DayZ 1.27
DayZ Explorer by KGB
 
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Класс CGame

Защищенные члены

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 AutoTestLaunch (string param)
 
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 bool GetSurface (SurfaceDetectionParameters params, SurfaceDetectionResult result)
 API for surface detection.
 
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
 
bool m_AutotestEnabled
 
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 SetConnectivityStatState (EConnectivityStatType type, EConnectivityStatLevel level)
 
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 bool IsNetworkInputBufferFull ()
 Returns the state of the buffer for network inputs (UAInterface)
 
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 GetLastFPS ()
 Returns current framerate.
 
proto native float GetAvgFPS (int nFrames=64)
 Returns average framerate over last n frames.
 
proto native float GetMinFPS (int nFrames=64)
 Returns minimum framerate over last n frames.
 
proto native float GetMaxFPS (int nFrames=64)
 Returns maximum framerate over last n frames.
 
void GetFPSStats (out float min, out float max, out float avg, int nFrames=64)
 Outputs framerate statistics.
 
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.
 
proto native 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.
 
proto native 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

См. определение в файле DayZGame.c строка 889