GetSession(), SetGameState(), ErrorModuleHandler::ThrowError() и TryConnect().

Используется в TryConnect().

◆ UpdateInputDeviceDisconnectWarning()

void UpdateInputDeviceDisconnectWarning ( )
inlineprotected
2183 {
2184 #ifdef PLATFORM_CONSOLE
2186 {
2187 m_ShouldShowControllerDisconnect = !GetInput().AreAllAllowedInputDevicesActive();
2189 {
2191 }
2192 }
2193 #endif
2194 }
const int MENU_WARNING_INPUTDEVICE_DISCONNECT
Definition constants.c:210

Перекрестные ссылки CALL_CATEGORY_GUI, GetCallQueue(), GetInput(), GetUIManager() и MENU_WARNING_INPUTDEVICE_DISCONNECT.

Используется в LoadingHide() и OnEvent().

◆ UpdateLoginQueue()

void UpdateLoginQueue ( float timeslice)
inlineprotected

Display login queue position dialog

manually update static login queue dialog

1819 {
1820 int pos = GetUIManager().GetLoginQueuePosition();
1821
1823 if (!m_LoginQueue && pos > 0)
1824 {
1825 GetUIManager().CloseAll();
1826
1827 if (GetMission())
1828 {
1829 UIScriptedMenu parent = GetUIManager().GetMenu();
1830 EnterLoginQueue(parent);
1831 }
1832 else
1833 {
1834 m_LoginQueue = new LoginQueueStatic();
1835 GetUIManager().ShowScriptedMenu(m_LoginQueue, null);
1836 }
1837 }
1838 if (m_LoginQueue)
1839 {
1840 m_LoginQueue.SetPosition(pos);
1841
1843 LoginQueueStatic loginQueue;
1845 {
1846 loginQueue.Update(timeslice);
1847 }
1848 }
1849 }
void EnterLoginQueue(UIMenuPanel parent)
Definition DayZGame.c:1957

Перекрестные ссылки EnterLoginQueue(), GetMission() и GetUIManager().

Используется в OnUpdate().

◆ UpdatePathgraphRegion()

proto native void UpdatePathgraphRegion ( vector regionMin,
vector regionMax )
protected

Используется в UpdatePathgraphRegionByObject().

◆ UpdatePathgraphRegionByObject()

void UpdatePathgraphRegionByObject ( Object object)
inlineprotected
1154 {
1155 if ( object )
1156 {
1157 vector pos = object.GetPosition();
1158 vector min_max[2];
1159 float radius = object.ClippingInfo ( min_max );
1160 vector min = Vector ( pos[0] - radius, pos[1], pos[2] - radius );
1161 vector max = Vector ( pos[0] + radius, pos[1], pos[2] + radius );
1163 }
1164 }
proto native void UpdatePathgraphRegion(vector regionMin, vector regionMax)

Перекрестные ссылки UpdatePathgraphRegion() и Vector().

◆ UpdateSpectatorPosition()

proto native void UpdateSpectatorPosition ( vector position)
private

Updates spectator position on server = position of network bubble.

Аргументы
position

◆ UpdateVoiceLevel()

void UpdateVoiceLevel ( int level)
inlineprotected
3579 {
3580 GetMission().UpdateVoiceLevelWidgets(level);
3581 }

Перекрестные ссылки GetMission().

◆ VerifyWorldOwnership()

proto native bool VerifyWorldOwnership ( string sWorldName)
private

Поля

◆ ARROW_PIERCE_DEPTH

const float ARROW_PIERCE_DEPTH = 0.05
protected

◆ Event_OnRPC

ref ScriptInvoker Event_OnRPC = new ScriptInvoker()
staticprivate

◆ GameScript

ScriptModule GameScript
private

Используется в CallQueueContext::CallParams().

◆ m_AimLoggingEnabled

bool m_AimLoggingEnabled
private

Используется в IsAimLogEnabled().

◆ m_AmmoShakeParams

ref AmmoCamParams m_AmmoShakeParams = new AmmoCamParams()
staticprivate

◆ m_AnalyticsManagerClient

ref AnalyticsManagerClient m_AnalyticsManagerClient
private

Используется в CGame() и GetAnalyticsClient().

◆ m_AnalyticsManagerServer

ref AnalyticsManagerServer m_AnalyticsManagerServer
private

Используется в CGame() и GetAnalyticsServer().

◆ m_ArtySound

ref EffectSound m_ArtySound
private

◆ m_Backlit

ref Backlit m_Backlit
private

Используется в GetBacklit().

◆ m_BillboardSetHandler

ref BillboardSetHandler m_BillboardSetHandler
protected

Используется в GetBillboardHandler().

◆ m_callQueue

ref ScriptCallQueue m_callQueue[CALL_CATEGORY_COUNT]
private

◆ m_CharacterData

ref MenuDefaultCharacterData m_CharacterData
private

Используется в GetMenuDefaultCharacterData().

◆ m_CharClassNames

ref array<string> m_CharClassNames = new array<string>()
private

Используется в ListAvailableCharacters().

◆ m_ConnectAddress

string m_ConnectAddress
protected

Используется в Connect().

◆ m_ConnectedInputDeviceList

ref array<int> m_ConnectedInputDeviceList
private

Используется в GetConnectedInputDeviceList().

◆ m_ConnectFromJoin

bool m_ConnectFromJoin
private

◆ m_connectionLost

ref ConnectionLost m_connectionLost
private

◆ m_ConnectivityStatsStates

EConnectivityStatLevel m_ConnectivityStatsStates[STATS_COUNT]
private

◆ m_ConnectPassword

string m_ConnectPassword
protected

◆ m_ConnectPort

int m_ConnectPort
protected

◆ m_ConnectSteamQueryPort

int m_ConnectSteamQueryPort
protected

◆ m_CrashSound

ref EffectSound m_CrashSound
private

◆ m_CursorDesiredVisibilityScript

bool m_CursorDesiredVisibilityScript = true
private

Используется в GetMouseCursorDesiredVisibility().

◆ m_DatabaseID

string m_DatabaseID
protected

Используется в GetDatabaseID().

◆ m_DayZProfileOptions

ref DayZProfilesOptions m_DayZProfileOptions
private

◆ m_DebugMonitorEnabled

int m_DebugMonitorEnabled
private

Используется в IsDebugMonitor() и SetDebugMonitorEnabled().

◆ m_DeltaTime

float m_DeltaTime
private

Используется в GetDeltaT().

◆ m_dragQueue

ref DragQueue m_dragQueue
private

Используется в GetDragQueue().

◆ m_early_access_dialog_accepted

bool m_early_access_dialog_accepted
private

◆ m_EVValue

float m_EVValue = 0
private

Используется в GetCurrentEVValue() и SetEVValue().

◆ m_FirstConnect

bool m_FirstConnect = true
protected

◆ m_FoodDecayModifier

float m_FoodDecayModifier
private

Используется в GetFoodDecayModifier().

◆ m_GamepadDisconnectMenu

ref Widget m_GamepadDisconnectMenu
protected

◆ m_GameState

DayZGameState m_GameState
protected

Используется в GetGameState().

◆ m_IntroMenu

ref Widget m_IntroMenu
protected

Используется в DeleteTitleScreen().

◆ m_IsConnecting

bool m_IsConnecting
private

Используется в IsConnecting().

◆ m_IsCtrlHolding

bool m_IsCtrlHolding
private

Используется в IsLeftCtrlDown().

◆ m_IsFoodDecayEnabled

bool m_IsFoodDecayEnabled = true
private

◆ m_IsLeftAltHolding

bool m_IsLeftAltHolding
private

◆ m_IsNewCharacter

bool m_IsNewCharacter
private

Используется в IsNewCharacter().

◆ m_IsRightAltHolding

bool m_IsRightAltHolding
private

◆ m_IsStressTest

bool m_IsStressTest
private

Используется в IsStressTest().

◆ m_IsWinHolding

bool m_IsWinHolding
private

◆ m_IsWorldWetTempUpdateEnabled

bool m_IsWorldWetTempUpdateEnabled = true
private

Используется в IsWorldWetTempUpdateEnabled().

◆ m_keyboard_handler

UIScriptedMenu m_keyboard_handler
private

◆ m_loading

ref LoadingScreen m_loading
protected

◆ m_LoadState

DayZLoadState m_LoadState
protected

Используется в GetLoadState().

◆ m_LoginQueue

ref LoginQueueBase m_LoginQueue
private

Используется в CancelLoginQueue().

◆ m_LoginTime

int m_LoginTime
private

◆ m_LoginTimeScreen

ref LoginTimeBase m_LoginTimeScreen
private

Используется в CancelLoginTimeCountdown().

◆ m_mission_module

ScriptModule m_mission_module
private

◆ m_MissionFolderPath

string m_MissionFolderPath
private

Используется в GetMissionFolderPath().

◆ m_MissionPath

string m_MissionPath
private

Используется в GetMissionPath().

◆ m_MissionState

int m_MissionState
private

Используется в GetMissionState().

◆ m_NoiseParams

ref NoiseParams m_NoiseParams = new NoiseParams()
staticprivate

◆ m_Notifications

ref NotificationUI m_Notifications
protected

◆ m_OriginalCharactersCount

int m_OriginalCharactersCount
private

◆ m_ParamCache

ref array<ref Param> m_ParamCache
private

Используется в CGame(), RPCSelfSingleParam() и RPCSingleParam().

◆ m_PlayerName

string m_PlayerName
private

Используется в GetPlayerGameName().

◆ m_postUpdateQueue

ref ScriptInvoker m_postUpdateQueue[CALL_CATEGORY_COUNT]
private

◆ m_PrevBlur

int m_PrevBlur
protected

◆ m_PreviousEVValue

float m_PreviousEVValue
private

Используется в GetPreviousEVValue().

◆ m_PreviousGamepad

int m_PreviousGamepad
private

Используется в GetPreviousGamepad().

◆ m_ReportModded

bool m_ReportModded
staticprivate

Используется в ReportModded().

◆ m_ShouldShowControllerDisconnect

bool m_ShouldShowControllerDisconnect
private

Используется в ShouldShowControllerDisconnect().

◆ m_TAManager

◆ m_timerQueue

ref TimerQueue m_timerQueue[CALL_CATEGORY_COUNT]
private

◆ m_updateQueue

ref ScriptInvoker m_updateQueue[CALL_CATEGORY_COUNT]
private

◆ m_UserFOV

float m_UserFOV
private

Используется в GetUserFOV().

◆ m_Visited

ref TStringArray m_Visited
protected

◆ m_volume_music

float m_volume_music
private

◆ m_volume_radio

float m_volume_radio
private

◆ m_volume_sound

float m_volume_sound
private

◆ m_volume_speechEX

float m_volume_speechEX
private

◆ m_volume_VOIP

float m_volume_VOIP
private

◆ m_YieldDataInitInvoker

ref ScriptInvoker m_YieldDataInitInvoker
private

Используется в GetYieldDataInitInvoker().

◆ MAX_VISITED

const int MAX_VISITED = 50
protected

◆ MIN_ARTY_SOUND_RANGE

const int MIN_ARTY_SOUND_RANGE = 300
private

◆ MISSION_STATE_FINNISH

const int MISSION_STATE_FINNISH = 2
protected

◆ MISSION_STATE_GAME

const int MISSION_STATE_GAME = 1
protected

Используется в DayZGame().

◆ MISSION_STATE_MAINMENU

const int MISSION_STATE_MAINMENU = 0
protected

◆ STATS_COUNT

const int STATS_COUNT = EConnectivityStatType.COUNT
private

Используется в ClearConnectivityStates().


Объявления и описания членов классов находятся в файлах: