3001 {
3003
3005 bool gameIsRunning = false;
3006
3008 {
3010 gameIsRunning = true;
3011
3013
3014
3016 {
3018 if ( worldData )
3020 }
3021 }
3022
3023 SEffectManager.OnUpdate(timeslice);
3024
3025
3029
3030 #ifndef NO_GUI
3033
3035 {
3037 }
3039 {
3041 }
3042 else
3043 {
3048 }
3049
3050 NotificationSystem.Update(timeslice);
3052 {
3054 }
3055
3056 #ifndef SERVER
3057 #ifdef DIAG_DEVELOPER
3059 {
3060 PlayerIdentity playerIdentity =
GetPlayer().GetIdentity();
3061
3062 if (playerIdentity)
3063 {
3066
3069
3070 DrawPerformanceStats(pingAct, pingAvg, throttleInput, throttleOutput);
3071 }
3072 }
3073 #endif
3074 #endif
3075
3076 #endif
3077
3078 if (gameIsRunning)
3079 {
3083 }
3084 }
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.