2957 {
2959
2961 bool gameIsRunning = false;
2962
2964 {
2966 gameIsRunning = true;
2967
2969
2970
2972 {
2974 if ( worldData )
2976 }
2977 }
2978
2979 SEffectManager.OnUpdate(timeslice);
2980
2981
2985
2986 #ifndef NO_GUI
2989
2991 {
2993 }
2995 {
2997 }
2998 else
2999 {
3004 }
3005
3006 NotificationSystem.Update(timeslice);
3008 {
3010 }
3011
3012 #ifndef SERVER
3013 #ifdef DIAG_DEVELOPER
3015 {
3016 PlayerIdentity playerIdentity =
GetPlayer().GetIdentity();
3017
3018 if (playerIdentity)
3019 {
3022
3025
3026 DrawPerformanceStats(pingAct, pingAvg, throttleInput, throttleOutput);
3027 }
3028 }
3029 #endif
3030 #endif
3031
3032 #endif
3033
3034 if (gameIsRunning)
3035 {
3039 }
3040 }
void UpdateLoginQueue(float timeslice)
override ScriptCallQueue GetCallQueue(int call_category)
proto native bool IsMultiplayer()
override DragQueue GetDragQueue()
override ScriptInvoker GetUpdateQueue(int call_category)
proto native DayZPlayer GetPlayer()
proto native Weather GetWeather()
Returns weather controller object.
ref NotificationUI m_Notifications
proto native bool IsClient()
ref LoginTimeBase m_LoginTimeScreen
override TimerQueue GetTimerQueue(int call_category)
proto native Mission GetMission()
ref LoadingScreen m_loading
void OnUpdate(float timeslice)
proto float GetOutputThrottle()
Throttling performed on output bandwidth since last update (percentage [0,1])
proto int GetPingAvg()
ping range estimation
proto float GetInputThrottle()
Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server)
proto int GetPingAct()
ping range estimation
proto native void Tick(float timeslice)
executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from qu...
proto void Invoke(void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
invoke call on all inserted methods with given arguments
void UpdateWeatherEffects(Weather weather, float timeslice)
Updates local weather effects.