DayZ 1.27
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Файл ErrorHandlerModule.c

См. исходные тексты.

Структуры данных

class  ErrorHandlerModule
 Definition and API of an ErrorHandlerModule - Do not insert any logic here! (as this class is not moddable) Подробнее...
 

Функции

void ErrorHandlerModuleScript ()
 Constructor, by default calls the function that will fill the ErrorDataMap.
 
void ~ErrorHandlerModuleScript ()
 
void InitOptionalVariables ()
 Function which gets called before FillErrorDataMap, designed to set Optional Variales before ErrorProperties are created.
 
void FillErrorDataMap ()
 Function to fill up m_ErrorDataMap, gets called in the Constructor.
 
ErrorProperties GetProperties (int errorCode)
 Fetches the ErrorProperties for the error code.
 
override string GetClientMessage (int errorCode, string additionalInfo="")
 Fetches the Client message for the error code.
 
override string GetLastClientMessage (int errorCode)
 Fetches the Client message for the error code, attempting to retrieve the data from the latest.
 
override string GetServerMessage (int errorCode, string additionalInfo="")
 Fetches the Server message for the error code.
 
override string GetLastServerMessage (int errorCode)
 Fetches the Server message for the error code, attempting to retrieve the data from the latest.
 
override void OnErrorThrown (int errorCode, owned string additionalInfo="")
 Event that gets triggered when an error of the owned category is thrown. Do not call directly! Call ErrorModuleHandler.ThrowError instead.
 
void InsertDialogueErrorProperties (int code, string message, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling, using the Optional Variables.
 
void InsertHeaderDialogueErrorProperties (int code, string message, string header, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling with custom header.
 
void InsertPrefixDialogueErrorProperties (int code, string message, string prefix, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling with custom prefix.
 
void InsertExtendedPrefixDialogueErrorProperties (int code, string message, string prefix, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling with extended prefix.
 
void InsertExtendedPrefixSplitDialogueErrorProperties (int code, string message, string prefix, string serverMessage, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling with extended prefix and separate server message.
 
void InsertSplitDialogueErrorProperties (int code, string message, string serverMessage, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
 Insert an error with Dialogue as handling with separate server message.
 
void InsertErrorProperties (int code, string message="")
 Insert an error with no handling.
 

Переменные

class ErrorHandlerModule m_Header = ""
 This is where to input logic and extend functionality of ErrorHandlerModule.
 
string m_Prefix = ""
 Optional: Prefix (e.g. Fixed text at the start of the messages in the module)
 
ref UIScriptedMenu m_UIHandler = null
 Optional: The UI the handler might generally use
 
int m_LastErrorThrown = 0
 Holds the last thrown error in this module, defaults to 0.
 
string m_LastAdditionalInfo = ""
 Holds the last additional info passed in.
 
ref map< int, ref ErrorPropertiesm_ErrorDataMap = new map<int, ref ErrorProperties>()
 Map containing the codes that exist for the ErrorHandlerModule The code links to ErrorProperties This contains at the very least the Message for the error Additionally, it can contain the way to handle the error (e.g. Throw a Dialogue with the message)