DayZ 1.26
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Класс MissionBase

Защищенные члены

void MissionGameplay ()
 
void ~MissionGameplay ()
 
InventoryMenu GetInventory ()
 
override void OnInit ()
 
UIManager GetUIManager ()
 
override void OnMissionStart ()
 
void InitInventory ()
 
void TickScheduler (float timeslice)
 
void SendMuteListToServer (map< string, bool > mute_list)
 
override void UpdateInputDevicesAvailability ()
 
override void OnMissionFinish ()
 
override void OnUpdate (float timeslice)
 
override void OnKeyPress (int key)
 
override void OnKeyRelease (int key)
 
override void OnEvent (EventType eventTypeId, Param params)
 
override void OnItemUsed (InventoryItem item, Man owner)
 
override void PlayerControlEnable (bool bForceSupress)
 Deprecated; removes last input exclude and associated controls restrictions.
 
override void PlayerControlDisable (int mode)
 Deprecated; simple input restrictions.
 
override void RemoveActiveInputExcludes (array< string > excludes, bool bForceSupress=false)
 Removes one or more exclude groups and refreshes excludes.
 
override void RemoveActiveInputRestriction (int restrictor)
 Removes one restriction (specific behaviour oudside regular excludes, defined below)
 
override void AddActiveInputExcludes (array< string > excludes)
 Adds one or more exclude groups to disable and refreshes excludes.
 
override void AddActiveInputRestriction (int restrictor)
 Adds one input restriction (specific behaviour oudside regular excludes, defined below)
 
override void RefreshExcludes ()
 queues refresh of input excludes
 
void PerformRefreshExcludes ()
 applies queued excludes (0 == clear excludes)
 
override void EnableAllInputs (bool bForceSupress=false)
 Removes all active input excludes and restrictions.
 
override bool IsControlDisabled ()
 returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active
 
override bool IsInputExcludeActive (string exclude)
 Returns true if the particular input exclude group had been activated via script and is active.
 
override bool IsInputRestrictionActive (int restriction)
 Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, EInputRestrictors) is active.
 
override int GetControlDisabledMode ()
 (mostly)DEPRECATED; only set on the old 'PlayerControlDisable' method
 
void CloseAllMenus ()
 
void DestroyAllMenus ()
 
void MoveHudForInventory (bool inv_open)
 
override void ShowInventory ()
 
override void HideInventory ()
 
void DestroyInventory ()
 
override void ResetGUI ()
 
override void ShowChat ()
 
override void HideChat ()
 
void ShowVehicleInfo ()
 
void HideVehicleInfo ()
 
override Hud GetHud ()
 
HudDebug GetHudDebug ()
 
override void RefreshCrosshairVisibility ()
 
override void HideCrosshairVisibility ()
 
override bool IsPaused ()
 
override void Pause ()
 
override void Continue ()
 
override bool IsMissionGameplay ()
 
override void AbortMission ()
 
override void CreateLogoutMenu (UIMenuPanel parent)
 
override void StartLogoutMenu (int time)
 
override void CreateDebugMonitor ()
 
override void HideDebugMonitor ()
 
void HandleMapToggleByKeyboardShortcut (Man player)
 
bool IsMapUnfoldActionRunning (ActionBase pAction)
 
void UpdateDebugMonitor ()
 
void SetActionDownTime (int time_down)
 
void SetActionUpTime (int time_up)
 
int LocalPressTime ()
 
int LocalReleaseTime ()
 
float GetHoldActionTime ()
 
void DisplayHairDebug ()
 
void ShowHairDebugValues (bool state)
 
override void UpdateVoiceLevelWidgets (int level)
 
override ImageWidget GetMicrophoneIcon ()
 
override WidgetFadeTimer GetMicWidgetFadeTimer ()
 
override map< int, ImageWidgetGetVoiceLevelWidgets ()
 
override map< int, ref WidgetFadeTimer > GetVoiceLevelTimers ()
 
override bool IsVoNActive ()
 
override void SetVoNActive (bool active)
 
override void HideVoiceLevelWidgets ()
 
override UIScriptedMenu GetNoteMenu ()
 
override void SetNoteMenu (UIScriptedMenu menu)
 
override void OnPlayerRespawned (Man player)
 
override void SetPlayerRespawning (bool state)
 
override bool IsPlayerRespawning ()
 
override array< vectorGetActiveRefresherLocations ()
 
override void SetRespawnModeClient (int mode)
 
override int GetRespawnModeClient ()
 
override GameplayEffectWidgets GetEffectWidgets ()
 
ScriptInvoker GetConnectivityInvoker ()
 
void MissionServer ()
 
void ~MissionServer ()
 
override void OnInit ()
 
override void OnMissionStart ()
 
override void OnUpdate (float timeslice)
 
override void OnGameplayDataHandlerLoad ()
 
void RandomArtillery (float deltaTime)
 
override bool IsServer ()
 
override bool IsPlayerDisconnecting (Man player)
 
void UpdatePlayersStats ()
 
void AddNewPlayerLogout (PlayerBase player, notnull LogoutInfo info)
 
void UpdateLogoutPlayers ()
 
override void OnEvent (EventType eventTypeId, Param params)
 
void InvokeOnConnect (PlayerBase player, PlayerIdentity identity)
 
void InvokeOnDisconnect (PlayerBase player)
 
void OnClientPrepareEvent (PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
 
void ControlPersonalLight (PlayerBase player)
 
void SyncGlobalLighting (PlayerBase player)
 
bool ProcessLoginData (ParamsReadContext ctx)
 returns whether received data is valid, ctx can be filled on client in StoreLoginData()
 
PlayerBase CreateCharacter (PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
 
void EquipCharacter (MenuDefaultCharacterData char_data)
 Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
 
void StartingEquipSetup (PlayerBase player, bool clothesChosen)
 can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.
 
bool VerifyAttachmentType (int slot_ID, string attachment_type)
 
PlayerBase OnClientNewEvent (PlayerIdentity identity, vector pos, ParamsReadContext ctx)
 
void OnClientReadyEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientRespawnEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientReconnectEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientDisconnectedEvent (PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
 
void PlayerDisconnected (PlayerBase player, PlayerIdentity identity, string uid)
 
bool ShouldPlayerBeKilled (PlayerBase player)
 
void HandleBody (PlayerBase player)
 
void TickScheduler (float timeslice)
 
override bool InsertCorpse (Man player)
 
void UpdateCorpseStatesServer ()
 
override void SyncRespawnModeInfo (PlayerIdentity identity)
 
override RainProcurementHandler GetRainProcurementHandler ()
 

Защищенные данные

UIManager m_UIManager
 
Widget m_HudRootWidget
 
ImageWidget m_MicrophoneIcon
 
ref InventoryMenu m_InventoryMenu
 
ref Chat m_Chat
 
ref ActionMenu m_ActionMenu
 
ref IngameHud m_Hud
 
ref HudDebug m_HudDebug
 
ref LogoutMenu m_Logout
 
ref DebugMonitor m_DebugMonitor
 
ref Watermark m_Watermark
 
ref ScriptInvoker m_OnConnectivityChanged
 
ref GameplayEffectWidgets m_EffectWidgets
 
ref Timer m_ChatChannelHideTimer
 
ref WidgetFadeTimer m_ChatChannelFadeTimer
 
ref WidgetFadeTimer m_MicFadeTimer
 
Widget m_ChatChannelArea
 
TextWidget m_ChatChannelText
 
NoteMenu m_Note
 
ref Timer m_ToggleHudTimer
 
const int HOLD_LIMIT_TIME = 300
 
int m_ActionDownTime
 
int m_ActionUpTime
 
bool m_InitOnce
 
bool m_ControlDisabled
 
int m_ControlDisabledMode
 
ref array< stringm_ActiveInputExcludeGroups
 
ref array< intm_ActiveInputRestrictions
 
bool m_ProcessInputExcludes
 
bool m_QuickbarHold
 
bool m_PlayerRespawning
 
int m_RespawnModeClient
 
bool m_PauseQueued
 
bool m_VoNActive
 
Widget m_VoiceLevels
 
ref map< int, ImageWidgetm_VoiceLevelsWidgets
 
ref map< int, ref WidgetFadeTimer > m_VoiceLevelTimers
 
bool m_PlayArty = false
 
float m_ArtyDelay = 0
 
int m_MinSimultaneousStrikes = 0
 
int m_MaxSimultaneousStrikes = 0
 
ref array< vectorm_FiringPos
 
const ref array< vectorCHERNARUS_STRIKE_POS
 
const ref array< vectorLIVONIA_STRIKE_POS
 
PlayerBase m_player
 
MissionBase m_mission
 
PluginAdditionalInfo m_moduleDefaultCharacter
 DEPRECATED.
 

Закрытые члены

override void OnInit ()
 
override void Reset ()
 
DayZIntroScenePC GetIntroScenePC ()
 
DayZIntroSceneXbox GetIntroSceneXbox ()
 
void CreateIntroScene ()
 
override void UpdateInputDevicesAvailability ()
 
override void OnMissionStart ()
 
override void OnMissionFinish ()
 
override void OnUpdate (float timeslice)
 
void OnMenuEnter (int menu_id)
 
void OnInputDeviceChanged (int device)
 
int SortedInsert (array< int > list, int number)
 
void PlayMusic ()
 
void StopMusic ()
 
AbstractWave GetMenuMusic ()
 

Закрытые данные

int m_LifeState
 
bool m_Initialized
 
UIScriptedMenu m_mainmenu
 
CreditsMenu m_CreditsMenu
 
ref DayZIntroScenePC m_IntroScenePC
 
ref DayZIntroSceneXbox m_IntroSceneXbox
 
bool m_NoCutscene
 
AbstractWave m_MenuMusic
 
ref array< Man > m_Players
 
ref array< ref CorpseDatam_DeadPlayersArray
 
ref map< PlayerBase, ref LogoutInfom_LogoutPlayers
 
ref map< PlayerBase, ref LogoutInfom_NewLogoutPlayers
 
ref RainProcurementHandler m_RainProcHandler
 
const int SCHEDULER_PLAYERS_PER_TICK = 5
 
int m_currentPlayer
 
int m_RespawnMode
 
float m_ArtyBarrageTimer = 0
 

Подробное описание

Конструктор(ы)

◆ ~MissionGameplay()

void ~MissionGameplay ( )
inlineprotected
75 {
77 #ifndef NO_GUI
78 if (g_Game.GetUIManager() && g_Game.GetUIManager().ScreenFadeVisible())
79 {
80 g_Game.GetUIManager().ScreenFadeOut(0);
81 }
82 Continue();
83 #endif
84 }
DayZGame g_Game
Definition DayZGame.c:3815
void DestroyInventory()
Definition missionGameplay.c:1138
override void Continue()
Definition missionGameplay.c:1249

Перекрестные ссылки Continue(), DestroyInventory() и g_Game.

◆ ~MissionServer()

void ~MissionServer ( )
inlineprotected
71 {
72 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdatePlayersStats);
73 }
void UpdatePlayersStats()
Definition missionServer.c:191
proto native CGame GetGame()
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY и GetGame().

Методы

◆ AbortMission()

override void AbortMission ( )
inlineprotected
1272 {
1273 #ifdef BULDOZER
1274 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(g_Game.RequestExit, IDC_MAIN_QUIT);
1275 #else
1276 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(GetGame().AbortMission);
1277 #endif
1278 }
override void AbortMission()
Definition missionGameplay.c:1271
const int CALL_CATEGORY_GUI
Definition tools.c:9
const int IDC_MAIN_QUIT
Definition constants.c:144

Перекрестные ссылки CALL_CATEGORY_GUI, g_Game, GetGame() и IDC_MAIN_QUIT.

Используется в CreateLogoutMenu().

◆ AddActiveInputExcludes()

override void AddActiveInputExcludes ( array< string > excludes)
inlineprotected

Adds one or more exclude groups to disable and refreshes excludes.

922 {
923 super.AddActiveInputExcludes(excludes);
924
925 if (excludes.Count() != 0)
926 {
927 bool changed = false;
929 {
931 }
932
933 for (int i = 0; i < excludes.Count(); i++)
934 {
935 if (m_ActiveInputExcludeGroups.Find(excludes[i]) == -1)
936 {
938 changed = true;
939 }
940 }
941
942 if (changed)
943 {
945 #ifdef BULDOZER
946 GetUApi().SupressNextFrame(true);
947 #endif
948 }
949 }
950 }
proto native UAInputAPI GetUApi()
ref array< string > m_ActiveInputExcludeGroups
Definition missionGameplay.c:39
override void RefreshExcludes()
queues refresh of input excludes
Definition missionGameplay.c:991
Definition EntityAI.c:95

Перекрестные ссылки GetUApi() и RefreshExcludes().

Используется в OnUpdate(), Pause(), PlayerControlDisable(), ShowChat() и ShowInventory().

◆ AddActiveInputRestriction()

override void AddActiveInputRestriction ( int restrictor)
inlineprotected

Adds one input restriction (specific behaviour oudside regular excludes, defined below)

954 {
955 //unique behaviour outside regular excludes
956 if (restrictor > -1)
957 {
958 switch (restrictor)
959 {
960 case EInputRestrictors.INVENTORY:
961 {
962 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
964 if ( player )
965 {
966 ItemBase item = player.GetItemInHands();
967 if (item && item.IsWeapon())
968 player.RequestResetADSSync();
969 }
970 break;
971 }
972 case EInputRestrictors.MAP:
973 {
974 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
975 break;
976 }
977 }
978
980 {
982 }
984 {
986 }
987 }
988 }
PlayerBase GetPlayer()
Definition ModifierBase.c:51
Definition InventoryItem.c:731
ref array< int > m_ActiveInputRestrictions
Definition missionGameplay.c:40
Definition PlayerBaseClient.c:2

Перекрестные ссылки GetGame(), GetPlayer() и GetUApi().

Используется в OnUpdate(), Pause(), PlayerControlDisable() и ShowInventory().

◆ AddNewPlayerLogout()

void AddNewPlayerLogout ( PlayerBase player,
notnull LogoutInfo info )
inlineprotected
214 {
215 m_LogoutPlayers.Insert(player, info);
217 }
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers
Definition missionServer.c:9
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
Definition missionServer.c:10

◆ CloseAllMenus()

void CloseAllMenus ( )
inlineprotected
1068 {
1070 }
UIManager GetUIManager()
Definition missionGameplay.c:174
bool CloseAll()
Close all opened menus.
Definition UIManager.c:78

Перекрестные ссылки UIManager::CloseAll() и GetUIManager().

Используется в Pause().

◆ Continue()

override void Continue ( )
inlineprotected
1250 {
1251 UIScriptedMenu menu = GetGame().GetUIManager().GetMenu();
1252 if (!menu)
1253 return;
1254
1255 int menu_id = menu.GetID();
1256 if ( !IsPaused() || ( menu_id != MENU_INGAME && menu_id != MENU_LOGOUT && menu_id != MENU_RESPAWN_DIALOGUE ) || ( m_Logout && m_Logout.layoutRoot.IsVisible() ) )
1257 {
1258 return;
1259 }
1260
1261 RemoveActiveInputExcludes({"menu"},true);
1264 }
override bool IsPaused()
Definition missionGameplay.c:1209
ref LogoutMenu m_Logout
Definition missionGameplay.c:16
override void RemoveActiveInputRestriction(int restrictor)
Removes one restriction (specific behaviour oudside regular excludes, defined below)
Definition missionGameplay.c:894
override void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
Removes one or more exclude groups and refreshes excludes.
Definition missionGameplay.c:863
bool CloseMenu(int id)
Close menu with specific ID (see MenuID)
Definition UIManager.c:117
Definition DayZGame.c:64
const int MENU_LOGOUT
Definition constants.c:193
const int MENU_RESPAWN_DIALOGUE
Definition constants.c:207
const int MENU_INGAME
Definition constants.c:176

Перекрестные ссылки UIManager::CloseMenu(), GetGame(), GetUIManager(), IsPaused(), MENU_INGAME, MENU_LOGOUT, MENU_RESPAWN_DIALOGUE, RemoveActiveInputExcludes() и RemoveActiveInputRestriction().

Используется в OnUpdate() и ~MissionGameplay().

◆ ControlPersonalLight()

void ControlPersonalLight ( PlayerBase player)
inlineprotected
407 {
408 if (player)
409 {
410 bool is_personal_light = ! GetGame().ServerConfigGetInt("disablePersonalLight");
412 GetGame().RPCSingleParam(player, ERPCs.RPC_TOGGLE_PERSONAL_LIGHT, personal_light_toggle, true, player.GetIdentity());
413 }
414 else
415 {
416 Error("Error! Player was not initialized at the right time. Thus cannot send RPC command to enable or disable personal light!");
417 }
418 }
ERPCs
Definition ERPCs.c:2
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки Error() и GetGame().

Используется в OnEvent().

◆ CreateCharacter()

PlayerBase CreateCharacter ( PlayerIdentity identity,
vector pos,
ParamsReadContext ctx,
string characterName )
inlineprotected
440 {
442 playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
444
445 GetGame().SelectPlayer(identity, m_player);
446
447 return m_player;
448 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition Camera.c:2
PlayerBase m_player
Definition missionServer.c:54
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), GetGame(), m_player и m_player.

Используется в OnClientNewEvent().

◆ CreateDebugMonitor()

override void CreateDebugMonitor ( )
inlineprotected
1324 {
1325 if (!m_DebugMonitor)
1326 {
1328 m_DebugMonitor.Init();
1329 }
1330 else
1331 m_DebugMonitor.Show();
1332
1333 }
Definition DebugMonitor.c:2
ref DebugMonitor m_DebugMonitor
Definition missionGameplay.c:17

◆ CreateIntroScene()

void CreateIntroScene ( )
inlineprivate
64 {
65#ifdef PLATFORM_CONSOLE
67#else
69#endif
70 }
Definition DayZIntroScenePC.c:2
Definition DayZIntroSceneXbox.c:2
ref DayZIntroScenePC m_IntroScenePC
Definition missionMainMenu.c:5
ref DayZIntroSceneXbox m_IntroSceneXbox
Definition missionMainMenu.c:6

◆ CreateLogoutMenu()

override void CreateLogoutMenu ( UIMenuPanel parent)
inlineprotected
1281 {
1283
1284 // do not show logout screen if player's dead
1285 if (!player || player.IsDamageDestroyed())
1286 {
1287 // exit the game immediately
1288 AbortMission();
1289 return;
1290 }
1291
1292 if (parent)
1293 {
1294 m_Logout = LogoutMenu.Cast(parent.EnterScriptedMenu(MENU_LOGOUT));
1295
1296 if (m_Logout)
1297 {
1298 m_Logout.SetLogoutTime();
1299 }
1300 }
1301 }
proto native UIScriptedMenu EnterScriptedMenu(int id)
Create & open menu with specific id (see MenuID) and set this menu as its parent.

Перекрестные ссылки AbortMission(), UIMenuPanel::EnterScriptedMenu(), GetGame(), GetPlayer() и MENU_LOGOUT.

◆ DestroyAllMenus()

void DestroyAllMenus ( )
inlineprotected
1074 {
1075 if( GetUIManager() )
1076 {
1079 }
1080
1082
1083 if( m_Chat )
1084 m_Chat.Clear();
1085 }
ref Chat m_Chat
Definition missionGameplay.c:12
proto native void HideDialog()

Перекрестные ссылки UIManager::CloseAll(), DestroyInventory(), GetUIManager() и UIManager::HideDialog().

Используется в MissionGameplay(), OnEvent() и OnMissionFinish().

◆ DestroyInventory()

void DestroyInventory ( )
inlineprotected
1139 {
1140 if ( m_InventoryMenu )
1141 {
1142 if (!m_InventoryMenu.GetParentMenu() && GetUIManager().GetMenu() != m_InventoryMenu)
1143 {
1144 m_InventoryMenu.SetParentMenu(GetUIManager().GetMenu()); //hack; guarantees the 'm_pCurrentMenu' will be set to whatever is on top currently
1145 }
1146 m_InventoryMenu.Close();
1148 }
1149 }
ref InventoryMenu m_InventoryMenu
Definition missionGameplay.c:11

Перекрестные ссылки GetUIManager().

Используется в DestroyAllMenus(), ResetGUI() и ~MissionGameplay().

◆ DisplayHairDebug()

void DisplayHairDebug ( )
inlineprotected
1420 {
1421#ifndef SERVER
1422 ShowHairDebugValues(DiagMenu.GetBool(DiagMenuIDs.MISC_HAIR_DISPLAY_DEBUG));
1423#endif
1424 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
Definition EnDebug.c:233
void ShowHairDebugValues(bool state)
Definition missionGameplay.c:1426
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.

Перекрестные ссылки DiagMenu::GetBool() и ShowHairDebugValues().

Используется в OnUpdate().

◆ EnableAllInputs()

override void EnableAllInputs ( bool bForceSupress = false)
inlineprotected

Removes all active input excludes and restrictions.

1012 {
1014
1016 {
1017 int count = m_ActiveInputRestrictions.Count();
1018 for (int i = 0; i < count; i++)
1019 {
1021 }
1022 m_ActiveInputRestrictions.Clear(); //redundant?
1023 }
1025 {
1027 }
1028
1029 GetUApi().UpdateControls(); //it is meant to happen instantly, does not wait for update to process
1030 GetUApi().SupressNextFrame(bForceSupress); // supress control for next frame
1031 }
int m_ControlDisabledMode
Definition missionGameplay.c:38

Перекрестные ссылки GetUApi() и RemoveActiveInputRestriction().

Используется в OnMissionFinish().

◆ EquipCharacter()

void EquipCharacter ( MenuDefaultCharacterData char_data)
inlineprotected

Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.

452 {
453 int slot_ID;
454 string attachment_type;
455 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
456 {
457 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
458 attachment_type = "";
459 if (m_RespawnMode != GameConstants.RESPAWN_MODE_CUSTOM || !char_data.GetAttachmentMap().Find(slot_ID,attachment_type) || !VerifyAttachmentType(slot_ID,attachment_type)) //todo insert verification fn here
460 {
461 //randomize
462 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
463 {
464 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
465 }
466 else //undefined, moving on
467 continue;
468 }
469
470 if (attachment_type != "")
471 {
472 m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
473 }
474 }
475
477 }
@ Count
Definition RandomGeneratorSyncManager.c:8
Definition constants.c:638
void StartingEquipSetup(PlayerBase player, bool clothesChosen)
can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter,...
Definition missionServer.c:480
int m_RespawnMode
Definition missionServer.c:14
bool VerifyAttachmentType(int slot_ID, string attachment_type)
Definition missionServer.c:484
const int RESPAWN_MODE_CUSTOM
Definition constants.c:1001

Перекрестные ссылки Count, m_player, GameConstants::RESPAWN_MODE_CUSTOM и StartingEquipSetup().

Используется в OnClientNewEvent().

◆ GetActiveRefresherLocations()

override array< vector > GetActiveRefresherLocations ( )
inlineprotected
1582 {
1583 return m_ActiveRefresherLocations;
1584 }

◆ GetConnectivityInvoker()

ScriptInvoker GetConnectivityInvoker ( )
inlineprotected
1602 {
1604 {
1606 }
1608 }
ref ScriptInvoker m_OnConnectivityChanged
Definition missionGameplay.c:20
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116

Перекрестные ссылки m_OnConnectivityChanged.

◆ GetControlDisabledMode()

override int GetControlDisabledMode ( )
inlineprotected

(mostly)DEPRECATED; only set on the old 'PlayerControlDisable' method

1063 {
1064 return m_ControlDisabledMode;
1065 }

Перекрестные ссылки m_ControlDisabledMode.

◆ GetEffectWidgets()

override GameplayEffectWidgets GetEffectWidgets ( )
inlineprotected
1597 {
1598 return m_EffectWidgets;
1599 }
ref GameplayEffectWidgets m_EffectWidgets
Definition missionGameplay.c:22

Перекрестные ссылки m_EffectWidgets.

◆ GetHoldActionTime()

float GetHoldActionTime ( )
inlineprotected
1414 {
1416 return hold_action_time;
1417 }
int LocalReleaseTime()
Definition missionGameplay.c:1408
int LocalPressTime()
Definition missionGameplay.c:1403

Перекрестные ссылки LocalPressTime() и LocalReleaseTime().

◆ GetHud()

override Hud GetHud ( )
inlineprotected
1188 {
1189 return m_Hud;
1190 }
ref IngameHud m_Hud
Definition missionGameplay.c:14

Перекрестные ссылки m_Hud.

Используется в HideVehicleInfo(), MoveHudForInventory() и ShowVehicleInfo().

◆ GetHudDebug()

HudDebug GetHudDebug ( )
inlineprotected
1193 {
1194 return m_HudDebug;
1195 }
ref HudDebug m_HudDebug
Definition missionGameplay.c:15

Перекрестные ссылки m_HudDebug.

Используется в HideCrosshairVisibility() и RefreshCrosshairVisibility().

◆ GetIntroScenePC()

DayZIntroScenePC GetIntroScenePC ( )
inlineprivate
44 {
45 #ifdef PLATFORM_CONSOLE
46 Error("missionMainMenu->GetIntroScenePC on PLATFORM_CONSOLE is not implemented!");
47 return null;
48 #else
49 return m_IntroScenePC;
50 #endif
51 }

Перекрестные ссылки Error().

◆ GetIntroSceneXbox()

DayZIntroSceneXbox GetIntroSceneXbox ( )
inlineprivate
54 {
55 #ifdef PLATFORM_CONSOLE
56 return m_IntroSceneXbox;
57 #else
58 Error("missionMainMenu->GetIntroScenePC on PLATFORM_PC is not implemented!");
59 return null;
60 #endif
61 }

Перекрестные ссылки Error().

◆ GetInventory()

InventoryMenu GetInventory ( )
inlineprotected
87 {
88 return m_InventoryMenu;
89 }

Перекрестные ссылки m_InventoryMenu.

◆ GetMenuMusic()

AbstractWave GetMenuMusic ( )
inlineprivate
216 {
217 return m_MenuMusic;
218 }
AbstractWave m_MenuMusic
Definition missionMainMenu.c:193

◆ GetMicrophoneIcon()

override ImageWidget GetMicrophoneIcon ( )
inlineprotected
1503 {
1504 return m_MicrophoneIcon;
1505 }
ImageWidget m_MicrophoneIcon
Definition missionGameplay.c:9

Перекрестные ссылки m_MicrophoneIcon.

◆ GetMicWidgetFadeTimer()

override WidgetFadeTimer GetMicWidgetFadeTimer ( )
inlineprotected
1508 {
1509 return m_MicFadeTimer;
1510 }
ref WidgetFadeTimer m_MicFadeTimer
Definition missionGameplay.c:26

Перекрестные ссылки m_MicFadeTimer.

◆ GetNoteMenu()

override UIScriptedMenu GetNoteMenu ( )
inlineprotected
1542 {
1543 return m_Note;
1544 };
NoteMenu m_Note
Definition missionGameplay.c:30

Перекрестные ссылки m_Note.

◆ GetRainProcurementHandler()

override RainProcurementHandler GetRainProcurementHandler ( )
inlineprotected
769 {
770 return m_RainProcHandler;
771 }
ref RainProcurementHandler m_RainProcHandler
Definition missionServer.c:11

Перекрестные ссылки m_RainProcHandler.

◆ GetRespawnModeClient()

override int GetRespawnModeClient ( )
inlineprotected
1592 {
1593 return m_RespawnModeClient;
1594 }
int m_RespawnModeClient
Definition missionGameplay.c:44

Перекрестные ссылки m_RespawnModeClient.

◆ GetUIManager()

UIManager GetUIManager ( )
inlineprotected
175 {
176 return m_UIManager;
177 }
UIManager m_UIManager
Definition missionGameplay.c:6

Перекрестные ссылки m_UIManager.

Используется в CloseAllMenus(), Continue(), DestroyAllMenus(), DestroyInventory(), HideInventory(), InitInventory(), OnEvent(), OnItemUsed(), OnMissionFinish(), OnMissionStart(), OnUpdate(), Pause(), ShowInventory() и UpdateVoiceLevelWidgets().

◆ GetVoiceLevelTimers()

override map< int, ref WidgetFadeTimer > GetVoiceLevelTimers ( )
inlineprotected
1518 {
1519 return m_VoiceLevelTimers;
1520 }
ref map< int, ref WidgetFadeTimer > m_VoiceLevelTimers
Definition missionGameplay.c:51

Перекрестные ссылки m_VoiceLevelTimers.

◆ GetVoiceLevelWidgets()

override map< int, ImageWidget > GetVoiceLevelWidgets ( )
inlineprotected
1513 {
1514 return m_VoiceLevelsWidgets;
1515 }
ref map< int, ImageWidget > m_VoiceLevelsWidgets
Definition missionGameplay.c:50

Перекрестные ссылки m_VoiceLevelsWidgets.

◆ HandleBody()

void HandleBody ( PlayerBase player)
inlineprotected
686 {
687 if (player.IsAlive())
688 {
690 {
691 player.SetHealth("", "", 0.0);//kill
692 }
693 else
694 {
695 player.Delete();// remove the body
696 }
697 }
698 }
bool ShouldPlayerBeKilled(PlayerBase player)
Definition missionServer.c:663

Перекрестные ссылки ShouldPlayerBeKilled().

Используется в PlayerDisconnected().

◆ HandleMapToggleByKeyboardShortcut()

void HandleMapToggleByKeyboardShortcut ( Man player)
inlineprotected
1343 {
1344 UIManager um = GetGame().GetUIManager();
1345 if (um && !um.IsMenuOpen(MENU_MAP))
1346 {
1347 um.CloseAll();
1349 {
1350 um.EnterScriptedMenu(MENU_MAP, null);
1351 GetGame().GetMission().AddActiveInputExcludes({"map"});
1352 GetGame().GetMission().AddActiveInputRestriction(EInputRestrictors.MAP);
1353 }
1354 }
1355 }
Definition CfgGameplayHandler.c:2
static bool GetUse3DMap()
Definition CfgGameplayHandler.c:377
Definition UIManager.c:2
const int MENU_MAP
Definition constants.c:189

Перекрестные ссылки GetGame(), CfgGameplayHandler::GetUse3DMap() и MENU_MAP.

Используется в OnUpdate().

◆ HideChat()

override void HideChat ( )
inlineprotected
1171 {
1172 RemoveActiveInputExcludes({"menu"},true);
1173 }

Перекрестные ссылки RemoveActiveInputExcludes().

◆ HideCrosshairVisibility()

override void HideCrosshairVisibility ( )
inlineprotected
1204 {
1205 if (GetHudDebug())
1206 GetHudDebug().HideCrosshairVisibility();
1207 }
HudDebug GetHudDebug()
Definition missionGameplay.c:1192

Перекрестные ссылки GetHudDebug().

◆ HideDebugMonitor()

override void HideDebugMonitor ( )
inlineprotected
1335 {
1336 if (m_DebugMonitor)
1337 {
1338 m_DebugMonitor.Hide();
1339 }
1340 }

◆ HideInventory()

override void HideInventory ( )
inlineprotected
1127 {
1128 if ( m_InventoryMenu )
1129 {
1131 RemoveActiveInputExcludes({"inventory"},false);
1133 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuClose();
1134 VicinityItemManager.GetInstance().ResetRefreshCounter();
1135 }
1136 }
proto native void HideScriptedMenu(UIScriptedMenu menu)
Definition VicinityItemManager.c:2
static VicinityItemManager GetInstance()
Definition VicinityItemManager.c:22

Перекрестные ссылки GetGame(), VicinityItemManager::GetInstance(), GetPlayer(), GetUIManager(), UIManager::HideScriptedMenu(), RemoveActiveInputExcludes() и RemoveActiveInputRestriction().

Используется в OnUpdate().

◆ HideVehicleInfo()

void HideVehicleInfo ( )
inlineprotected
1182 {
1183 if ( GetHud() )
1184 GetHud().HideVehicleInfo();
1185 }
override Hud GetHud()
Definition missionGameplay.c:1187

Перекрестные ссылки GetHud().

◆ HideVoiceLevelWidgets()

override void HideVoiceLevelWidgets ( )
inlineprotected
1533 {
1534 for ( int n = 0; n < m_VoiceLevelsWidgets.Count(); n++ )
1535 {
1537 voiceWidget.Show(false);
1538 }
1539 }

Используется в OnInit().

◆ InitInventory()

void InitInventory ( )
inlineprotected
192 {
193 if ( !m_InventoryMenu )
194 {
195 m_InventoryMenu = InventoryMenu.Cast( GetUIManager().CreateScriptedMenu(MENU_INVENTORY, null) );
196 }
197 }
void InventoryMenu()
Definition InventoryMenu.c:20
const int MENU_INVENTORY
Definition constants.c:178

Перекрестные ссылки GetUIManager(), InventoryMenu() и MENU_INVENTORY.

Используется в ResetGUI() и ShowInventory().

◆ InsertCorpse()

override bool InsertCorpse ( Man player)
inlineprotected
723 {
725 return m_DeadPlayersArray.Insert(corpse_data) >= 0;
726 }
float GetTime()
Definition NotificationSystem.c:35
Definition CorpseData.c:2
ref array< ref CorpseData > m_DeadPlayersArray
Definition missionServer.c:8

Перекрестные ссылки GetGame() и GetTime().

◆ InvokeOnConnect()

void InvokeOnConnect ( PlayerBase player,
PlayerIdentity identity )
inlineprotected
376 {
377 Debug.Log("InvokeOnConnect:"+this.ToString(),"Connect");
378 if (player)
379 player.OnConnect();
380 }
proto string ToString()
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:136

Перекрестные ссылки Debug::Log() и ToString().

Используется в OnEvent().

◆ InvokeOnDisconnect()

void InvokeOnDisconnect ( PlayerBase player)
inlineprotected
383 {
384 Debug.Log("InvokeOnDisconnect:"+this.ToString(),"Connect");
385 if (player)
386 player.OnDisconnect();
387 }

Перекрестные ссылки Debug::Log() и ToString().

Используется в PlayerDisconnected().

◆ IsControlDisabled()

override bool IsControlDisabled ( )
inlineprotected

returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active

1035 {
1036 bool active = false;
1038 {
1039 active |= m_ActiveInputExcludeGroups.Count() > 0;
1040 }
1042 {
1043 active |= m_ActiveInputRestrictions.Count() > 0;
1044 }
1045 active |= m_ControlDisabledMode >= INPUT_EXCLUDE_ALL; //legacy stuff, Justin case
1046 return active;
1047 }
const int INPUT_EXCLUDE_ALL
Definition constants.c:631

Перекрестные ссылки INPUT_EXCLUDE_ALL.

◆ IsInputExcludeActive()

override bool IsInputExcludeActive ( string exclude)
inlineprotected

Returns true if the particular input exclude group had been activated via script and is active.

1051 {
1053 }

Используется в OnUpdate().

◆ IsInputRestrictionActive()

override bool IsInputRestrictionActive ( int restriction)
inlineprotected

Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, EInputRestrictors) is active.

1057 {
1059 }

Используется в OnUpdate().

◆ IsMapUnfoldActionRunning()

bool IsMapUnfoldActionRunning ( ActionBase pAction)
inlineprotected
1358 {
1359 return !pAction || pAction.Type() != ActionUnfoldMap;
1360 }
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
Definition ActionUnfoldMap.c:174

Перекрестные ссылки ActionUnfoldMap().

Используется в OnUpdate().

◆ IsMissionGameplay()

override bool IsMissionGameplay ( )
inlineprotected
1267 {
1268 return true;
1269 }

◆ IsPaused()

override bool IsPaused ( )
inlineprotected
1210 {
1211 return GetGame().GetUIManager().IsMenuOpen(MENU_INGAME);
1212 }

Перекрестные ссылки GetGame() и MENU_INGAME.

Используется в Continue(), OnUpdate() и Pause().

◆ IsPlayerDisconnecting()

override bool IsPlayerDisconnecting ( Man player)
inlineprotected
187 {
189 }

◆ IsPlayerRespawning()

override bool IsPlayerRespawning ( )
inlineprotected
1577 {
1578 return m_PlayerRespawning;
1579 }
bool m_PlayerRespawning
Definition missionGameplay.c:43

Перекрестные ссылки m_PlayerRespawning.

◆ IsServer()

override bool IsServer ( )
inlineprotected
182 {
183 return true;
184 }

Используется в MissionBaseWorld::OnLog().

◆ IsVoNActive()

override bool IsVoNActive ( )
inlineprotected
1523 {
1524 return m_VoNActive;
1525 }
bool m_VoNActive
Definition missionGameplay.c:48

Перекрестные ссылки m_VoNActive.

◆ LocalPressTime()

int LocalPressTime ( )
inlineprotected
1404 {
1405 return m_ActionDownTime;
1406 }
int m_ActionDownTime
Definition missionGameplay.c:34

Перекрестные ссылки m_ActionDownTime.

Используется в GetHoldActionTime().

◆ LocalReleaseTime()

int LocalReleaseTime ( )
inlineprotected
1409 {
1410 return m_ActionUpTime;
1411 }
int m_ActionUpTime
Definition missionGameplay.c:35

Перекрестные ссылки m_ActionUpTime.

Используется в GetHoldActionTime().

◆ MissionGameplay()

void MissionGameplay ( )
inlineprotected
54 {
56 m_Initialized = false;
57 m_EffectWidgets = new GameplayEffectWidgets;
59 m_Chat = new Chat;
61 m_LifeState = -1;
62 m_Hud = new IngameHud;
63 m_VoNActive = false;
64 m_PauseQueued = false;
65 m_ChatChannelFadeTimer = new WidgetFadeTimer;
66 m_MicFadeTimer = new WidgetFadeTimer;
69
70 m_ActiveRefresherLocations = new array<vector>;
72 }
Definition ActionMenu.c:2
Definition Chat.c:15
void DestroyAllMenus()
Definition missionGameplay.c:1073
Widget m_HudRootWidget
Definition missionGameplay.c:8
ref ActionMenu m_ActionMenu
Definition missionGameplay.c:13
bool m_Initialized
Definition missionGameplay.c:4
int m_LifeState
Definition missionGameplay.c:3
bool m_PauseQueued
Definition missionGameplay.c:45
ref Timer m_ToggleHudTimer
Definition missionGameplay.c:32
ref Timer m_ChatChannelHideTimer
Definition missionGameplay.c:24
ref WidgetFadeTimer m_ChatChannelFadeTimer
Definition missionGameplay.c:25
Definition SyncEvents.c:2
static void RegisterEvents()
Definition SyncEvents.c:3
Definition DayZPlayerImplement.c:63

Перекрестные ссылки CALL_CATEGORY_GUI, DestroyAllMenus(), m_Hud, m_Initialized и SyncEvents::RegisterEvents().

◆ MissionServer()

void MissionServer ( )
inlineprotected
58 {
59 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.UpdatePlayersStats, 30000, true);
60
64
68 }
ref array< Man > m_Players
Definition missionServer.c:7
Definition RainProcurementHandler.c:2

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame() и UpdatePlayersStats().

◆ MoveHudForInventory()

void MoveHudForInventory ( bool inv_open)
inlineprotected
1088 {
1089 #ifdef PLATFORM_CONSOLE
1090 IngameHud hud = IngameHud.Cast( GetHud() );
1091 if( hud )
1092 {
1093 if( inv_open )
1094 {
1095 hud.GetHudPanelWidget().SetPos( 0, -0.055 );
1096 }
1097 else
1098 {
1099 hud.GetHudPanelWidget().SetPos( 0, 0 );
1100 }
1101 }
1102 #endif
1103 }

Перекрестные ссылки GetHud().

◆ OnClientDisconnectedEvent()

void OnClientDisconnectedEvent ( PlayerIdentity identity,
PlayerBase player,
int logoutTime,
bool authFailed )
inlineprotected
579 {
580 bool disconnectNow = true;
581
582 // TODO: get out of vehicle
583 // using database and no saving if authorization failed
584 if (GetHive() && !authFailed)
585 {
586 if (player.IsAlive())
587 {
588 if (!m_LogoutPlayers.Contains(player) && !m_NewLogoutPlayers.Contains(player))
589 {
590 Print("[Logout]: New player " + identity.GetId() + " with logout time " + logoutTime.ToString());
591
592 // send statistics to client
593 player.StatSyncToClient();
594
595 // inform client about logout time
596 GetGame().SendLogoutTime(player, logoutTime);
597
598 // wait for some time before logout and save
599 LogoutInfo params = new LogoutInfo(GetGame().GetTime() + logoutTime * 1000, identity.GetId());
600
602 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(AddNewPlayerLogout, 0, false, player, params);
603
604 // allow reconnecting to old char only if not in cars, od ladders etc. as they cannot be properly synchronized for reconnect
605 //if (!player.GetCommand_Vehicle() && !player.GetCommand_Ladder())
606 //{
607 // GetGame().AddToReconnectCache(identity);
608 //}
609 // wait until logout timer runs out
610 disconnectNow = false;
611 }
612 return;
613 }
614 }
615
616 if (disconnectNow)
617 {
618 Print("[Logout]: New player " + identity.GetId() + " with instant logout");
619
620 // inform client about instant logout
621 GetGame().SendLogoutTime(player, 0);
622
624 }
625 }
proto native Hive GetHive()
void AddNewPlayerLogout(PlayerBase player, notnull LogoutInfo info)
Definition missionServer.c:213
void PlayerDisconnected(PlayerBase player, PlayerIdentity identity, string uid)
Definition missionServer.c:627
Definition PPEConstants.c:68
proto void Print(void var)
Prints content of variable to console/log.
Param2< int, string > LogoutInfo
int time of the logout end
Definition missionServer.c:3

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame(), GetHive(), GetTime(), PlayerDisconnected() и Print().

Используется в OnEvent().

◆ OnClientNewEvent()

PlayerBase OnClientNewEvent ( PlayerIdentity identity,
vector pos,
ParamsReadContext ctx )
inlineprotected
490 {
491 string characterType = GetGame().CreateRandomPlayer();
492 bool generateRandomEquip = false;
493
494 // get login data for new character
495 if (ProcessLoginData(ctx) && (m_RespawnMode == GameConstants.RESPAWN_MODE_CUSTOM) && !GetGame().GetMenuDefaultCharacterData(false).IsRandomCharacterForced())
496 {
497 if (GetGame().ListAvailableCharacters().Find(GetGame().GetMenuDefaultCharacterData().GetCharacterType()) > -1)
498 characterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
499 }
500 else
501 {
502 generateRandomEquip = true;
503 }
504
506 {
508 if (presetData && presetData.IsValid())
509 {
510 string presetCharType = presetData.GetRandomCharacterType();
511 if (presetCharType == string.Empty)
514 {
516 return m_player;
517 }
518 else
519 {
520 ErrorEx("Failed to create character from type: " + presetCharType + ", using default spawning method");
521 }
522 }
523 else
524 {
525 ErrorEx("Failed to load PlayerSpawnPreset data properly, using default spawning method");
526 }
527 }
528
530 {
532 GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
533 EquipCharacter(GetGame().GetMenuDefaultCharacterData());
534 }
535
536 return m_player;
537 }
Empty
Definition Hand_States.c:14
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
Definition missionServer.c:439
void EquipCharacter(MenuDefaultCharacterData char_data)
Spawns character equip from received data. Checks validity against config, randomizes if invalid valu...
Definition missionServer.c:451
bool ProcessLoginData(ParamsReadContext ctx)
returns whether received data is valid, ctx can be filled on client in StoreLoginData()
Definition missionServer.c:432
Definition CfgPlayerSpawnHandler.c:2
static PlayerSpawnPreset GetRandomCharacterPreset()
Definition CfgPlayerSpawnHandler.c:40
static bool ProcessEquipmentData(PlayerBase player, PlayerSpawnPreset data)
equips character with the chosen preset
Definition CfgPlayerSpawnHandler.c:61
static bool IsInitialized()
Definition CfgPlayerSpawnHandler.c:35
Definition CfgPlayerSpawnDataJson.c:17
enum ShapeType ErrorEx

Перекрестные ссылки CreateCharacter(), Empty, EquipCharacter(), ErrorEx, GetGame(), PlayerSpawnHandler::GetRandomCharacterPreset(), PlayerSpawnHandler::IsInitialized(), m_player, m_player, PlayerSpawnHandler::ProcessEquipmentData(), ProcessLoginData() и GameConstants::RESPAWN_MODE_CUSTOM.

Используется в OnEvent().

◆ OnClientPrepareEvent()

void OnClientPrepareEvent ( PlayerIdentity identity,
out bool useDB,
out vector pos,
out float yaw,
out int preloadTimeout )
inlineprotected
390 {
391 if (GetHive())
392 {
393 // use character from database
394 useDB = true;
395 }
396 else
397 {
398 // use following data without database
399 useDB = false;
400 pos = "1189.3 0.0 5392.48";
401 yaw = 0;
402 }
403 }

Перекрестные ссылки GetHive().

Используется в OnEvent().

◆ OnClientReadyEvent()

void OnClientReadyEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
540 {
541 GetGame().SelectPlayer(identity, player);
542
543 #ifdef DIAG_DEVELOPER
544 if (FeatureTimeAccel.m_CurrentTimeAccel)
545 {
546 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
547 }
548 #endif
549 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ OnClientReconnectEvent()

void OnClientReconnectEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
571 {
572 if (player)
573 {
574 player.OnReconnect();
575 }
576 }

Используется в OnEvent().

◆ OnClientRespawnEvent()

void OnClientRespawnEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
552 {
553 if (player)
554 {
555 if (player.IsUnconscious() || player.IsRestrained())
556 {
557 // kill character
558 player.SetHealth("", "", 0.0);
559 }
560 }
561
562 #ifdef DIAG_DEVELOPER
563 if (FeatureTimeAccel.m_CurrentTimeAccel)
564 {
565 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
566 }
567 #endif
568 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ OnEvent() [1/2]

override void OnEvent ( EventType eventTypeId,
Param params )
inlineprotected
690 {
691 super.OnEvent(eventTypeId, params);
693 Man player = GetGame().GetPlayer();
694
695 switch (eventTypeId)
696 {
699 if (m_LifeState == EPlayerStates.ALIVE)
700 {
701 m_Chat.Add(chat_params);
702 }
703 break;
704
707 ChatInputMenu chatMenu = ChatInputMenu.Cast( GetUIManager().FindMenu(MENU_CHAT_INPUT) );
708 if (chatMenu)
709 {
710 chatMenu.UpdateChannel();
711 }
712 else
713 {
714 m_ChatChannelText.SetText(ChatInputMenu.GetChannelName(cc_params.param1));
715 m_ChatChannelFadeTimer.FadeIn(m_ChatChannelArea, 0.5, true);
717 }
718 break;
719
722 m_Hud.OnResizeScreen();
723
724 break;
725
728 PluginDeveloper plugin_developer = PluginDeveloper.Cast( GetPlugin(PluginDeveloper) );
729 plugin_developer.OnSetFreeCameraEvent( PlayerBase.Cast( player ), set_free_camera_event_params.param1 );
730 break;
731 }
732 }
EPlayerStates
Definition EPlayerStates.c:2
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
TextWidget m_ChatChannelText
Definition missionGameplay.c:29
Widget m_ChatChannelArea
Definition missionGameplay.c:28
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition gameplay.c:562
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition gameplay.c:498
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:496
const int MENU_CHAT_INPUT
Definition constants.c:184

Перекрестные ссылки ChatChannelEventTypeID, ChatMessageEventTypeID, DestroyAllMenus(), GetGame(), GetPlugin(), GetUIManager(), InventoryMenu(), m_Hud, MENU_CHAT_INPUT, Hud::OnResizeScreen() и SetFreeCameraEventTypeID.

◆ OnEvent() [2/2]

override void OnEvent ( EventType eventTypeId,
Param params )
inlineprotected
253 {
256 int counter = 0;
257
258 switch (eventTypeId)
259 {
267 break;
268
272 player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
273 if (!player)
274 {
275 Debug.Log("ClientNewEvent: Player is empty");
276 return;
277 }
278 identity = newParams.param1;
281
284
285 break;
286
290 identity = readyParams.param1;
292 if (!player)
293 {
294 Debug.Log("ClientReadyEvent: Player is empty");
295 return;
296 }
297
300 // Send list of players at all clients
304 break;
305
309 identity = respawnParams.param1;
311 if (!player)
312 {
313 Debug.Log("ClientRespawnEvent: Player is empty");
314 return;
315 }
316
318 break;
319
323
324 identity = reconnectParams.param1;
326 if (!player)
327 {
328 Debug.Log("ClientReconnectEvent: Player is empty");
329 return;
330 }
331
333 break;
334
338
339 identity = discoParams.param1;
340 Class.CastTo(player, discoParams.param2);
341 int logoutTime = discoParams.param3;
342 bool authFailed = discoParams.param4;
343
344 if (!player)
345 {
346 Debug.Log("ClientDisconnectenEvent: Player is empty");
347 return;
348 }
349
351 break;
352
355
358 identity = player.GetIdentity();
359 if (identity)
360 {
361 // disable reconnecting to old char
362 // GetGame().RemoveFromReconnectCache(identity.GetId());
363 Print("[Logout]: Player " + identity.GetId() + " cancelled");
364 }
365 else
366 {
367 Print("[Logout]: Player cancelled");
368 }
369 m_LogoutPlayers.Remove(player);
371 break;
372 }
373 }
static void SyncDataSendEx(notnull PlayerIdentity identity)
Definition CfgGameplayHandler.c:94
Definition CfgPlayerRestrictedAreaHandler.c:2
static void SyncDataSend(notnull PlayerIdentity identity)
Definition CfgPlayerRestrictedAreaHandler.c:65
void SyncGlobalLighting(PlayerBase player)
Definition missionServer.c:421
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:551
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:539
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
Definition missionServer.c:489
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
Definition missionServer.c:389
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:570
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Definition missionServer.c:375
void ControlPersonalLight(PlayerBase player)
Definition missionServer.c:406
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
Definition missionServer.c:578
The class that will be instanced (moddable)
Definition gameplay.c:388
static void SendPlayerList()
Definition SyncEvents.c:47
Definition UndergroundAreaLoader.c:50
static void SyncDataSend(PlayerIdentity identity)
Definition UndergroundAreaLoader.c:114
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition gameplay.c:526
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition gameplay.c:506
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition gameplay.c:512
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition gameplay.c:510
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition gameplay.c:516
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition gameplay.c:514
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition gameplay.c:504

Перекрестные ссылки Class::CastTo(), ClientDisconnectedEventTypeID, ClientNewEventTypeID, ClientPrepareEventTypeID, ClientReadyEventTypeID, ClientReconnectEventTypeID, ClientRespawnEventTypeID, ControlPersonalLight(), InvokeOnConnect(), Debug::Log(), LogoutCancelEventTypeID, OnClientDisconnectedEvent(), OnClientNewEvent(), OnClientPrepareEvent(), OnClientReadyEvent(), OnClientReconnectEvent(), OnClientRespawnEvent(), Print(), SyncEvents::SendPlayerList(), CfgPlayerRestrictedAreaHandler::SyncDataSend(), UndergroundAreaLoader::SyncDataSend(), CfgGameplayHandler::SyncDataSendEx() и SyncGlobalLighting().

◆ OnGameplayDataHandlerLoad()

override void OnGameplayDataHandlerLoad ( )
inlineprotected
108 {
110 GetGame().SetDebugMonitorEnabled(GetGame().ServerConfigGetInt("enableDebugMonitor"));
111
112 InitialiseWorldData();
113 }
static bool GetDisableRespawnDialog()
Definition CfgGameplayHandler.c:173

Перекрестные ссылки CfgGameplayHandler::GetDisableRespawnDialog() и GetGame().

◆ OnInit() [1/3]

override void OnInit ( )
inlineprotected
92 {
93 super.OnInit();
94
95 if ( m_Initialized )
96 {
97 return;
98 }
99
100 #ifdef DIAG_DEVELOPER
101 if (!GetGame().IsMultiplayer())//to make it work in single during development
102 {
105 }
106 #endif
107
108 PPEffects.Init(); //DEPRECATED, left in for legacy purposes only
110
111 m_UIManager = GetGame().GetUIManager();
112
113 m_Initialized = true;
114
115 // init hud ui
116 if ( !m_HudRootWidget )
117 {
118 m_HudRootWidget = GetGame().GetWorkspace().CreateWidgets("gui/layouts/day_z_hud.layout");
119
120 m_HudRootWidget.Show(false);
121
122 m_Chat.Init(m_HudRootWidget.FindAnyWidget("ChatFrameWidget"));
123
124 m_ActionMenu.Init( m_HudRootWidget.FindAnyWidget("ActionsPanel"), TextWidget.Cast( m_HudRootWidget.FindAnyWidget("DefaultActionWidget") ) );
125
126 m_Hud.Init( m_HudRootWidget.FindAnyWidget("HudPanel") );
127
128 // von enabled icon
129 m_MicrophoneIcon = ImageWidget.Cast( m_HudRootWidget.FindAnyWidget("mic") );
130 m_MicrophoneIcon.Show(false);
131
132 // von voice level
133 m_VoiceLevels = m_HudRootWidget.FindAnyWidget("VoiceLevelsPanel");
134 m_VoiceLevelsWidgets = new map<int, ImageWidget>; // [key] voice level
135 m_VoiceLevelTimers = new map<int,ref WidgetFadeTimer>; // [key] voice level
136
137 if ( m_VoiceLevels )
138 {
139 m_VoiceLevelsWidgets.Set(VoiceLevelWhisper, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Whisper") ));
140 m_VoiceLevelsWidgets.Set(VoiceLevelTalk, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Talk") ));
141 m_VoiceLevelsWidgets.Set(VoiceLevelShout, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Shout") ));
142
143 m_VoiceLevelTimers.Set(VoiceLevelWhisper, new WidgetFadeTimer);
144 m_VoiceLevelTimers.Set(VoiceLevelTalk, new WidgetFadeTimer);
145 m_VoiceLevelTimers.Set(VoiceLevelShout, new WidgetFadeTimer);
146 }
147
149
150 // chat channel
151 m_ChatChannelArea = m_HudRootWidget.FindAnyWidget("ChatChannelPanel");
152 m_ChatChannelText = TextWidget.Cast( m_HudRootWidget.FindAnyWidget("ChatChannelText") );
153 }
154
155 // init hud ui
156 #ifdef DEVELOPER
157 m_HudDebug = new HudDebug;
158
159 if ( !m_HudDebug.IsInitialized() )
160 {
161 m_HudDebug.Init( GetGame().GetWorkspace().CreateWidgets("gui/layouts/debug/day_z_hud_debug.layout") );
162 PluginConfigDebugProfile.GetInstance().SetLogsEnabled(LogManager.IsLogsEnable());
163 }
164 #endif
165
166 // temporary hud watermark
167 #ifndef DIAG_DEVELOPER
168 #ifdef BUILD_EXPERIMENTAL
170 #endif
171 #endif
172 }
void HudDebug()
Definition HudDebug.c:106
static bool LoadData()
Definition CfgGameplayHandler.c:44
Definition Debug.c:600
static bool IsLogsEnable()
Definition Debug.c:634
Definition MapMarkersInfo.c:2
static void Init()
Definition MapMarkersInfo.c:5
Widget m_VoiceLevels
Definition missionGameplay.c:49
ref Watermark m_Watermark
Definition missionGameplay.c:18
override void HideVoiceLevelWidgets()
Definition missionGameplay.c:1532
Deprecated; 'PPEManager' used instead.
Definition PPEffects.c:3
static void Init()
Definition PPEffects.c:52
Definition PluginConfigDebugProfileFixed.c:2
Definition EnWidgets.c:220
static void SpawnAllTriggerCarriers()
Definition UndergroundAreaLoader.c:83
Definition Watermark.c:2

Перекрестные ссылки GetGame(), HideVoiceLevelWidgets(), HudDebug(), PPEffects::Init(), MapMarkerTypes::Init(), Hud::Init(), LogManager::IsLogsEnable(), CfgGameplayHandler::LoadData(), m_Hud, m_Initialized и UndergroundAreaLoader::SpawnAllTriggerCarriers().

◆ OnInit() [2/3]

override void OnInit ( )
inlineprivate
11 {
12 if (!m_NoCutscene)
13 {
15 }
16
17 if (!m_mainmenu)
18 {
19 #ifdef PLATFORM_CONSOLE
20 if ( g_Game.GetGameState() != DayZGameState.PARTY )
21 {
22 m_mainmenu = UIScriptedMenu.Cast( g_Game.GetUIManager().EnterScriptedMenu( MENU_TITLE_SCREEN, null ) );
23 }
24 #else
25 m_mainmenu = UIScriptedMenu.Cast( g_Game.GetUIManager().EnterScriptedMenu( MENU_MAIN, null ) );
26 #endif
27 }
28
29 GetOnInputDeviceChanged().Insert(OnInputDeviceChanged);
30 }
void OnInputDeviceChanged(int device)
Definition missionMainMenu.c:135
UIScriptedMenu m_mainmenu
Definition missionMainMenu.c:3
void CreateIntroScene()
Definition missionMainMenu.c:63
bool m_NoCutscene
Definition missionMainMenu.c:8
const int MENU_TITLE_SCREEN
Definition constants.c:194
const int MENU_MAIN
Definition constants.c:180

Перекрестные ссылки g_Game, MENU_MAIN, MENU_TITLE_SCREEN и OnInputDeviceChanged().

◆ OnInit() [3/3]

override void OnInit ( )
inlineprotected
76 {
77 super.OnInit();
82 //Either pass consts in Init.c or insert all desired coords (or do both ;))
84 }
static bool LoadData()
Definition CfgPlayerRestrictedAreaHandler.c:11
ref array< vector > m_FiringPos
Definition missionServer.c:26
static bool LoadData()
Definition CfgPlayerSpawnHandler.c:6

Перекрестные ссылки CfgGameplayHandler::LoadData(), CfgPlayerRestrictedAreaHandler::LoadData(), PlayerSpawnHandler::LoadData() и UndergroundAreaLoader::SpawnAllTriggerCarriers().

◆ OnInputDeviceChanged()

void OnInputDeviceChanged ( int device)
inlineprivate
136 {
137 if (m_CreditsMenu)
138 {
139 m_CreditsMenu.UpdateInfoPanelText(device);
140 }
141 }
CreditsMenu m_CreditsMenu
Definition missionMainMenu.c:4

◆ OnItemUsed()

override void OnItemUsed ( InventoryItem item,
Man owner )
inlineprotected
735 {
736 if (item && GetUIManager().GetMenu() == NULL)
737 {
738 if (item.IsInherited(ItemBook))
739 {
740 BookMenu bookMenu = BookMenu.Cast( GetUIManager().EnterScriptedMenu(MENU_BOOK, NULL) );
741 if (bookMenu)
742 {
743 bookMenu.ReadBook(item);
744 }
745 }
746 }
747 }
const int MENU_BOOK
Definition constants.c:190

Перекрестные ссылки GetUIManager() и MENU_BOOK.

◆ OnKeyPress()

override void OnKeyPress ( int key)
inlineprotected
679 {
680 super.OnKeyPress(key);
681 m_Hud.KeyPress(key);
682 }

Перекрестные ссылки Hud::KeyPress() и m_Hud.

◆ OnKeyRelease()

override void OnKeyRelease ( int key)
inlineprotected
685 {
686 super.OnKeyRelease(key);
687 }

◆ OnMenuEnter()

void OnMenuEnter ( int menu_id)
inlineprivate
125 {
126 switch (menu_id)
127 {
128 case MENU_CREDITS:
129 {
130 m_CreditsMenu = CreditsMenu.Cast(GetGame().GetUIManager().GetMenu());
131 }
132 }
133 }
const int MENU_CREDITS
Definition constants.c:203

Перекрестные ссылки GetGame() и MENU_CREDITS.

◆ OnMissionFinish() [1/2]

override void OnMissionFinish ( )
inlineprotected
226 {
228
229 //Print("OnMissionFinish");
232
233 m_Chat.Destroy();
234 delete m_HudRootWidget;
235
236 if (m_DebugMonitor)
237 m_DebugMonitor.Hide();
238#ifndef FEATURE_CURSOR
239 g_Game.GetUIManager().ShowUICursor(false);
240#endif
243 g_Game.SetMissionState( DayZGame.MISSION_STATE_FINNISH );
244 }
PPERequesterCategory
Definition PPEConstants.c:29
override void EnableAllInputs(bool bForceSupress=false)
Removes all active input excludes and restrictions.
Definition missionGameplay.c:1011
Static component of PPE manager, used to hold the instance.
Definition PPEManager.c:3
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Definition PPEManager.c:27

Перекрестные ссылки DestroyAllMenus(), EnableAllInputs(), g_Game, GetGame(), GetPlayer(), PPEManagerStatic::GetPPEManager(), GetUIManager(), UIManager::HideDialog() и m_HudRootWidget.

◆ OnMissionFinish() [2/2]

override void OnMissionFinish ( )
inlineprivate
91 {
92 if ( m_mainmenu )
93 m_mainmenu.Cleanup();
94 GetGame().GetUIManager().CloseAll();
96
100#ifndef FEATURE_CURSOR
101 g_Game.GetUIManager().ShowUICursor(false);
102#endif
103 }

Перекрестные ссылки g_Game и GetGame().

◆ OnMissionStart() [1/3]

override void OnMissionStart ( )
inlineprotected

Only once the game is loaded should we take control of the cursor

180 {
181 g_Game.SetConnecting(false);
182
183#ifndef FEATURE_CURSOR
185 GetUIManager().ShowUICursor(false);
186#endif
187
188 g_Game.SetMissionState(DayZGame.MISSION_STATE_GAME);
189 }
void ShowUICursor(bool visible)
Definition UIManager.c:244

Перекрестные ссылки g_Game, GetUIManager() и UIManager::ShowUICursor().

◆ OnMissionStart() [2/3]

override void OnMissionStart ( )
inlineprivate
81 {
82 g_Game.GetUIManager().ShowUICursor(true);
83 g_Game.SetMissionState(DayZGame.MISSION_STATE_MAINMENU);
84 m_DynamicMusicPlayer.SetCategory(EDynamicMusicPlayerCategory.MENU, true);
85
86 g_Game.LoadingHide(true);
88 }
EDynamicMusicPlayerCategory
Definition EDynamicMusicPlayerCategory.c:2
Definition ProgressAsync.c:2
static proto native void DestroyAllPendingProgresses()

Перекрестные ссылки ProgressAsync::DestroyAllPendingProgresses() и g_Game.

◆ OnMissionStart() [3/3]

override void OnMissionStart ( )
inlineprotected
87 {
88 super.OnMissionStart();
89
90 // We will load the Effect areas on Default mission start
92 }
Definition ContaminatedAreaLoader.c:3
static void CreateZones()
Definition ContaminatedAreaLoader.c:6

Перекрестные ссылки EffectAreaLoader::CreateZones().

◆ OnPlayerRespawned()

override void OnPlayerRespawned ( Man player)
inlineprotected
1552 {
1553 #ifdef DIAG_DEVELOPER
1554 if (m_HudDebug)
1555 m_HudDebug.RefreshByLocalProfile();
1556 #endif
1557
1559 if (playerBase)
1560 {
1561 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(playerBase.ShowDeadScreen, false, 0);
1562 }
1563
1564 GetGame().GetSoundScene().SetSoundVolume(g_Game.m_volume_sound,1);
1565 GetGame().GetSoundScene().SetSpeechExVolume(g_Game.m_volume_speechEX,1);
1566 GetGame().GetSoundScene().SetMusicVolume(g_Game.m_volume_music,1);
1567 GetGame().GetSoundScene().SetVOIPVolume(g_Game.m_volume_VOIP,1);
1568 GetGame().GetSoundScene().SetRadioVolume(g_Game.m_volume_radio,1);
1569 }

Перекрестные ссылки CALL_CATEGORY_GUI, g_Game и GetGame().

◆ OnUpdate() [1/3]

override void OnUpdate ( float timeslice)
inlineprotected
247 {
248#ifdef DIAG_DEVELOPER
250#endif
251
252#ifdef FEATURE_CURSOR
253 if (GetTimeStamp() == 0)
254 {
255 if (!g_Game.IsAppActive() || IsCLIParam("launchPaused"))
256 {
257 m_PauseQueued = true;
258 }
259 else
260 {
262 GetUIManager().ShowUICursor(false);
263 }
264 }
265#endif
266
267 if (m_PauseQueued && !IsPaused())
268 {
269 Pause();
270 }
271
272 Man player = GetGame().GetPlayer();
275 UpdateDummyScheduler();//for external entities
278 NoteMenu note_menu = NoteMenu.Cast( m_UIManager.FindMenu(MENU_NOTE) );
279 GesturesMenu gestures_menu = GesturesMenu.Cast(m_UIManager.FindMenu(MENU_GESTURES));
280 RadialQuickbarMenu quickbar_menu = RadialQuickbarMenu.Cast(m_UIManager.FindMenu(MENU_RADIAL_QUICKBAR));
281 InspectMenuNew inspect = InspectMenuNew.Cast( m_UIManager.FindMenu(MENU_INSPECT) );
282 Input input = GetGame().GetInput();
284 bool manualInputUnlockProcessed = false;
285
286 if ( playerPB )
287 {
288 #ifdef DIAG_DEVELOPER
289 if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
290 {
291 DbgUI.Begin("Hologram Debug", 5, 5);
292 }
293 #endif
294
295 if ( playerPB.GetHologramLocal() )
296 {
297 playerPB.GetHologramLocal().UpdateHologram( timeslice );
298 }
299 #ifdef DIAG_DEVELOPER
300 else if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
301 {
302 DbgUI.Text("No active Hologram");
303 }
304
305 if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
306 {
307 DbgUI.End();
308 }
309 #endif
310
311 runningAction = playerPB.GetActionManager().GetRunningAction();
312 }
313
314#ifdef PLATFORM_CONSOLE
315 //'Special behaviour' for colliding VON distance input actions [CONSOLE ONLY]
316 if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalValue() && !menu)
317 {
318 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Lock();
319 GetUApi().GetInputByID(UAZoomInToggle).Lock();
320 GetUApi().GetInputByID(UAPersonView).Lock();
321 GetUApi().GetInputByID(UALeanLeft).Lock();
322 GetUApi().GetInputByID(UALeanRight).Lock();
323 }
324 else if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalRelease()) //unlocks on release, if already excluded, all the other inputs should be locked/unlocked in the exclude (if defined properly!)
325 {
326 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
327 GetUApi().GetInputByID(UAZoomInToggle).Unlock();
328 GetUApi().GetInputByID(UAPersonView).Unlock();
329 GetUApi().GetInputByID(UALeanLeft).Unlock();
330 GetUApi().GetInputByID(UALeanRight).Unlock();
331
333 }
334
335 //Radial quickbar
336 if (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalPress() && playerPB)
337 {
338 //open quickbar menu
339 if ( playerPB.IsAlive() && !playerPB.IsRaised() && !playerPB.IsUnconscious() && !playerPB.GetCommand_Vehicle() ) //player hands not raised, player is not in prone and player is not interacting with vehicle
340 {
341 if ( !GetUIManager().IsMenuOpen( MENU_RADIAL_QUICKBAR ) )
342 {
343 RadialQuickbarMenu.OpenMenu();
344 m_Hud.ShowHudUI( false );
345 }
346 }
347 }
348
349 bool b1 = RadialQuickbarMenu.GetItemToAssign() != null;
350 //close quickbar menu from world
351 if (GetUIManager().IsMenuOpen( MENU_RADIAL_QUICKBAR ) && (!RadialQuickbarMenu.GetMenuInstance().GetParentMenu() || RadialQuickbarMenu.GetMenuInstance().GetParentMenu() != inventory) && (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalRelease() || !GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalValue()))
352 {
353 RadialQuickbarMenu.CloseMenu();
354 m_Hud.ShowHudUI( true );
355 }
356
357 //Radial Quickbar from inventory
358 if ((RadialQuickbarMenu.instance && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() == inventory) && GetUApi().GetInputByID(UAUIQuickbarRadialInventoryOpen).LocalRelease())
359 {
360 //close radial quickbar menu
361 if (GetGame().GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
362 {
363 RadialQuickbarMenu.CloseMenu();
364 RadialQuickbarMenu.SetItemToAssign(NULL);
365
366 if (GetGame().GetUIManager().IsMenuOpen(MENU_INVENTORY))
367 {
368 AddActiveInputExcludes({"inventory"});
370 }
371 }
372 }
373
374 if (playerPB)
375 {
376 //Special behaviour for leaning [CONSOLE ONLY]
377 if (playerPB.IsRaised() || playerPB.IsInRasedProne())
378 {
379 GetUApi().GetInputByID(UALeanLeftGamepad).Unlock();
380 GetUApi().GetInputByID(UALeanRightGamepad).Unlock();
381
383 }
384 else if (!GetUApi().GetInputByID(UALeanLeftGamepad).IsLocked() || !GetUApi().GetInputByID(UALeanRightGamepad).IsLocked())
385 {
386 GetUApi().GetInputByID(UALeanLeftGamepad).Lock();
387 GetUApi().GetInputByID(UALeanRightGamepad).Lock();
388 }
389
390 //Special behaviour for freelook & zeroing [CONSOLE ONLY]
391 if (playerPB.IsRaised())
392 {
393 GetUApi().GetInputByID(UALookAround).Lock(); //disable freelook
394 GetUApi().GetInputByID(UALookAroundToggle).Lock(); //disable freelook
395
396 GetUApi().GetInputByID(UAZeroingUp).Unlock(); //enable zeroing
397 GetUApi().GetInputByID(UAZeroingDown).Unlock();
398
400 }
401 else if (GetUApi().GetInputByID(UALookAround).IsLocked() || GetUApi().GetInputByID(UALookAroundToggle).IsLocked())
402 {
403 GetUApi().GetInputByID(UALookAround).Unlock(); //enable freelook
404 GetUApi().GetInputByID(UALookAroundToggle).Unlock(); //enable freelook
405
406 GetUApi().GetInputByID(UAZeroingUp).Lock(); //disable zeroing
407 GetUApi().GetInputByID(UAZeroingDown).Lock();
408
410 }
411 }
412#endif
413
415 {
417 }
418
419 //Gestures
420 if ( GetUApi().GetInputByID(UAUIGesturesOpen).LocalPress() && playerPB)
421 {
422 //open gestures menu
423 if ( !playerPB.IsRaised() && (playerPB.GetActionManager().ActionPossibilityCheck(playerPB.m_MovementState.m_CommandTypeId) || playerPB.IsEmotePlaying()) && !playerPB.GetCommand_Vehicle() )
424 {
425 if (GesturesMenu.CanOpenMenu() && !GetUIManager().IsMenuOpen(MENU_GESTURES))
426 {
427 GesturesMenu.OpenMenu();
428 m_Hud.ShowHudUI(false);
429 }
430 }
431 }
432
433 if ( GetUApi().GetInputByID(UAUIGesturesOpen).LocalRelease() || GetUApi().GetInputByID(UAUIGesturesOpen).LocalValue() == 0 )
434 {
435 //close gestures menu
436 if ( GetUIManager().IsMenuOpen( MENU_GESTURES ) )
437 {
438 GesturesMenu.CloseMenu();
439 m_Hud.ShowHudUI( true );
440 }
441 }
442
443 if (player && m_LifeState == EPlayerStates.ALIVE && !player.IsUnconscious() )
444 {
445 // enables HUD on spawn
446 if (m_HudRootWidget)
447 {
448 m_HudRootWidget.Show(true);
449 }
450
451 #ifndef NO_GUI
452 // fade out black screen
453
454 if ( GetUIManager().ScreenFadeVisible() )
455 {
457 }
458
459 #endif
460
461 if (GetUApi().GetInputByID(UAGear).LocalPress())
462 {
463 if (!inventory && playerPB.CanManipulateInventory() && IsMapUnfoldActionRunning(runningAction))
464 {
467 }
468 else if (menu == inventory)
469 {
471 }
472 }
473
474 if (GetUApi().GetInputByID(UAUIMenu).LocalPress() && menu && inventory && menu == inventory)
475 {
477 }
478
479 #ifndef PLATFORM_CONSOLE
480 if (GetUApi().GetInputByID(UAChat).LocalPress() && input.IsEnabledMouseAndKeyboardEvenOnServer())
481 {
482 ChatInputMenu chat = ChatInputMenu.Cast( m_UIManager.FindMenu(MENU_CHAT) );
483 if ( menu == NULL )
484 {
485 ShowChat();
486 }
487 }
488 #endif
489
490 // voice level updated
491 VONManager.GetInstance().HandleInput(input);
492
493 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalHold())
494 {
495 if (!m_QuickbarHold)
496 {
497 m_QuickbarHold = true;
498 m_Hud.ShowHudPlayer(m_Hud.IsHideHudPlayer());
499 }
500 }
501
502 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalRelease())
503 {
504 if (!m_QuickbarHold)
505 {
506 m_Hud.ShowQuickbarPlayer(m_Hud.IsHideQuickbarPlayer());
507 }
508 m_QuickbarHold = false;
509 }
510
511 if (GetUApi().GetInputByID(UAZeroingUp).LocalPress() || GetUApi().GetInputByID(UAZeroingDown).LocalPress() || GetUApi().GetInputByID(UAToggleWeapons).LocalPress())
512 {
513 m_Hud.ZeroingKeyPress();
514 }
515
516 if (menu == NULL)
517 {
518 m_ActionMenu.Refresh();
519
520 if (GetUApi().GetInputByID(UANextActionCategory).LocalPress())
521 {
522 m_ActionMenu.NextActionCategory();
523 }
524 else if (GetUApi().GetInputByID(UAPrevActionCategory).LocalPress())
525 {
526 m_ActionMenu.PrevActionCategory();
527 }
528 else if (GetUApi().GetInputByID(UANextAction).LocalPress())
529 {
530 m_ActionMenu.NextAction();
531 }
532 else if (GetUApi().GetInputByID(UAPrevAction).LocalPress())
533 {
534 m_ActionMenu.PrevAction();
535 }
536 }
537 else
538 {
539 m_ActionMenu.Hide();
540 }
541
542 //hologram rotation
543 if (menu == NULL && playerPB.IsPlacingLocal() && playerPB.GetHologramLocal().GetParentEntity().PlacementCanBeRotated())
544 {
545 if (GetUApi().GetInputByID(UANextAction).LocalRelease())
546 {
547 playerPB.GetHologramLocal().SubtractProjectionRotation(15);
548 }
549
550 if (GetUApi().GetInputByID(UAPrevAction).LocalRelease())
551 {
552 playerPB.GetHologramLocal().AddProjectionRotation(15);
553 }
554 }
555
557 {
558 if (GetUApi().GetInputByID(UAMapToggle).LocalPress() && !m_UIManager.GetMenu())
559 {
561 {
563 }
564 }
565 }
566 }
567
568 // life state check
569 if (player)
570 {
571 int life_state = player.GetPlayerState();
573 }
574
575 if (menu && !menu.UseKeyboard() && menu.UseMouse())
576 {
577 int i;
578 for (i = 0; i < 5; i++)
579 {
580 input.DisableKey(i | INPUT_DEVICE_MOUSE);
583 }
584
585 for (i = 0; i < 6; i++)
586 {
587 input.DisableKey(i | INPUT_DEVICE_MOUSE_AXIS);
588 }
589 }
590
592 {
593 if (menu)
594 {
595 if (menu == inspect)
596 {
597 if (GetUApi().GetInputByID(UAGear).LocalPress())
598 {
599 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
600 {
602 }
603 }
604 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
605 {
606 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
607 {
609 }
610 }
611 }
612 else if (menu == note_menu && (!IsInputExcludeActive("inventory") || !IsInputRestrictionActive(EInputRestrictors.INVENTORY)))
613 {
614 AddActiveInputExcludes({"inventory"});
616 }
617 else if (menu == gestures_menu && !gestures_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
618 {
619 AddActiveInputExcludes({"radialmenu"});
620 GetUApi().GetInputByID(UAUIGesturesOpen).Unlock();
621 }
622 else if (menu == quickbar_menu && !quickbar_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
623 {
624 AddActiveInputExcludes({"radialmenu"});
625 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
626 }
627 else if (IsPaused())
628 {
629 InGameMenuXbox menu_xb = InGameMenuXbox.Cast(GetGame().GetUIManager().GetMenu());
630 if (!g_Game.GetUIManager().ScreenFadeVisible() && (!menu_xb || !menu_xb.IsOnlineOpen()))
631 {
632 if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
633 {
634 Continue();
635 }
636 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
637 {
638 Continue();
639 }
640 }
641 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
642 {
643 if (menu_xb && menu_xb.IsOnlineOpen())
644 {
645 menu_xb.CloseOnline();
646 }
647 }
648 }
649 }
650 else if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
651 {
653 {
654 Pause();
655 }
656 }
657 }
658
660
662
663 if (!GetGame().IsMultiplayer())
664 m_WorldData.UpdateBaseEnvTemperature( timeslice );
665
666#ifdef DIAG_DEVELOPER
668#endif
670 {
673 }
674
675 super.OnUpdate( timeslice );
676 }
bool IsLocked()
Definition ModifierBase.c:140
Definition ActionBase.c:53
static bool GetMapIgnoreMapOwnership()
Definition CfgGameplayHandler.c:398
Definition DbgUI.c:60
Definition input.c:11
Definition ItemManager.c:2
static ItemManager GetInstance()
Definition ItemManager.c:283
override void HideInventory()
Definition missionGameplay.c:1126
override bool IsInputRestrictionActive(int restriction)
Returns true if the particular 'restriction' (those govern special behaviour outside regular input ex...
Definition missionGameplay.c:1056
override void AddActiveInputExcludes(array< string > excludes)
Adds one or more exclude groups to disable and refreshes excludes.
Definition missionGameplay.c:921
bool m_QuickbarHold
Definition missionGameplay.c:42
override void ShowInventory()
Definition missionGameplay.c:1105
void PerformRefreshExcludes()
applies queued excludes (0 == clear excludes)
Definition missionGameplay.c:997
bool IsMapUnfoldActionRunning(ActionBase pAction)
Definition missionGameplay.c:1357
override void AddActiveInputRestriction(int restrictor)
Adds one input restriction (specific behaviour oudside regular excludes, defined below)
Definition missionGameplay.c:953
void UpdateDebugMonitor()
Definition missionGameplay.c:1375
void DisplayHairDebug()
Definition missionGameplay.c:1419
override void ShowChat()
Definition missionGameplay.c:1157
override void Pause()
Definition missionGameplay.c:1214
bool m_ProcessInputExcludes
Definition missionGameplay.c:41
void TickScheduler(float timeslice)
Definition missionGameplay.c:199
override bool IsInputExcludeActive(string exclude)
Returns true if the particular input exclude group had been activated via script and is active.
Definition missionGameplay.c:1050
void HandleMapToggleByKeyboardShortcut(Man player)
Definition missionGameplay.c:1342
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static ref ScriptInvoker Event_OnFrameUpdate
Static invoker for the SEffectManager.Event_OnFrameUpdate called form MissionGameplay....
Definition EffectManager.c:24
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
Definition UIManager.c:160
proto native bool IsDialogVisible()
proto native UIScriptedMenu GetMenu()
Returns most-top open menu.
proto native void ScreenFadeOut(float duration)
Manager class which handles Voice-over-network functionality while player is connected to a server.
Definition VONManager.c:285
static VONManagerBase GetInstance()
Main way to access VONManager functionality from script.
Definition VONManager.c:292
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)
static proto native void End()
const int INPUT_DEVICE_MOUSE
Definition constants.c:24
const int INPUT_ACTION_TYPE_DOUBLETAP
Definition constants.c:40
const int INPUT_DEVICE_MOUSE_AXIS
Definition constants.c:42
const int INPUT_ACTION_TYPE_DOWN_EVENT
Definition constants.c:33
const int MENU_INSPECT
Definition constants.c:177
const int MENU_GESTURES
Definition constants.c:192
const int MENU_CHAT
Definition constants.c:173
const int MENU_NOTE
Definition constants.c:188
const int MENU_RADIAL_QUICKBAR
Definition constants.c:196
proto native bool IsCLIParam(string param)
Returns if command line argument is present.

Перекрестные ссылки AddActiveInputExcludes(), AddActiveInputRestriction(), DbgUI::Begin(), Continue(), DisplayHairDebug(), DbgUI::End(), SEffectManager::Event_OnFrameUpdate, UIManager::FindMenu(), g_Game, DiagMenu::GetBool(), GetGame(), VONManager::GetInstance(), ItemManager::GetInstance(), CfgGameplayHandler::GetMapIgnoreMapOwnership(), UIManager::GetMenu(), GetUApi(), GetUIManager(), CfgGameplayHandler::GetUse3DMap(), HandleMapToggleByKeyboardShortcut(), HideInventory(), INPUT_ACTION_TYPE_DOUBLETAP, INPUT_ACTION_TYPE_DOWN_EVENT, INPUT_DEVICE_MOUSE, INPUT_DEVICE_MOUSE_AXIS, InventoryMenu(), IsCLIParam(), UIManager::IsDialogVisible(), Hud::IsHideHudPlayer(), Hud::IsHideQuickbarPlayer(), IsInputExcludeActive(), IsInputRestrictionActive(), IsLocked(), IsMapUnfoldActionRunning(), IsPaused(), m_Hud, m_InventoryMenu, MENU_CHAT, MENU_GESTURES, MENU_INSPECT, MENU_INVENTORY, MENU_NOTE, MENU_RADIAL_QUICKBAR, Pause(), PerformRefreshExcludes(), RefreshExcludes(), UIManager::ScreenFadeOut(), ShowChat(), Hud::ShowHudPlayer(), Hud::ShowHudUI(), ShowInventory(), Hud::ShowQuickbarPlayer(), UIManager::ShowUICursor(), DbgUI::Text(), TickScheduler(), UpdateDebugMonitor() и Hud::ZeroingKeyPress().

◆ OnUpdate() [2/3]

override void OnUpdate ( float timeslice)
inlineprivate
106 {
107 super.OnUpdate(timeslice);
108
109#ifdef DIAG_DEVELOPER
111#endif
112
113 if ( g_Game.IsLoading() )
114 {
115 return;
116 }
117
118 if (m_IntroScenePC)
119 {
120 m_IntroScenePC.Update();
121 }
122 }

Перекрестные ссылки g_Game.

◆ OnUpdate() [3/3]

override void OnUpdate ( float timeslice)
inlineprotected
95 {
96 UpdateDummyScheduler();
99 m_WorldData.UpdateBaseEnvTemperature(timeslice); // re-calculate base enviro temperature
101
103
104 super.OnUpdate(timeslice);
105 }
void RandomArtillery(float deltaTime)
Definition missionServer.c:116
void UpdateLogoutPlayers()
Definition missionServer.c:220

Перекрестные ссылки RandomArtillery(), TickScheduler() и UpdateLogoutPlayers().

◆ Pause()

override void Pause ( )
inlineprotected
1215 {
1216 if (IsPaused() || (GetGame().GetUIManager().GetMenu() && GetGame().GetUIManager().GetMenu().GetID() == MENU_INGAME))
1217 {
1218 return;
1219 }
1220
1221 m_PauseQueued = true;
1222
1223 if ( g_Game.IsClient() && g_Game.GetGameState() != DayZGameState.IN_GAME )
1224 {
1225 return;
1226 }
1227
1229 if ( player && !player.IsPlayerLoaded() || IsPlayerRespawning() )
1230 {
1231 return;
1232 }
1233
1234 CloseAllMenus();
1235
1236 // open ingame menu
1238 if (!menu || !menu.IsVisible())
1239 {
1240 return;
1241 }
1242
1243 AddActiveInputExcludes({"menu"});
1245
1246 m_PauseQueued = false;
1247 }
int GetID()
Get the ID registered in SEffectManager.
Definition Effect.c:536
override bool IsPlayerRespawning()
Definition missionGameplay.c:1576
void CloseAllMenus()
Definition missionGameplay.c:1067
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.

Перекрестные ссылки AddActiveInputExcludes(), AddActiveInputRestriction(), CloseAllMenus(), UIManager::EnterScriptedMenu(), g_Game, GetGame(), GetID(), GetPlayer(), GetUIManager(), IsPaused() и MENU_INGAME.

Используется в OnUpdate().

◆ PerformRefreshExcludes()

void PerformRefreshExcludes ( )
inlineprotected

applies queued excludes (0 == clear excludes)

998 {
1000 {
1001 for (int i = 0; i < m_ActiveInputExcludeGroups.Count(); i++)
1002 {
1003 GetUApi().ActivateExclude(m_ActiveInputExcludeGroups[i]);
1004 }
1005 }
1006
1007 GetUApi().UpdateControls();
1008 }

Перекрестные ссылки GetUApi().

Используется в OnUpdate().

◆ PlayerControlDisable()

override void PlayerControlDisable ( int mode)
inlineprotected

Deprecated; simple input restrictions.

812 {
813 super.PlayerControlDisable(mode);
814
815 switch (mode)
816 {
818 {
819 AddActiveInputExcludes({"menu"});
820 break;
821 }
823 {
824 AddActiveInputExcludes({"inventory"});
826 break;
827 }
829 {
830 AddActiveInputExcludes({"loopedactions"});
832 break;
833 }
835 {
836 AddActiveInputExcludes({"radialmenu"});
837 break;
838 }
840 {
841 AddActiveInputExcludes({"radialmenu"});
842 break;
843 }
844 default:
845 {
846 Debug.Log("Unknown controls disable mode");
847 return;
848 }
849 }
850
852
854 if ( player )
855 {
856 ItemBase item = player.GetItemInHands();
857 if (item && item.IsWeapon())
858 player.RequestResetADSSync();
859 }
860 }
const int INPUT_EXCLUDE_MOUSE_RADIAL
Definition constants.c:634
const int INPUT_EXCLUDE_INVENTORY
Definition constants.c:632
const int INPUT_EXCLUDE_MAP
Definition constants.c:635
const int INPUT_EXCLUDE_MOUSE_ALL
Definition constants.c:633

Перекрестные ссылки AddActiveInputExcludes(), AddActiveInputRestriction(), GetGame(), GetPlayer(), INPUT_EXCLUDE_ALL, INPUT_EXCLUDE_INVENTORY, INPUT_EXCLUDE_MAP, INPUT_EXCLUDE_MOUSE_ALL, INPUT_EXCLUDE_MOUSE_RADIAL и Debug::Log().

◆ PlayerControlEnable()

override void PlayerControlEnable ( bool bForceSupress)
inlineprotected

Deprecated; removes last input exclude and associated controls restrictions.

763 {
764 super.PlayerControlEnable(bForceSupress);
765
766 if (m_ControlDisabledMode != -1)
767 {
768 switch (m_ControlDisabledMode)
769 {
771 {
773 break;
774 }
776 {
779 break;
780 }
782 {
783 RemoveActiveInputExcludes({"loopedactions"},bForceSupress);
785 break;
786 }
788 {
790 break;
791 }
793 {
795 break;
796 }
797 }
798
800
802 if (player)
803 {
804 HumanInputController hic = player.GetInputController();
805 hic.LimitsDisableSprint(false);
806 }
807 }
808 }
Definition human.c:18

Перекрестные ссылки GetGame(), GetPlayer(), INPUT_EXCLUDE_ALL, INPUT_EXCLUDE_INVENTORY, INPUT_EXCLUDE_MAP, INPUT_EXCLUDE_MOUSE_ALL, INPUT_EXCLUDE_MOUSE_RADIAL, RemoveActiveInputExcludes() и RemoveActiveInputRestriction().

◆ PlayerDisconnected()

void PlayerDisconnected ( PlayerBase player,
PlayerIdentity identity,
string uid )
inlineprotected
628 {
629 // Note: At this point, identity can be already deleted
630 if (!player)
631 {
632 Print("[Logout]: Skipping player " + uid + ", already removed");
633 return;
634 }
635
636 // disable reconnecting to old char
637 //GetGame().RemoveFromReconnectCache(uid);
638
639 // now player can't cancel logout anymore, so call everything needed upon disconnect
641
642 Print("[Logout]: Player " + uid + " finished");
643
644 if (GetHive())
645 {
646 // save player
647 player.Save();
648
649 // unlock player in DB
650 GetHive().CharacterExit(player);
651 }
652
653 // handle player's existing char in the world
654 player.ReleaseNetworkControls();
656
657 // remove player from server
658 GetGame().DisconnectPlayer(identity, uid);
659 // Send list of players at all clients
660 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(SyncEvents.SendPlayerList, 1000);
661 }
void InvokeOnDisconnect(PlayerBase player)
Definition missionServer.c:382
void HandleBody(PlayerBase player)
Definition missionServer.c:685
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, GetGame(), GetHive(), HandleBody(), InvokeOnDisconnect(), Print() и SyncEvents::SendPlayerList().

Используется в OnClientDisconnectedEvent() и UpdateLogoutPlayers().

◆ PlayMusic()

void PlayMusic ( )
inlineprivate
196 {
197 if ( !m_MenuMusic )
198 {
199 SoundParams soundParams = new SoundParams( "Music_Menu_SoundSet" );
201 SoundObject soundObject = soundBuilder.BuildSoundObject();
202 soundObject.SetKind( WaveKind.WAVEMUSIC );
203 m_MenuMusic = GetGame().GetSoundScene().Play2D(soundObject, soundBuilder);
204 m_MenuMusic.Loop( true );
206 }
207 }
WaveKind
Definition Sound.c:2
class SoundObjectBuilder SoundObject(SoundParams soundParams)
void SoundObjectBuilder(SoundParams soundParams)
proto void Play()
proto void Loop(bool setLoop)
Definition Sound.c:46
Definition Sound.c:101

Перекрестные ссылки GetGame(), AbstractWave::Loop(), AbstractWave::Play(), SoundObject() и SoundObjectBuilder().

◆ ProcessLoginData()

bool ProcessLoginData ( ParamsReadContext ctx)
inlineprotected

returns whether received data is valid, ctx can be filled on client in StoreLoginData()

433 {
434 //creates temporary server-side structure for handling default character spawn
435 return GetGame().GetMenuDefaultCharacterData(false).DeserializeCharacterData(ctx);
436 }

Перекрестные ссылки GetGame().

Используется в OnClientNewEvent().

◆ RandomArtillery()

void RandomArtillery ( float deltaTime)
inlineprotected
117 {
118 // ARTY barrage
119 if (m_PlayArty)
120 {
121 // We only perform timer checks and increments if we enabled the artillery barrage
123 {
124 //We clamp to guarantee 1 and never have multiple shots on same pos, even in case of entry error
127
128 // Variables to be used in this scope
129 int randPos; // Select random position
130 Param1<vector> pos; // The value to be sent through RPC
131 array<ref Param> params; // The RPC params
132
134 {
135 // We only have one set of coordinates to send
136 randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
139 params.Insert(pos);
140 GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
141 }
142 else
143 {
144 //We will do some extra steps to
145 /*
146 1. Send multiple coords (Send one RPC per coord set)
147 2. Ensure we don't have duplicates
148 */
149 array<int> usedIndices = new array<int>; // Will store all previusly fired upon indices
150
151 // We determine how many positions fire between MIN and MAX
153 for (int i = 0; i < randFireNb; i++)
154 {
155 randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
156
157 if (usedIndices.Count() <= 0 || usedIndices.Find(randPos) < 0) //We do not find the index or array is empty
158 {
159 // We prepare to send the message
162
163 // We send the message with this set of coords
164 params.Insert(pos);
165 GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
166
167 // We store the last used value
168 usedIndices.Insert(randPos);
169 }
170 }
171 }
172
173 // Reset timer for new loop
174 m_ArtyBarrageTimer = 0.0;
175 }
176
178 }
179 }
Definition EnMath.c:7
float m_ArtyDelay
Definition missionServer.c:23
int m_MaxSimultaneousStrikes
Definition missionServer.c:25
float m_ArtyBarrageTimer
Definition missionServer.c:19
bool m_PlayArty
Definition missionServer.c:22
int m_MinSimultaneousStrikes
Definition missionServer.c:24
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54

Перекрестные ссылки Math::Clamp(), GetGame() и Math::RandomIntInclusive().

Используется в OnUpdate().

◆ RefreshCrosshairVisibility()

override void RefreshCrosshairVisibility ( )
inlineprotected
1198 {
1199 if (GetHudDebug())
1200 GetHudDebug().RefreshCrosshairVisibility();
1201 }

Перекрестные ссылки GetHudDebug().

◆ RefreshExcludes()

override void RefreshExcludes ( )
inlineprotected

queues refresh of input excludes

992 {
994 }

Используется в AddActiveInputExcludes(), OnUpdate() и RemoveActiveInputExcludes().

◆ RemoveActiveInputExcludes()

override void RemoveActiveInputExcludes ( array< string > excludes,
bool bForceSupress = false )
inlineprotected

Removes one or more exclude groups and refreshes excludes.

864 {
865 super.RemoveActiveInputExcludes(excludes,bForceSupress);
866
867 if (excludes.Count() != 0)
868 {
869 bool changed = false;
870
872 {
873 for (int i = 0; i < excludes.Count(); i++)
874 {
875 if (m_ActiveInputExcludeGroups.Find(excludes[i]) != -1)
876 {
878 changed = true;
879 }
880 }
881
882 if (changed)
883 {
885 }
886 }
887
888 // supress control for next frame
889 GetUApi().SupressNextFrame(bForceSupress);
890 }
891 }

Перекрестные ссылки GetUApi() и RefreshExcludes().

Используется в Continue(), HideChat(), HideInventory() и PlayerControlEnable().

◆ RemoveActiveInputRestriction()

override void RemoveActiveInputRestriction ( int restrictor)
inlineprotected

Removes one restriction (specific behaviour oudside regular excludes, defined below)

895 {
896 //unique behaviour outside regular excludes
897 if (restrictor > -1)
898 {
899 switch (restrictor)
900 {
901 case EInputRestrictors.INVENTORY:
902 {
903 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
904 break;
905 }
906 case EInputRestrictors.MAP:
907 {
908 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
909 break;
910 }
911 }
912
914 {
916 }
917 }
918 }

Перекрестные ссылки GetUApi().

Используется в Continue(), EnableAllInputs(), HideInventory() и PlayerControlEnable().

◆ Reset()

override void Reset ( )
inlineprivate
33 {
34 #ifdef PLATFORM_CONSOLE
35 delete m_IntroSceneXbox;
36 #else
37 delete m_IntroScenePC;
38 #endif
39
41 }

◆ ResetGUI()

override void ResetGUI ( )
inlineprotected
1152 {
1154 InitInventory();
1155 }
void InitInventory()
Definition missionGameplay.c:191

Перекрестные ссылки DestroyInventory() и InitInventory().

◆ SendMuteListToServer()

void SendMuteListToServer ( map< string, bool > mute_list)
inlineprotected
208 {
209 if( mute_list && mute_list.Count() > 0 )
210 {
211 ScriptRPC rpc = new ScriptRPC();
212 rpc.Write(mute_list);
213 rpc.Send(null, ERPCs.RPC_USER_SYNC_PERMISSIONS, true, null);
214 }
215 }
Definition gameplay.c:105

◆ SetActionDownTime()

void SetActionDownTime ( int time_down)
inlineprotected
1394 {
1396 }

◆ SetActionUpTime()

void SetActionUpTime ( int time_up)
inlineprotected
1399 {
1401 }

◆ SetNoteMenu()

override void SetNoteMenu ( UIScriptedMenu menu)
inlineprotected
1547 {
1548 m_Note = NoteMenu.Cast(menu);
1549 };

◆ SetPlayerRespawning()

override void SetPlayerRespawning ( bool state)
inlineprotected
1572 {
1574 }

◆ SetRespawnModeClient()

override void SetRespawnModeClient ( int mode)
inlineprotected
1587 {
1589 }

◆ SetVoNActive()

override void SetVoNActive ( bool active)
inlineprotected
1528 {
1530 }

◆ ShouldPlayerBeKilled()

bool ShouldPlayerBeKilled ( PlayerBase player)
inlineprotected
664 {
665 if (player.IsUnconscious() || player.IsRestrained())
666 {
667 switch (player.GetKickOffReason())
668 {
669 case EClientKicked.SERVER_EXIT:
670 return false;
671 case EClientKicked.KICK_ALL_ADMIN:
672 return false;
673 case EClientKicked.KICK_ALL_SERVER:
674 return false;
675 case EClientKicked.SERVER_SHUTDOWN:
676 return false;
677 default:
678 return true;
679 }
680 }
681
682 return false;
683 }
EClientKicked
Definition ClientKickedModule.c:2

Используется в HandleBody().

◆ ShowChat()

override void ShowChat ( )
inlineprotected
1158 {
1161 m_ChatChannelArea.Show(false);
1163
1164 int level = GetGame().GetVoiceLevel();
1166
1167 AddActiveInputExcludes({"menu"});
1168 }
override void UpdateVoiceLevelWidgets(int level)
Definition missionGameplay.c:1460

Перекрестные ссылки AddActiveInputExcludes(), UIManager::EnterScriptedMenu(), GetGame(), MENU_CHAT_INPUT и UpdateVoiceLevelWidgets().

Используется в OnUpdate().

◆ ShowHairDebugValues()

void ShowHairDebugValues ( bool state)
inlineprotected
1427 {
1428#ifdef DIAG_DEVELOPER
1429 if ( state )
1430 {
1432
1433 int i = DiagMenu.GetValue(DiagMenuIDs.MISC_HAIR_LEVEL);
1434 bool bState = diagmenu.m_HairHidingStateMap.Get(i);
1435 string selectionState;
1436 if (!bState)
1437 selectionState = "Hidden";
1438 else
1439 selectionState = "Shown";
1440 string selectionName = diagmenu.m_HairSelectionArray.Get(i);
1441
1443 DbgUI.Begin("Hair Debug", 50, 150);
1444 DbgUI.Text("Current Hair Selection:" + selectionName);
1445 DbgUI.Text("State: " + selectionState);
1446
1447 DbgUI.End();
1449 }
1450 else
1451 {
1453 DbgUI.Begin("Hair Debug", 50, 50);
1454 DbgUI.End();
1456 }
1457#endif
1458 }
Definition PluginDiagMenuClient.c:7
static proto void BeginCleanupScope()
static proto native void EndCleanupScope()
static proto int GetValue(int id)
Get value as int from the given script id.

Перекрестные ссылки DbgUI::Begin(), DbgUI::BeginCleanupScope(), DbgUI::End(), DbgUI::EndCleanupScope(), GetPlugin(), DiagMenu::GetValue() и DbgUI::Text().

Используется в DisplayHairDebug().

◆ ShowInventory()

override void ShowInventory ( )
inlineprotected
1106 {
1108
1109 if ( !menu && GetGame().GetPlayer().GetHumanInventory().CanOpenInventory() && !GetGame().GetPlayer().IsInventorySoftLocked() )
1110 {
1111 if( !m_InventoryMenu )
1112 {
1113 InitInventory();
1114 }
1115
1116 if( !GetUIManager().FindMenu( MENU_INVENTORY ) )
1117 {
1119 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuOpen();
1120 }
1121 AddActiveInputExcludes({"inventory"});
1123 }
1124 }
proto native UIScriptedMenu ShowScriptedMenu(UIScriptedMenu menu, UIMenuPanel parent)

Перекрестные ссылки AddActiveInputExcludes(), AddActiveInputRestriction(), GetGame(), UIManager::GetMenu(), GetPlayer(), GetUIManager(), InitInventory(), MENU_INVENTORY и UIManager::ShowScriptedMenu().

Используется в OnUpdate().

◆ ShowVehicleInfo()

void ShowVehicleInfo ( )
inlineprotected
1176 {
1177 if ( GetHud() )
1178 GetHud().ShowVehicleInfo();
1179 }

Перекрестные ссылки GetHud().

◆ SortedInsert()

int SortedInsert ( array< int > list,
int number )
inlineprivate
144 {
145 int find_number = number;
146 int index_min = 0;
147 int index_max = list.Count() - 1;
148 int target_index = Math.Floor( index_max / 2 );
149
150 if ( index_max == -1 )
151 {
152 list.Insert( number );
153 return 0;
154 }
155
156 while ( true )
157 {
159
160 if ( find_number == target_value || ((index_max - index_min) <= 1) )
161 {
162 for ( int i = index_min; i <= index_max; i++ )
163 {
164 if ( find_number <= list[i] )
165 {
166 list.InsertAt( find_number, i );
167 return i;
168 }
169 }
170
171 index_max++;
172 list.InsertAt( find_number, index_max );
173 return target_index;
174 }
175 else if ( find_number < target_value )
176 {
179 }
180 else if ( find_number > target_value )
181 {
184 }
185 }
186
187 return target_index;
188 }
static proto float Floor(float f)
Returns floor of value.

Перекрестные ссылки Math::Floor().

◆ StartingEquipSetup()

void StartingEquipSetup ( PlayerBase player,
bool clothesChosen )
inlineprotected

can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.

481 {
482 }

Используется в EquipCharacter().

◆ StartLogoutMenu()

override void StartLogoutMenu ( int time)
inlineprotected
1304 {
1305 if (m_Logout)
1306 {
1307 if (time > 0)
1308 {
1309 // character will be deleted from server int "time" seconds
1310 m_Logout.SetTime(time);
1311 m_Logout.Show();
1312
1313 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(m_Logout.UpdateTime, 1000, true);
1314 }
1315 else
1316 {
1317 // no waiting time -> player is most likely dead
1318 m_Logout.Exit();
1319 }
1320 }
1321 }

Перекрестные ссылки CALL_CATEGORY_SYSTEM и GetGame().

◆ StopMusic()

void StopMusic ( )
inlineprivate
210 {
211 if ( m_MenuMusic )
213 }
proto void Stop()

Перекрестные ссылки AbstractWave::Stop().

◆ SyncGlobalLighting()

void SyncGlobalLighting ( PlayerBase player)
inlineprotected
422 {
423 if (player)
424 {
425 int lightingID = GetGame().ServerConfigGetInt("lightingConfig");
427 GetGame().RPCSingleParam(player, ERPCs.RPC_SEND_LIGHTING_SETUP, lightID, true, player.GetIdentity());
428 }
429 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ SyncRespawnModeInfo()

override void SyncRespawnModeInfo ( PlayerIdentity identity)
inlineprotected
762 {
763 ScriptRPC rpc = new ScriptRPC();
764 rpc.Write(m_RespawnMode);
765 rpc.Send(null, ERPCs.RPC_SERVER_RESPAWN_MODE, true, identity);
766 }

◆ TickScheduler() [1/2]

void TickScheduler ( float timeslice)
inlineprotected
200 {
202
203 if( player )
204 player.OnScheduledTick(timeslice);
205 }

Перекрестные ссылки GetGame() и GetPlayer().

Используется в OnUpdate().

◆ TickScheduler() [2/2]

void TickScheduler ( float timeslice)
inlineprotected
701 {
702 GetGame().GetWorld().GetPlayerList(m_Players);
703 int players_count = m_Players.Count();
705
706 for (int i = 0; i < tick_count_max; i++)
707 {
709 {
710 m_currentPlayer = 0;
711 }
712
714
715 if (currentPlayer)
716 currentPlayer.OnTick();
718 }
719 }
int m_currentPlayer
Definition missionServer.c:13
const int SCHEDULER_PLAYERS_PER_TICK
Definition missionServer.c:12
static proto float Min(float x, float y)
Returns smaller of two given values.

Перекрестные ссылки GetGame() и Math::Min().

◆ UpdateCorpseStatesServer()

void UpdateCorpseStatesServer ( )
inlineprotected
729 {
730 if (m_DeadPlayersArray.Count() == 0)//nothing to process, abort
731 return;
732 int current_time = GetGame().GetTime();
735
736 for (int i = 0; i < m_DeadPlayersArray.Count(); i++)
737 {
739 if (!corpse_data || (corpse_data && (!corpse_data.m_Player || !corpse_data.m_bUpdate)))
740 {
741 invalid_corpses.Insert(i);
742 }
743 else if (corpse_data.m_bUpdate && current_time - corpse_data.m_iLastUpdateTime >= 30000)
744 {
745 corpse_data.UpdateCorpseState();
746 corpse_data.m_iLastUpdateTime = current_time;
747 }
748 }
749
750 //cleanup
751 if (invalid_corpses.Count() > 0)
752 {
753 for (i = invalid_corpses.Count() - 1; i > -1; i--)
754 {
756 }
757 }
758 }

Перекрестные ссылки GetGame().

Используется в UpdatePlayersStats().

◆ UpdateDebugMonitor()

void UpdateDebugMonitor ( )
inlineprotected
1376 {
1377 if (!m_DebugMonitor) return;
1378
1380 if (player)
1381 {
1382 DebugMonitorValues values = player.GetDebugMonitorValues();
1383 if (values)
1384 {
1385 m_DebugMonitor.SetHealth(values.GetHealth());
1386 m_DebugMonitor.SetBlood(values.GetBlood());
1387 m_DebugMonitor.SetLastDamage(values.GetLastDamage());
1388 m_DebugMonitor.SetPosition(MiscGameplayFunctions.TruncateVec(player.GetPosition(),1));
1389 }
1390 }
1391 }
Definition DebugMonitorValues.c:2

Перекрестные ссылки GetGame() и GetPlayer().

Используется в OnUpdate().

◆ UpdateInputDevicesAvailability() [1/2]

override void UpdateInputDevicesAvailability ( )
inlineprotected
218 {
219 super.UpdateInputDevicesAvailability();
220
221 g_Game.GetInput().UpdateConnectedInputDeviceList();
222 g_Game.UpdateInputDeviceDisconnectWarning();
223 }

Перекрестные ссылки g_Game.

Используется в MissionBaseWorld::MissionBase().

◆ UpdateInputDevicesAvailability() [2/2]

override void UpdateInputDevicesAvailability ( )
inlineprivate
73 {
74 super.UpdateInputDevicesAvailability();
75
76 g_Game.GetInput().UpdateConnectedInputDeviceList();
77 g_Game.UpdateInputDeviceDisconnectWarning();
78 }

Перекрестные ссылки g_Game.

◆ UpdateLogoutPlayers()

void UpdateLogoutPlayers ( )
inlineprotected
221 {
222 for (int i = 0; i < m_LogoutPlayers.Count();)
223 {
224 LogoutInfo info = m_LogoutPlayers.GetElement(i);
225
226 if (GetGame().GetTime() >= info.param1)
227 {
230 if (player)
231 {
232 identity = player.GetIdentity();
233 m_LogoutPlayers.Remove(player);
234 }
235 else
236 {
237 m_LogoutPlayers.RemoveElement(i);
238 }
239
240 // disable reconnecting to old char
241 // GetGame().RemoveFromReconnectCache(info.param2);
242
244 }
245 else
246 {
247 ++i;
248 }
249 }
250 }

Перекрестные ссылки GetGame(), GetTime() и PlayerDisconnected().

Используется в OnUpdate().

◆ UpdatePlayersStats()

void UpdatePlayersStats ( )
inlineprotected
192 {
196 GetGame().GetPlayers(players);
197
198 foreach (Man man : players)
199 {
201 if (Class.CastTo(player, man))
202 {
204 player.StatUpdateByPosition(AnalyticsManagerServer.STAT_DISTANCE);
205
206 moduleLifespan.UpdateLifespan(player);
207 }
208 }
209
211 }
void PluginLifespan()
Definition PluginLifespan.c:45
Definition AnalyticsManagerServer.c:2
const string STAT_DISTANCE
Definition AnalyticsManagerServer.c:3
const string STAT_PLAYTIME
Definition AnalyticsManagerServer.c:4
void UpdateCorpseStatesServer()
Definition missionServer.c:728

Перекрестные ссылки Class::CastTo(), GetGame(), GetPlugin(), PluginLifespan(), AnalyticsManagerServer::STAT_DISTANCE, AnalyticsManagerServer::STAT_PLAYTIME и UpdateCorpseStatesServer().

Используется в MissionServer().

◆ UpdateVoiceLevelWidgets()

override void UpdateVoiceLevelWidgets ( int level)
inlineprotected
1461 {
1462 for ( int n = 0; n < m_VoiceLevelsWidgets.Count(); n++ )
1463 {
1464 int voiceKey = m_VoiceLevelsWidgets.GetKey(n);
1466
1467 // stop fade timer since it will be refreshed
1468 WidgetFadeTimer timer = m_VoiceLevelTimers.Get(n);
1469 timer.Stop();
1470
1471 // show widgets according to the level
1472 if ( voiceKey <= level )
1473 {
1474 voiceWidget.SetAlpha(1.0); // reset from possible previous fade out
1475 voiceWidget.Show(true);
1476
1477 if ( !m_VoNActive && !GetUIManager().FindMenu(MENU_CHAT_INPUT) )
1478 timer.FadeOut(voiceWidget, 3.0);
1479 }
1480 else
1481 voiceWidget.Show(false);
1482 }
1483
1484 // fade out microphone icon when switching levels without von on
1485 if ( !m_VoNActive )
1486 {
1487 if ( !GetUIManager().FindMenu(MENU_CHAT_INPUT) )
1488 {
1489 m_MicrophoneIcon.SetAlpha(1.0);
1490 m_MicrophoneIcon.Show(true);
1491
1492 m_MicFadeTimer.FadeOut(m_MicrophoneIcon, 3.0);
1493 }
1494 }
1495 else
1496 {
1497 // stop mic icon fade timer when von is activated
1498 m_MicFadeTimer.Stop();
1499 }
1500 }

Перекрестные ссылки GetUIManager() и MENU_CHAT_INPUT.

Используется в ShowChat().

◆ VerifyAttachmentType()

bool VerifyAttachmentType ( int slot_ID,
string attachment_type )
inlineprotected
485 {
486 return DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).Find(attachment_type) > -1;
487 }

Поля

◆ CHERNARUS_STRIKE_POS

const ref array<vector> CHERNARUS_STRIKE_POS
protected
Инициализатор
=
{
"-500.00 165.00 5231.69",
"-500.00 300.00 9934.41",
"10406.86 192.00 15860.00",
"4811.75 370.00 15860.00",
"-500.00 453.00 15860.00"
}
30 {
31 "-500.00 165.00 5231.69",
32 "-500.00 300.00 9934.41",
33 "10406.86 192.00 15860.00",
34 "4811.75 370.00 15860.00",
35 "-500.00 453.00 15860.00"
36 };

◆ HOLD_LIMIT_TIME

const int HOLD_LIMIT_TIME = 300
protected

◆ LIVONIA_STRIKE_POS

const ref array<vector> LIVONIA_STRIKE_POS
protected
Инициализатор
=
{
"7440.00 417.00 -500.00",
"-500.00 276.00 5473.00",
"-500.00 265.00 9852.00",
"4953.00 240.00 13300.00",
"9620.00 188.00 13300.00",
"13300.00 204.00 10322.00",
"13300.00 288.00 6204.00",
"13300.00 296.00 -500.00"
}
40 {
41 "7440.00 417.00 -500.00",
42 "-500.00 276.00 5473.00",
43 "-500.00 265.00 9852.00",
44 "4953.00 240.00 13300.00",
45 "9620.00 188.00 13300.00",
46 "13300.00 204.00 10322.00",
47 "13300.00 288.00 6204.00",
48 "13300.00 296.00 -500.00"
49 };

◆ m_ActionDownTime

int m_ActionDownTime
protected

Используется в LocalPressTime().

◆ m_ActionMenu

ref ActionMenu m_ActionMenu
protected

◆ m_ActionUpTime

int m_ActionUpTime
protected

Используется в LocalReleaseTime().

◆ m_ActiveInputExcludeGroups

ref array<string> m_ActiveInputExcludeGroups
protected

◆ m_ActiveInputRestrictions

ref array<int> m_ActiveInputRestrictions
protected

◆ m_ArtyBarrageTimer

float m_ArtyBarrageTimer = 0
private

◆ m_ArtyDelay

float m_ArtyDelay = 0
protected

◆ m_Chat

ref Chat m_Chat
protected

◆ m_ChatChannelArea

Widget m_ChatChannelArea
protected

◆ m_ChatChannelFadeTimer

ref WidgetFadeTimer m_ChatChannelFadeTimer
protected

◆ m_ChatChannelHideTimer

ref Timer m_ChatChannelHideTimer
protected

◆ m_ChatChannelText

TextWidget m_ChatChannelText
protected

◆ m_ControlDisabled

bool m_ControlDisabled
protected

◆ m_ControlDisabledMode

int m_ControlDisabledMode
protected

Используется в GetControlDisabledMode().

◆ m_CreditsMenu

CreditsMenu m_CreditsMenu
private

◆ m_currentPlayer

int m_currentPlayer
private

◆ m_DeadPlayersArray

ref array<ref CorpseData> m_DeadPlayersArray
private

◆ m_DebugMonitor

ref DebugMonitor m_DebugMonitor
protected

◆ m_EffectWidgets

ref GameplayEffectWidgets m_EffectWidgets
protected

Используется в GetEffectWidgets().

◆ m_FiringPos

ref array<vector> m_FiringPos
protected

◆ m_Hud

ref IngameHud m_Hud
protected

Используется в GetHud().

◆ m_HudDebug

ref HudDebug m_HudDebug
protected

Используется в GetHudDebug().

◆ m_HudRootWidget

Widget m_HudRootWidget
protected

Используется в OnMissionFinish().

◆ m_Initialized

bool m_Initialized
private

◆ m_InitOnce

bool m_InitOnce
protected

◆ m_IntroScenePC

ref DayZIntroScenePC m_IntroScenePC
private

◆ m_IntroSceneXbox

ref DayZIntroSceneXbox m_IntroSceneXbox
private

◆ m_InventoryMenu

ref InventoryMenu m_InventoryMenu
protected

Используется в GetInventory() и OnUpdate().

◆ m_LifeState

int m_LifeState
private

◆ m_Logout

ref LogoutMenu m_Logout
protected

◆ m_LogoutPlayers

ref map<PlayerBase, ref LogoutInfo> m_LogoutPlayers
private

◆ m_mainmenu

UIScriptedMenu m_mainmenu
private

◆ m_MaxSimultaneousStrikes

int m_MaxSimultaneousStrikes = 0
protected

◆ m_MenuMusic

AbstractWave m_MenuMusic
private

DEPRECATED

◆ m_MicFadeTimer

ref WidgetFadeTimer m_MicFadeTimer
protected

Используется в GetMicWidgetFadeTimer().

◆ m_MicrophoneIcon

ImageWidget m_MicrophoneIcon
protected

Используется в GetMicrophoneIcon().

◆ m_MinSimultaneousStrikes

int m_MinSimultaneousStrikes = 0
protected

◆ m_mission

MissionBase m_mission
protected

◆ m_moduleDefaultCharacter

PluginAdditionalInfo m_moduleDefaultCharacter
protected

DEPRECATED.

◆ m_NewLogoutPlayers

ref map<PlayerBase, ref LogoutInfo> m_NewLogoutPlayers
private

◆ m_NoCutscene

bool m_NoCutscene
private

◆ m_Note

NoteMenu m_Note
protected

Используется в GetNoteMenu().

◆ m_OnConnectivityChanged

ref ScriptInvoker m_OnConnectivityChanged
protected

Используется в GetConnectivityInvoker().

◆ m_PauseQueued

bool m_PauseQueued
protected

◆ m_PlayArty

bool m_PlayArty = false
protected

◆ m_player

PlayerBase m_player
protected

Используется в CreateCharacter() и OnClientNewEvent().

◆ m_PlayerRespawning

bool m_PlayerRespawning
protected

Используется в IsPlayerRespawning().

◆ m_Players

ref array<Man> m_Players
private

◆ m_ProcessInputExcludes

bool m_ProcessInputExcludes
protected

◆ m_QuickbarHold

bool m_QuickbarHold
protected

◆ m_RainProcHandler

ref RainProcurementHandler m_RainProcHandler
private

Используется в GetRainProcurementHandler().

◆ m_RespawnMode

int m_RespawnMode
private

◆ m_RespawnModeClient

int m_RespawnModeClient
protected

Используется в GetRespawnModeClient().

◆ m_ToggleHudTimer

ref Timer m_ToggleHudTimer
protected

◆ m_UIManager

UIManager m_UIManager
protected

Используется в GetUIManager().

◆ m_VoiceLevels

Widget m_VoiceLevels
protected

◆ m_VoiceLevelsWidgets

ref map<int,ImageWidget> m_VoiceLevelsWidgets
protected

Используется в GetVoiceLevelWidgets().

◆ m_VoiceLevelTimers

ref map<int,ref WidgetFadeTimer> m_VoiceLevelTimers
protected

Используется в GetVoiceLevelTimers().

◆ m_VoNActive

bool m_VoNActive
protected

Используется в IsVoNActive().

◆ m_Watermark

ref Watermark m_Watermark
protected

◆ SCHEDULER_PLAYERS_PER_TICK

const int SCHEDULER_PLAYERS_PER_TICK = 5
private

Объявления и описания членов классов находятся в файлах: