15 string root_path =
"cfgCharacterScenes " +
g_Game.GetWorldName();
17 int count =
g_Game.ConfigGetChildrenCount(root_path);
20 g_Game.ConfigGetChildName(root_path, index, childName);
22 string scene_path = root_path +
" " + childName;
27 g_Game.ConfigGetIntArray(scene_path +
" date", date);
28 float fov =
g_Game.ConfigGetFloat(scene_path +
" fov");
29 float overcast =
g_Game.ConfigGetFloat(scene_path +
" overcast");
30 float rain =
g_Game.ConfigGetFloat(scene_path +
" rain");
31 float fog =
g_Game.ConfigGetFloat(scene_path +
" fog");
33 if (
g_Game.ConfigIsExisting(scene_path +
" windspeed") ) windspeed =
g_Game.ConfigGetFloat(scene_path +
" windspeed");
34 g_Game.ConfigGetFloatArray(scene_path +
" storm", storm);
38 if (world && date.Count() >= 5)
40 world.
SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4));
72 m_Weather.GetOvercast().SetLimits( overcast, overcast );
73 m_Weather.GetRain().SetLimits( rain, rain );
76 m_Weather.GetOvercast().Set( overcast, 0, 0);
80 if ( storm.Count() == 3 )
82 m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2));
85 if ( windspeed != -1 )
137 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop();
170 float pos_x = pos[0];
171 float pos_z = pos[2];
174 tmp_pos[1] = tmp_pos[1] + pos[1];
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native owned string GetName()
proto native BiosUser GetSelectedUser()
Returns the currently selected user.
proto native float SurfaceY(float x, float z)
override ScriptCallQueue GetCallQueue(int call_category)
proto native BiosUserManager GetUserManager()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
void GetSelectedUserName()
vector SwapYZ(vector vec)
IntroSceneCharacter GetIntroCharacter()
ref OptionsMenu m_OptionsMenu
void SetInitPostprocesses()
Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered...
ref IntroSceneCharacter m_Character
vector SnapToGround(vector pos)
PlayerBase GetCharacterObj()
void IntroSceneCharacter()
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Static component of PPE manager, used to hold the instance.
Deprecated; 'PPEManager' used instead.
proto void Call(func fn, 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)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native void SetDate(int year, int month, int day, int hour, int minute)
Sets actual ingame world time.
proto vector Multiply4(vector mat[4])
Transforms position.
proto native CGame GetGame()
const string DEFAULT_CHARACTER_NAME
array< float > TFloatArray
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static proto float Atan2(float y, float x)
Returns angle in radians from tangent.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static const float RAD2DEG