Dayz 1.25
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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 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
 

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
74 {
76 #ifndef NO_GUI
77 if (g_Game.GetUIManager() && g_Game.GetUIManager().ScreenFadeVisible())
78 {
79 g_Game.GetUIManager().ScreenFadeOut(0);
80 }
81 Continue();
82 #endif
83 }
DayZGame g_Game
Definition DayZGame.c:3746
void DestroyInventory()
Definition missionGameplay.c:1137
override void Continue()
Definition missionGameplay.c:1248

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

◆ ~MissionServer()

void ~MissionServer ( )
inlineprotected
72 {
73 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdatePlayersStats);
74 }
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
1271 {
1272 #ifdef BULDOZER
1273 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(g_Game.RequestExit, IDC_MAIN_QUIT);
1274 #else
1275 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(GetGame().AbortMission);
1276 #endif
1277 }
override void AbortMission()
Definition missionGameplay.c:1270
const int CALL_CATEGORY_GUI
Definition tools.c:9
const int IDC_MAIN_QUIT
Definition constants.c:136

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.

921 {
922 super.AddActiveInputExcludes(excludes);
923
924 if (excludes.Count() != 0)
925 {
926 bool changed = false;
928 {
930 }
931
932 for (int i = 0; i < excludes.Count(); i++)
933 {
934 if (m_ActiveInputExcludeGroups.Find(excludes[i]) == -1)
935 {
937 changed = true;
938 }
939 }
940
941 if (changed)
942 {
944 #ifdef BULDOZER
945 GetUApi().SupressNextFrame(true);
946 #endif
947 }
948 }
949 }
proto native UAInputAPI GetUApi()
ref array< string > m_ActiveInputExcludeGroups
Definition missionGameplay.c:38
override void RefreshExcludes()
queues refresh of input excludes
Definition missionGameplay.c:990
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)

953 {
954 //unique behaviour outside regular excludes
955 if (restrictor > -1)
956 {
957 switch (restrictor)
958 {
959 case EInputRestrictors.INVENTORY:
960 {
961 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
963 if ( player )
964 {
965 ItemBase item = player.GetItemInHands();
966 if (item && item.IsWeapon())
967 player.RequestResetADSSync();
968 }
969 break;
970 }
971 case EInputRestrictors.MAP:
972 {
973 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
974 break;
975 }
976 }
977
979 {
981 }
983 {
985 }
986 }
987 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
Definition InventoryItem.c:731
ref array< int > m_ActiveInputRestrictions
Definition missionGameplay.c:39
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
1067 {
1069 }
UIManager GetUIManager()
Definition missionGameplay.c:166
bool CloseAll()
Close all opened menus.
Definition UIManager.c:76

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

Используется в OnUpdate() и Pause().

◆ Continue()

override void Continue ( )
inlineprotected
1249 {
1250 UIScriptedMenu menu = GetGame().GetUIManager().GetMenu();
1251 if (!menu)
1252 return;
1253
1254 int menu_id = menu.GetID();
1255 if ( !IsPaused() || ( menu_id != MENU_INGAME && menu_id != MENU_LOGOUT && menu_id != MENU_RESPAWN_DIALOGUE ) || ( m_Logout && m_Logout.layoutRoot.IsVisible() ) )
1256 {
1257 return;
1258 }
1259
1260 RemoveActiveInputExcludes({"menu"},true);
1263 }
override bool IsPaused()
Definition missionGameplay.c:1208
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:893
override void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
Removes one or more exclude groups and refreshes excludes.
Definition missionGameplay.c:862
bool CloseMenu(int id)
Close menu with specific ID (see MenuID)
Definition UIManager.c:115
Definition DayZGame.c:64
const int MENU_LOGOUT
Definition constants.c:185
const int MENU_RESPAWN_DIALOGUE
Definition constants.c:199
const int MENU_INGAME
Definition constants.c:168

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
406 {
407 if (player)
408 {
409 bool is_personal_light = ! GetGame().ServerConfigGetInt("disablePersonalLight");
411 GetGame().RPCSingleParam(player, ERPCs.RPC_TOGGLE_PERSONAL_LIGHT, personal_light_toggle, true, player.GetIdentity());
412 }
413 else
414 {
415 Error("Error! Player was not initialized at the right time. Thus cannot send RPC command to enable or disable personal light!");
416 }
417 }
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
439 {
441 playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
443
444 GetGame().SelectPlayer(identity, m_player);
445
446 return m_player;
447 }
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
1323 {
1324 if (!m_DebugMonitor)
1325 {
1327 m_DebugMonitor.Init();
1328 }
1329 else
1330 m_DebugMonitor.Show();
1331
1332 }
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
1280 {
1282
1283 // do not show logout screen if player's dead
1284 if (!player || player.IsDamageDestroyed())
1285 {
1286 // exit the game immediately
1287 AbortMission();
1288 return;
1289 }
1290
1291 if (parent)
1292 {
1293 m_Logout = LogoutMenu.Cast(parent.EnterScriptedMenu(MENU_LOGOUT));
1294
1295 if (m_Logout)
1296 {
1297 m_Logout.SetLogoutTime();
1298 }
1299 }
1300 }
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
1073 {
1074 if( GetUIManager() )
1075 {
1078 }
1079
1081
1082 if( m_Chat )
1083 m_Chat.Clear();
1084 }
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
1138 {
1139 if ( m_InventoryMenu )
1140 {
1141 if (!m_InventoryMenu.GetParentMenu() && GetUIManager().GetMenu() != m_InventoryMenu)
1142 {
1143 m_InventoryMenu.SetParentMenu(GetUIManager().GetMenu()); //hack; guarantees the 'm_pCurrentMenu' will be set to whatever is on top currently
1144 }
1145 m_InventoryMenu.Close();
1147 }
1148 }
ref InventoryMenu m_InventoryMenu
Definition missionGameplay.c:11

Перекрестные ссылки GetUIManager().

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

◆ DisplayHairDebug()

void DisplayHairDebug ( )
inlineprotected
1419 {
1420#ifndef SERVER
1421 ShowHairDebugValues(DiagMenu.GetBool(DiagMenuIDs.MISC_HAIR_DISPLAY_DEBUG));
1422#endif
1423 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
Definition EnDebug.c:233
void ShowHairDebugValues(bool state)
Definition missionGameplay.c:1425
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.

1011 {
1013
1015 {
1016 int count = m_ActiveInputRestrictions.Count();
1017 for (int i = 0; i < count; i++)
1018 {
1020 }
1021 m_ActiveInputRestrictions.Clear(); //redundant?
1022 }
1024 {
1026 }
1027
1028 GetUApi().UpdateControls(); //it is meant to happen instantly, does not wait for update to process
1029 GetUApi().SupressNextFrame(bForceSupress); // supress control for next frame
1030 }
int m_ControlDisabledMode
Definition missionGameplay.c:37

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.

451 {
452 int slot_ID;
453 string attachment_type;
454 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
455 {
456 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
457 attachment_type = "";
458 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
459 {
460 //randomize
461 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
462 {
463 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
464 }
465 else //undefined, moving on
466 continue;
467 }
468
469 if (attachment_type != "")
470 {
471 m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
472 }
473 }
474
476 }
@ Count
Definition RandomGeneratorSyncManager.c:7
Definition constants.c:615
void StartingEquipSetup(PlayerBase player, bool clothesChosen)
can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter,...
Definition missionServer.c:479
int m_RespawnMode
Definition missionServer.c:14
bool VerifyAttachmentType(int slot_ID, string attachment_type)
Definition missionServer.c:483
const int RESPAWN_MODE_CUSTOM
Definition constants.c:904

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

Используется в OnClientNewEvent().

◆ GetActiveRefresherLocations()

override array< vector > GetActiveRefresherLocations ( )
inlineprotected
1581 {
1582 return m_ActiveRefresherLocations;
1583 }

◆ GetConnectivityInvoker()

ScriptInvoker GetConnectivityInvoker ( )
inlineprotected
1601 {
1603 {
1605 }
1607 }
ref ScriptInvoker m_OnConnectivityChanged
Definition missionGameplay.c:19
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

1062 {
1063 return m_ControlDisabledMode;
1064 }

Перекрестные ссылки m_ControlDisabledMode.

◆ GetEffectWidgets()

override GameplayEffectWidgets GetEffectWidgets ( )
inlineprotected
1596 {
1597 return m_EffectWidgets;
1598 }
ref GameplayEffectWidgets m_EffectWidgets
Definition missionGameplay.c:21

Перекрестные ссылки m_EffectWidgets.

◆ GetHoldActionTime()

float GetHoldActionTime ( )
inlineprotected
1413 {
1415 return hold_action_time;
1416 }
int LocalReleaseTime()
Definition missionGameplay.c:1407
int LocalPressTime()
Definition missionGameplay.c:1402

Перекрестные ссылки LocalPressTime() и LocalReleaseTime().

◆ GetHud()

override Hud GetHud ( )
inlineprotected
1187 {
1188 return m_Hud;
1189 }
ref IngameHud m_Hud
Definition missionGameplay.c:14

Перекрестные ссылки m_Hud.

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

◆ GetHudDebug()

HudDebug GetHudDebug ( )
inlineprotected
1192 {
1193 return m_HudDebug;
1194 }
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
86 {
87 return m_InventoryMenu;
88 }

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
1502 {
1503 return m_MicrophoneIcon;
1504 }
ImageWidget m_MicrophoneIcon
Definition missionGameplay.c:9

Перекрестные ссылки m_MicrophoneIcon.

◆ GetMicWidgetFadeTimer()

override WidgetFadeTimer GetMicWidgetFadeTimer ( )
inlineprotected
1507 {
1508 return m_MicFadeTimer;
1509 }
ref WidgetFadeTimer m_MicFadeTimer
Definition missionGameplay.c:25

Перекрестные ссылки m_MicFadeTimer.

◆ GetNoteMenu()

override UIScriptedMenu GetNoteMenu ( )
inlineprotected
1541 {
1542 return m_Note;
1543 };
NoteMenu m_Note
Definition missionGameplay.c:29

Перекрестные ссылки m_Note.

◆ GetRainProcurementHandler()

override RainProcurementHandler GetRainProcurementHandler ( )
inlineprotected
768 {
769 return m_RainProcHandler;
770 }
ref RainProcurementHandler m_RainProcHandler
Definition missionServer.c:11

Перекрестные ссылки m_RainProcHandler.

◆ GetRespawnModeClient()

override int GetRespawnModeClient ( )
inlineprotected
1591 {
1592 return m_RespawnModeClient;
1593 }
int m_RespawnModeClient
Definition missionGameplay.c:43

Перекрестные ссылки m_RespawnModeClient.

◆ GetUIManager()

UIManager GetUIManager ( )
inlineprotected
167 {
168 return m_UIManager;
169 }
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
1517 {
1518 return m_VoiceLevelTimers;
1519 }
ref map< int, ref WidgetFadeTimer > m_VoiceLevelTimers
Definition missionGameplay.c:50

Перекрестные ссылки m_VoiceLevelTimers.

◆ GetVoiceLevelWidgets()

override map< int, ImageWidget > GetVoiceLevelWidgets ( )
inlineprotected
1512 {
1513 return m_VoiceLevelsWidgets;
1514 }
ref map< int, ImageWidget > m_VoiceLevelsWidgets
Definition missionGameplay.c:49

Перекрестные ссылки m_VoiceLevelsWidgets.

◆ HandleBody()

void HandleBody ( PlayerBase player)
inlineprotected
685 {
686 if (player.IsAlive())
687 {
689 {
690 player.SetHealth("", "", 0.0);//kill
691 }
692 else
693 {
694 player.Delete();// remove the body
695 }
696 }
697 }
bool ShouldPlayerBeKilled(PlayerBase player)
Definition missionServer.c:662

Перекрестные ссылки ShouldPlayerBeKilled().

Используется в PlayerDisconnected().

◆ HandleMapToggleByKeyboardShortcut()

void HandleMapToggleByKeyboardShortcut ( Man player)
inlineprotected
1342 {
1343 UIManager um = GetGame().GetUIManager();
1344 if (um && !um.IsMenuOpen(MENU_MAP))
1345 {
1346 um.CloseAll();
1348 {
1349 um.EnterScriptedMenu(MENU_MAP, null);
1350 GetGame().GetMission().AddActiveInputExcludes({"map"});
1351 GetGame().GetMission().AddActiveInputRestriction(EInputRestrictors.MAP);
1352 }
1353 }
1354 }
Definition CfgGameplayHandler.c:2
static bool GetUse3DMap()
Definition CfgGameplayHandler.c:377
Definition UIManager.c:2
const int MENU_MAP
Definition constants.c:181

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

Используется в OnUpdate().

◆ HideChat()

override void HideChat ( )
inlineprotected
1170 {
1171 RemoveActiveInputExcludes({"menu"},true);
1172 }

Перекрестные ссылки RemoveActiveInputExcludes().

◆ HideCrosshairVisibility()

override void HideCrosshairVisibility ( )
inlineprotected
1203 {
1204 if (GetHudDebug())
1205 GetHudDebug().HideCrosshairVisibility();
1206 }
HudDebug GetHudDebug()
Definition missionGameplay.c:1191

Перекрестные ссылки GetHudDebug().

◆ HideDebugMonitor()

override void HideDebugMonitor ( )
inlineprotected
1334 {
1335 if (m_DebugMonitor)
1336 {
1337 m_DebugMonitor.Hide();
1338 }
1339 }

◆ HideInventory()

override void HideInventory ( )
inlineprotected
1126 {
1127 if ( m_InventoryMenu )
1128 {
1130 RemoveActiveInputExcludes({"inventory"},false);
1132 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuClose();
1133 VicinityItemManager.GetInstance().ResetRefreshCounter();
1134 }
1135 }
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
1181 {
1182 if ( GetHud() )
1183 GetHud().HideVehicleInfo();
1184 }
override Hud GetHud()
Definition missionGameplay.c:1186

Перекрестные ссылки GetHud().

◆ HideVoiceLevelWidgets()

override void HideVoiceLevelWidgets ( )
inlineprotected
1532 {
1533 for ( int n = 0; n < m_VoiceLevelsWidgets.Count(); n++ )
1534 {
1536 voiceWidget.Show(false);
1537 }
1538 }

Используется в OnInit().

◆ InitInventory()

void InitInventory ( )
inlineprotected
185 {
186 if ( !m_InventoryMenu )
187 {
188 m_InventoryMenu = InventoryMenu.Cast( GetUIManager().CreateScriptedMenu(MENU_INVENTORY, null) );
189 }
190 }
void InventoryMenu()
Definition InventoryMenu.c:20
const int MENU_INVENTORY
Definition constants.c:170

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

Используется в ResetGUI() и ShowInventory().

◆ InsertCorpse()

override bool InsertCorpse ( Man player)
inlineprotected
722 {
724 return m_DeadPlayersArray.Insert(corpse_data) >= 0;
725 }
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
375 {
376 Debug.Log("InvokeOnConnect:"+this.ToString(),"Connect");
377 if (player)
378 player.OnConnect();
379 }
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
382 {
383 Debug.Log("InvokeOnDisconnect:"+this.ToString(),"Connect");
384 if (player)
385 player.OnDisconnect();
386 }

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

1034 {
1035 bool active = false;
1037 {
1038 active |= m_ActiveInputExcludeGroups.Count() > 0;
1039 }
1041 {
1042 active |= m_ActiveInputRestrictions.Count() > 0;
1043 }
1044 active |= m_ControlDisabledMode >= INPUT_EXCLUDE_ALL; //legacy stuff, Justin case
1045 return active;
1046 }
const int INPUT_EXCLUDE_ALL
Definition constants.c:608

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.

1050 {
1052 }

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.

1056 {
1058 }

Используется в OnUpdate().

◆ IsMapUnfoldActionRunning()

bool IsMapUnfoldActionRunning ( ActionBase pAction)
inlineprotected
1357 {
1358 return !pAction || pAction.Type() != ActionUnfoldMap;
1359 }
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
Definition ActionUnfoldMap.c:174

Перекрестные ссылки ActionUnfoldMap().

Используется в OnUpdate().

◆ IsMissionGameplay()

override bool IsMissionGameplay ( )
inlineprotected
1266 {
1267 return true;
1268 }

◆ IsPaused()

override bool IsPaused ( )
inlineprotected
1209 {
1210 return GetGame().GetUIManager().IsMenuOpen(MENU_INGAME);
1211 }

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
1576 {
1577 return m_PlayerRespawning;
1578 }
bool m_PlayerRespawning
Definition missionGameplay.c:42

Перекрестные ссылки m_PlayerRespawning.

◆ IsServer()

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

Используется в MissionBaseWorld::OnLog().

◆ IsVoNActive()

override bool IsVoNActive ( )
inlineprotected
1522 {
1523 return m_VoNActive;
1524 }
bool m_VoNActive
Definition missionGameplay.c:47

Перекрестные ссылки m_VoNActive.

◆ LocalPressTime()

int LocalPressTime ( )
inlineprotected
1403 {
1404 return m_ActionDownTime;
1405 }
int m_ActionDownTime
Definition missionGameplay.c:33

Перекрестные ссылки m_ActionDownTime.

Используется в GetHoldActionTime().

◆ LocalReleaseTime()

int LocalReleaseTime ( )
inlineprotected
1408 {
1409 return m_ActionUpTime;
1410 }
int m_ActionUpTime
Definition missionGameplay.c:34

Перекрестные ссылки m_ActionUpTime.

Используется в GetHoldActionTime().

◆ MissionGameplay()

void MissionGameplay ( )
inlineprotected
53 {
55 m_Initialized = false;
56 m_EffectWidgets = new GameplayEffectWidgets;
58 m_Chat = new Chat;
60 m_LifeState = -1;
61 m_Hud = new IngameHud;
62 m_VoNActive = false;
63 m_PauseQueued = false;
64 m_ChatChannelFadeTimer = new WidgetFadeTimer;
65 m_MicFadeTimer = new WidgetFadeTimer;
68
69 m_ActiveRefresherLocations = new array<vector>;
71 }
Definition ActionMenu.c:2
Definition Chat.c:15
void DestroyAllMenus()
Definition missionGameplay.c:1072
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:44
ref Timer m_ToggleHudTimer
Definition missionGameplay.c:31
ref Timer m_ChatChannelHideTimer
Definition missionGameplay.c:23
ref WidgetFadeTimer m_ChatChannelFadeTimer
Definition missionGameplay.c:24
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
59 {
60 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.UpdatePlayersStats, 30000, true);
61
65
69 }
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
1087 {
1088 #ifdef PLATFORM_CONSOLE
1089 IngameHud hud = IngameHud.Cast( GetHud() );
1090 if( hud )
1091 {
1092 if( inv_open )
1093 {
1094 hud.GetHudPanelWidget().SetPos( 0, -0.055 );
1095 }
1096 else
1097 {
1098 hud.GetHudPanelWidget().SetPos( 0, 0 );
1099 }
1100 }
1101 #endif
1102 }

Перекрестные ссылки GetHud().

◆ OnClientDisconnectedEvent()

void OnClientDisconnectedEvent ( PlayerIdentity identity,
PlayerBase player,
int logoutTime,
bool authFailed )
inlineprotected
578 {
579 bool disconnectNow = true;
580
581 // TODO: get out of vehicle
582 // using database and no saving if authorization failed
583 if (GetHive() && !authFailed)
584 {
585 if (player.IsAlive())
586 {
587 if (!m_LogoutPlayers.Contains(player) && !m_NewLogoutPlayers.Contains(player))
588 {
589 Print("[Logout]: New player " + identity.GetId() + " with logout time " + logoutTime.ToString());
590
591 // send statistics to client
592 player.StatSyncToClient();
593
594 // inform client about logout time
595 GetGame().SendLogoutTime(player, logoutTime);
596
597 // wait for some time before logout and save
598 LogoutInfo params = new LogoutInfo(GetGame().GetTime() + logoutTime * 1000, identity.GetId());
599
601 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(AddNewPlayerLogout, 0, false, player, params);
602
603 // allow reconnecting to old char only if not in cars, od ladders etc. as they cannot be properly synchronized for reconnect
604 //if (!player.GetCommand_Vehicle() && !player.GetCommand_Ladder())
605 //{
606 // GetGame().AddToReconnectCache(identity);
607 //}
608 // wait until logout timer runs out
609 disconnectNow = false;
610 }
611 return;
612 }
613 }
614
615 if (disconnectNow)
616 {
617 Print("[Logout]: New player " + identity.GetId() + " with instant logout");
618
619 // inform client about instant logout
620 GetGame().SendLogoutTime(player, 0);
621
623 }
624 }
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:626
Definition PPEConstants.c:67
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
489 {
490 string characterType = GetGame().CreateRandomPlayer();
491 bool generateRandomEquip = false;
492
493 // get login data for new character
494 if (ProcessLoginData(ctx) && (m_RespawnMode == GameConstants.RESPAWN_MODE_CUSTOM) && !GetGame().GetMenuDefaultCharacterData(false).IsRandomCharacterForced())
495 {
496 if (GetGame().ListAvailableCharacters().Find(GetGame().GetMenuDefaultCharacterData().GetCharacterType()) > -1)
497 characterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
498 }
499 else
500 {
501 generateRandomEquip = true;
502 }
503
505 {
507 if (presetData && presetData.IsValid())
508 {
509 string presetCharType = presetData.GetRandomCharacterType();
510 if (presetCharType == string.Empty)
513 {
515 return m_player;
516 }
517 else
518 {
519 ErrorEx("Failed to create character from type: " + presetCharType + ", using default spawning method");
520 }
521 }
522 else
523 {
524 ErrorEx("Failed to load PlayerSpawnPreset data properly, using default spawning method");
525 }
526 }
527
529 {
531 GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
532 EquipCharacter(GetGame().GetMenuDefaultCharacterData());
533 }
534
535 return m_player;
536 }
Empty
Definition Hand_States.c:14
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
Definition missionServer.c:438
void EquipCharacter(MenuDefaultCharacterData char_data)
Spawns character equip from received data. Checks validity against config, randomizes if invalid valu...
Definition missionServer.c:450
bool ProcessLoginData(ParamsReadContext ctx)
returns whether received data is valid, ctx can be filled on client in StoreLoginData()
Definition missionServer.c:431
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
389 {
390 if (GetHive())
391 {
392 // use character from database
393 useDB = true;
394 }
395 else
396 {
397 // use following data without database
398 useDB = false;
399 pos = "1189.3 0.0 5392.48";
400 yaw = 0;
401 }
402 }

Перекрестные ссылки GetHive().

Используется в OnEvent().

◆ OnClientReadyEvent()

void OnClientReadyEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
539 {
540 GetGame().SelectPlayer(identity, player);
541
542 #ifdef DIAG_DEVELOPER
543 if (FeatureTimeAccel.m_CurrentTimeAccel)
544 {
545 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
546 }
547 #endif
548 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ OnClientReconnectEvent()

void OnClientReconnectEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
570 {
571 if (player)
572 {
573 player.OnReconnect();
574 }
575 }

Используется в OnEvent().

◆ OnClientRespawnEvent()

void OnClientRespawnEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected
551 {
552 if (player)
553 {
554 if (player.IsUnconscious() || player.IsRestrained())
555 {
556 // kill character
557 player.SetHealth("", "", 0.0);
558 }
559 }
560
561 #ifdef DIAG_DEVELOPER
562 if (FeatureTimeAccel.m_CurrentTimeAccel)
563 {
564 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
565 }
566 #endif
567 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ OnEvent() [1/2]

override void OnEvent ( EventType eventTypeId,
Param params )
inlineprotected
689 {
690 super.OnEvent(eventTypeId, params);
692 Man player = GetGame().GetPlayer();
693
694 switch (eventTypeId)
695 {
698 if (m_LifeState == EPlayerStates.ALIVE)
699 {
700 m_Chat.Add(chat_params);
701 }
702 break;
703
706 ChatInputMenu chatMenu = ChatInputMenu.Cast( GetUIManager().FindMenu(MENU_CHAT_INPUT) );
707 if (chatMenu)
708 {
709 chatMenu.UpdateChannel();
710 }
711 else
712 {
713 m_ChatChannelText.SetText(ChatInputMenu.GetChannelName(cc_params.param1));
714 m_ChatChannelFadeTimer.FadeIn(m_ChatChannelArea, 0.5, true);
716 }
717 break;
718
721 m_Hud.OnResizeScreen();
722
723 break;
724
727 PluginDeveloper plugin_developer = PluginDeveloper.Cast( GetPlugin(PluginDeveloper) );
728 plugin_developer.OnSetFreeCameraEvent( PlayerBase.Cast( player ), set_free_camera_event_params.param1 );
729 break;
730 }
731 }
EPlayerStates
Definition EPlayerStates.c:2
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
TextWidget m_ChatChannelText
Definition missionGameplay.c:28
Widget m_ChatChannelArea
Definition missionGameplay.c:27
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:176

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 {
266 break;
267
271 player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
272 if (!player)
273 {
274 Debug.Log("ClientNewEvent: Player is empty");
275 return;
276 }
277 identity = newParams.param1;
280
283
284 break;
285
289 identity = readyParams.param1;
291 if (!player)
292 {
293 Debug.Log("ClientReadyEvent: Player is empty");
294 return;
295 }
296
299 // Send list of players at all clients
303 break;
304
308 identity = respawnParams.param1;
310 if (!player)
311 {
312 Debug.Log("ClientRespawnEvent: Player is empty");
313 return;
314 }
315
317 break;
318
322
323 identity = reconnectParams.param1;
325 if (!player)
326 {
327 Debug.Log("ClientReconnectEvent: Player is empty");
328 return;
329 }
330
332 break;
333
337
338 identity = discoParams.param1;
339 Class.CastTo(player, discoParams.param2);
340 int logoutTime = discoParams.param3;
341 bool authFailed = discoParams.param4;
342
343 if (!player)
344 {
345 Debug.Log("ClientDisconnectenEvent: Player is empty");
346 return;
347 }
348
350 break;
351
354
357 identity = player.GetIdentity();
358 if (identity)
359 {
360 // disable reconnecting to old char
361 // GetGame().RemoveFromReconnectCache(identity.GetId());
362 Print("[Logout]: Player " + identity.GetId() + " cancelled");
363 }
364 else
365 {
366 Print("[Logout]: Player cancelled");
367 }
368 m_LogoutPlayers.Remove(player);
370 break;
371 }
372 }
static void SyncDataSendEx(notnull PlayerIdentity identity)
Definition CfgGameplayHandler.c:94
void SyncGlobalLighting(PlayerBase player)
Definition missionServer.c:420
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:550
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:538
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
Definition missionServer.c:488
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
Definition missionServer.c:388
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Definition missionServer.c:569
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Definition missionServer.c:374
void ControlPersonalLight(PlayerBase player)
Definition missionServer.c:405
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
Definition missionServer.c:577
The class that will be instanced (moddable)
Definition gameplay.c:388
static void SendPlayerList()
Definition SyncEvents.c:47
Definition UndergroundAreaLoader.c:48
static void SyncDataSend(PlayerIdentity identity)
Definition UndergroundAreaLoader.c:112
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(), 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
91 {
92 super.OnInit();
93
94 if ( m_Initialized )
95 {
96 return;
97 }
98
99 #ifdef DIAG_DEVELOPER
100 if (!GetGame().IsMultiplayer())//to make it work in single during development
101 {
104 }
105 #endif
106
107 PPEffects.Init(); //DEPRECATED, left in for legacy purposes only
109
110 m_UIManager = GetGame().GetUIManager();
111
112 m_Initialized = true;
113
114 // init hud ui
115 if ( !m_HudRootWidget )
116 {
117 m_HudRootWidget = GetGame().GetWorkspace().CreateWidgets("gui/layouts/day_z_hud.layout");
118
119 m_HudRootWidget.Show(false);
120
121 m_Chat.Init(m_HudRootWidget.FindAnyWidget("ChatFrameWidget"));
122
123 m_ActionMenu.Init( m_HudRootWidget.FindAnyWidget("ActionsPanel"), TextWidget.Cast( m_HudRootWidget.FindAnyWidget("DefaultActionWidget") ) );
124
125 m_Hud.Init( m_HudRootWidget.FindAnyWidget("HudPanel") );
126
127 // von enabled icon
128 m_MicrophoneIcon = ImageWidget.Cast( m_HudRootWidget.FindAnyWidget("mic") );
129 m_MicrophoneIcon.Show(false);
130
131 // von voice level
132 m_VoiceLevels = m_HudRootWidget.FindAnyWidget("VoiceLevelsPanel");
133 m_VoiceLevelsWidgets = new map<int, ImageWidget>; // [key] voice level
134 m_VoiceLevelTimers = new map<int,ref WidgetFadeTimer>; // [key] voice level
135
136 if ( m_VoiceLevels )
137 {
138 m_VoiceLevelsWidgets.Set(VoiceLevelWhisper, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Whisper") ));
139 m_VoiceLevelsWidgets.Set(VoiceLevelTalk, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Talk") ));
140 m_VoiceLevelsWidgets.Set(VoiceLevelShout, ImageWidget.Cast( m_VoiceLevels.FindAnyWidget("Shout") ));
141
142 m_VoiceLevelTimers.Set(VoiceLevelWhisper, new WidgetFadeTimer);
143 m_VoiceLevelTimers.Set(VoiceLevelTalk, new WidgetFadeTimer);
144 m_VoiceLevelTimers.Set(VoiceLevelShout, new WidgetFadeTimer);
145 }
146
148
149 // chat channel
150 m_ChatChannelArea = m_HudRootWidget.FindAnyWidget("ChatChannelPanel");
151 m_ChatChannelText = TextWidget.Cast( m_HudRootWidget.FindAnyWidget("ChatChannelText") );
152 }
153
154 // init hud ui
155 #ifdef DEVELOPER
156 m_HudDebug = new HudDebug;
157
158 if ( !m_HudDebug.IsInitialized() )
159 {
160 m_HudDebug.Init( GetGame().GetWorkspace().CreateWidgets("gui/layouts/debug/day_z_hud_debug.layout") );
161 PluginConfigDebugProfile.GetInstance().SetLogsEnabled(LogManager.IsLogsEnable());
162 }
163 #endif
164 }
void HudDebug()
Definition HudDebug.c:106
static bool LoadData()
Definition CfgGameplayHandler.c:44
Definition Debug.c:735
static bool IsLogsEnable()
Definition Debug.c:769
Definition MapMarkersInfo.c:2
static void Init()
Definition MapMarkersInfo.c:5
Widget m_VoiceLevels
Definition missionGameplay.c:48
override void HideVoiceLevelWidgets()
Definition missionGameplay.c:1531
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:81

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:186
const int MENU_MAIN
Definition constants.c:172

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

◆ OnInit() [3/3]

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

Перекрестные ссылки CfgGameplayHandler::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
734 {
735 if (item && GetUIManager().GetMenu() == NULL)
736 {
737 if (item.IsInherited(ItemBook))
738 {
739 BookMenu bookMenu = BookMenu.Cast( GetUIManager().EnterScriptedMenu(MENU_BOOK, NULL) );
740 if (bookMenu)
741 {
742 bookMenu.ReadBook(item);
743 }
744 }
745 }
746 }
const int MENU_BOOK
Definition constants.c:182

Перекрестные ссылки GetUIManager() и MENU_BOOK.

◆ OnKeyPress()

override void OnKeyPress ( int key)
inlineprotected
678 {
679 super.OnKeyPress(key);
680 m_Hud.KeyPress(key);
681 }

Перекрестные ссылки Hud::KeyPress() и m_Hud.

◆ OnKeyRelease()

override void OnKeyRelease ( int key)
inlineprotected
684 {
685 super.OnKeyRelease(key);
686 }

◆ 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:195

Перекрестные ссылки GetGame() и MENU_CREDITS.

◆ OnMissionFinish() [1/2]

override void OnMissionFinish ( )
inlineprotected
219 {
221
222 //Print("OnMissionFinish");
225
226 m_Chat.Destroy();
227 delete m_HudRootWidget;
228
229 if (m_DebugMonitor)
230 m_DebugMonitor.Hide();
231#ifndef FEATURE_CURSOR
232 g_Game.GetUIManager().ShowUICursor(false);
233#endif
236 g_Game.SetMissionState( DayZGame.MISSION_STATE_FINNISH );
237 }
PPERequesterCategory
Definition PPEConstants.c:28
override void EnableAllInputs(bool bForceSupress=false)
Removes all active input excludes and restrictions.
Definition missionGameplay.c:1010
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

172 {
173 g_Game.SetConnecting(false);
174
175#ifndef FEATURE_CURSOR
177 GetUIManager().ShowUICursor(false);
178#endif
179
180 g_Game.SetMissionState(DayZGame.MISSION_STATE_GAME);
181 m_DynamicMusicPlayer.SetCategory(EDynamicMusicPlayerCategory.TIME, true);
182 }
EDynamicMusicPlayerCategory
Definition EDynamicMusicPlayerCategory.c:2
void ShowUICursor(bool visible)
Definition UIManager.c:242

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 }
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
1551 {
1552 #ifdef DIAG_DEVELOPER
1553 if (m_HudDebug)
1554 m_HudDebug.RefreshByLocalProfile();
1555 #endif
1556
1558 if (playerBase)
1559 {
1560 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(playerBase.ShowDeadScreen, false, 0);
1561 }
1562
1563 GetGame().GetSoundScene().SetSoundVolume(g_Game.m_volume_sound,1);
1564 GetGame().GetSoundScene().SetSpeechExVolume(g_Game.m_volume_speechEX,1);
1565 GetGame().GetSoundScene().SetMusicVolume(g_Game.m_volume_music,1);
1566 GetGame().GetSoundScene().SetVOIPVolume(g_Game.m_volume_VOIP,1);
1567 GetGame().GetSoundScene().SetRadioVolume(g_Game.m_volume_radio,1);
1568 }

Перекрестные ссылки CALL_CATEGORY_GUI, g_Game и GetGame().

◆ OnUpdate() [1/3]

override void OnUpdate ( float timeslice)
inlineprotected
240 {
241#ifdef DIAG_DEVELOPER
243#endif
244
245#ifdef FEATURE_CURSOR
246 if (GetTimeStamp() == 0)
247 {
248 if (!g_Game.IsAppActive() || IsCLIParam("launchPaused"))
249 {
250 m_PauseQueued = true;
251 }
252 else
253 {
255 GetUIManager().ShowUICursor(false);
256 }
257 }
258#endif
259
260 if (m_PauseQueued && !IsPaused())
261 {
262 Pause();
263 }
264
265 Man player = GetGame().GetPlayer();
268 UpdateDummyScheduler();//for external entities
271 NoteMenu note_menu = NoteMenu.Cast( m_UIManager.FindMenu(MENU_NOTE) );
272 GesturesMenu gestures_menu = GesturesMenu.Cast(m_UIManager.FindMenu(MENU_GESTURES));
273 RadialQuickbarMenu quickbar_menu = RadialQuickbarMenu.Cast(m_UIManager.FindMenu(MENU_RADIAL_QUICKBAR));
274 InspectMenuNew inspect = InspectMenuNew.Cast( m_UIManager.FindMenu(MENU_INSPECT) );
275 Input input = GetGame().GetInput();
276 ActionBase runningAction;
277 bool manualInputUnlockProcessed = false;
278
279 if ( playerPB )
280 {
281 #ifdef DIAG_DEVELOPER
282 if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
283 {
284 DbgUI.Begin("Hologram Debug", 5, 5);
285 }
286 #endif
287
288 if ( playerPB.GetHologramLocal() )
289 {
290 playerPB.GetHologramLocal().UpdateHologram( timeslice );
291 }
292 #ifdef DIAG_DEVELOPER
293 else if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
294 {
295 DbgUI.Text("No active Hologram");
296 }
297
298 if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
299 {
300 DbgUI.End();
301 }
302 #endif
303
304 runningAction = playerPB.GetActionManager().GetRunningAction();
305 }
306
307#ifdef PLATFORM_CONSOLE
308 //'Special behaviour' for colliding VON distance input actions [CONSOLE ONLY]
309 if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalValue() && !menu)
310 {
311 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Lock();
312 GetUApi().GetInputByID(UAZoomInToggle).Lock();
313 GetUApi().GetInputByID(UAPersonView).Lock();
314 GetUApi().GetInputByID(UALeanLeft).Lock();
315 GetUApi().GetInputByID(UALeanRight).Lock();
316 }
317 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!)
318 {
319 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
320 GetUApi().GetInputByID(UAZoomInToggle).Unlock();
321 GetUApi().GetInputByID(UAPersonView).Unlock();
322 GetUApi().GetInputByID(UALeanLeft).Unlock();
323 GetUApi().GetInputByID(UALeanRight).Unlock();
324
326 }
327
328 //Radial quickbar
329 if (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalPress() && playerPB)
330 {
331 //open quickbar menu
332 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
333 {
334 if ( !GetUIManager().IsMenuOpen( MENU_RADIAL_QUICKBAR ) )
335 {
336 RadialQuickbarMenu.OpenMenu();
337 m_Hud.ShowHudUI( false );
338 }
339 }
340 }
341
342 bool b1 = RadialQuickbarMenu.GetItemToAssign() != null;
343 //close quickbar menu from world
344 if (GetUIManager().IsMenuOpen( MENU_RADIAL_QUICKBAR ) && (!RadialQuickbarMenu.GetMenuInstance().GetParentMenu() || RadialQuickbarMenu.GetMenuInstance().GetParentMenu() != inventory) && (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalRelease() || !GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalValue()))
345 {
346 RadialQuickbarMenu.CloseMenu();
347 m_Hud.ShowHudUI( true );
348 }
349
350 //Radial Quickbar from inventory
351 if ((RadialQuickbarMenu.instance && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() == inventory) && GetUApi().GetInputByID(UAUIQuickbarRadialInventoryOpen).LocalRelease())
352 {
353 //close radial quickbar menu
354 if (GetGame().GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
355 {
356 RadialQuickbarMenu.CloseMenu();
357 RadialQuickbarMenu.SetItemToAssign( NULL );
358 AddActiveInputExcludes({"inventory"});
360 }
361 }
362
363 if (playerPB)
364 {
365 //Special behaviour for leaning [CONSOLE ONLY]
366 if (playerPB.IsRaised() || playerPB.IsInRasedProne())
367 {
368 GetUApi().GetInputByID(UALeanLeftGamepad).Unlock();
369 GetUApi().GetInputByID(UALeanRightGamepad).Unlock();
370
372 }
373 else if (!GetUApi().GetInputByID(UALeanLeftGamepad).IsLocked() || !GetUApi().GetInputByID(UALeanRightGamepad).IsLocked())
374 {
375 GetUApi().GetInputByID(UALeanLeftGamepad).Lock();
376 GetUApi().GetInputByID(UALeanRightGamepad).Lock();
377 }
378
379 //Special behaviour for freelook & zeroing [CONSOLE ONLY]
380 if (playerPB.IsRaised())
381 {
382 GetUApi().GetInputByID(UALookAround).Lock(); //disable freelook
383 GetUApi().GetInputByID(UALookAroundToggle).Lock(); //disable freelook
384
385 GetUApi().GetInputByID(UAZeroingUp).Unlock(); //enable zeroing
386 GetUApi().GetInputByID(UAZeroingDown).Unlock();
387
389 }
390 else if (GetUApi().GetInputByID(UALookAround).IsLocked() || GetUApi().GetInputByID(UALookAroundToggle).IsLocked())
391 {
392 GetUApi().GetInputByID(UALookAround).Unlock(); //enable freelook
393 GetUApi().GetInputByID(UALookAroundToggle).Unlock(); //enable freelook
394
395 GetUApi().GetInputByID(UAZeroingUp).Lock(); //disable zeroing
396 GetUApi().GetInputByID(UAZeroingDown).Lock();
397
399 }
400 }
401#endif
402
404 {
406 }
407
408 //Gestures
409 if ( GetUApi().GetInputByID(UAUIGesturesOpen).LocalPress() && playerPB)
410 {
411 //open gestures menu
412 if ( !playerPB.IsRaised() && (playerPB.GetActionManager().ActionPossibilityCheck(playerPB.m_MovementState.m_CommandTypeId) || playerPB.IsEmotePlaying()) && !playerPB.GetCommand_Vehicle() )
413 {
414 if (GesturesMenu.CanOpenMenu() && !GetUIManager().IsMenuOpen(MENU_GESTURES))
415 {
416 GesturesMenu.OpenMenu();
417 m_Hud.ShowHudUI(false);
418 }
419 }
420 }
421
422 if ( GetUApi().GetInputByID(UAUIGesturesOpen).LocalRelease() || GetUApi().GetInputByID(UAUIGesturesOpen).LocalValue() == 0 )
423 {
424 //close gestures menu
425 if ( GetUIManager().IsMenuOpen( MENU_GESTURES ) )
426 {
427 GesturesMenu.CloseMenu();
428 m_Hud.ShowHudUI( true );
429 }
430 }
431
432 if (player && m_LifeState == EPlayerStates.ALIVE && !player.IsUnconscious() )
433 {
434 // enables HUD on spawn
435 if (m_HudRootWidget)
436 {
437 m_HudRootWidget.Show(true);
438 }
439
440 #ifndef NO_GUI
441 // fade out black screen
442
443 if ( GetUIManager().ScreenFadeVisible() )
444 {
446 }
447
448 #endif
449
450 if (GetUApi().GetInputByID(UAGear).LocalPress())
451 {
452 if (!inventory && playerPB.CanManipulateInventory() && IsMapUnfoldActionRunning(runningAction))
453 {
456 }
457 else if (menu == inventory)
458 {
460 }
461 }
462
463 if (GetUApi().GetInputByID(UAUIMenu).LocalPress() && menu && inventory && menu == inventory)
464 {
466 }
467
468 #ifndef PLATFORM_CONSOLE
469 if (GetUApi().GetInputByID(UAChat).LocalPress() && input.IsEnabledMouseAndKeyboardEvenOnServer())
470 {
471 ChatInputMenu chat = ChatInputMenu.Cast( m_UIManager.FindMenu(MENU_CHAT) );
472 if ( menu == NULL )
473 {
474 ShowChat();
475 }
476 }
477 #endif
478
479 // voice level updated
480 VONManager.GetInstance().HandleInput(input);
481
482 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalHold())
483 {
484 if (!m_QuickbarHold)
485 {
486 m_QuickbarHold = true;
487 m_Hud.ShowHudPlayer(m_Hud.IsHideHudPlayer());
488 }
489 }
490
491 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalRelease())
492 {
493 if (!m_QuickbarHold)
494 {
495 m_Hud.ShowQuickbarPlayer(m_Hud.IsHideQuickbarPlayer());
496 }
497 m_QuickbarHold = false;
498 }
499
500 if (GetUApi().GetInputByID(UAZeroingUp).LocalPress() || GetUApi().GetInputByID(UAZeroingDown).LocalPress() || GetUApi().GetInputByID(UAToggleWeapons).LocalPress())
501 {
502 m_Hud.ZeroingKeyPress();
503 }
504
505 if (menu == NULL)
506 {
507 m_ActionMenu.Refresh();
508
509 if (GetUApi().GetInputByID(UANextActionCategory).LocalPress())
510 {
511 m_ActionMenu.NextActionCategory();
512 }
513 else if (GetUApi().GetInputByID(UAPrevActionCategory).LocalPress())
514 {
515 m_ActionMenu.PrevActionCategory();
516 }
517 else if (GetUApi().GetInputByID(UANextAction).LocalPress())
518 {
519 m_ActionMenu.NextAction();
520 }
521 else if (GetUApi().GetInputByID(UAPrevAction).LocalPress())
522 {
523 m_ActionMenu.PrevAction();
524 }
525 }
526 else
527 {
528 m_ActionMenu.Hide();
529 }
530
531 //hologram rotation
532 if (menu == NULL && playerPB.IsPlacingLocal() && playerPB.GetHologramLocal().GetParentEntity().PlacementCanBeRotated())
533 {
534 if (GetUApi().GetInputByID(UANextAction).LocalRelease())
535 {
536 playerPB.GetHologramLocal().SubtractProjectionRotation(15);
537 }
538
539 if (GetUApi().GetInputByID(UAPrevAction).LocalRelease())
540 {
541 playerPB.GetHologramLocal().AddProjectionRotation(15);
542 }
543 }
544
546 {
547 if (GetUApi().GetInputByID(UAMapToggle).LocalPress() && !m_UIManager.GetMenu())
548 {
550 {
552 }
553 }
554 }
555 }
556
557 // life state check
558 if (player)
559 {
560 int life_state = player.GetPlayerState();
561
562 // life state changed
563 if (m_LifeState != life_state)
564 {
566
567 if (m_LifeState != EPlayerStates.ALIVE && !player.IsUnconscious())
568 {
570 }
571 }
572 }
573
574 if (menu && !menu.UseKeyboard() && menu.UseMouse())
575 {
576 int i;
577 for (i = 0; i < 5; i++)
578 {
579 input.DisableKey(i | INPUT_DEVICE_MOUSE);
582 }
583
584 for (i = 0; i < 6; i++)
585 {
586 input.DisableKey(i | INPUT_DEVICE_MOUSE_AXIS);
587 }
588 }
589
591 {
592 if (menu)
593 {
594 if (menu == inspect)
595 {
596 if (GetUApi().GetInputByID(UAGear).LocalPress())
597 {
598 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
599 {
601 }
602 }
603 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
604 {
605 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
606 {
608 }
609 }
610 }
611 else if (menu == note_menu && (!IsInputExcludeActive("inventory") || !IsInputRestrictionActive(EInputRestrictors.INVENTORY)))
612 {
613 AddActiveInputExcludes({"inventory"});
615 }
616 else if (menu == gestures_menu && !gestures_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
617 {
618 AddActiveInputExcludes({"radialmenu"});
619 GetUApi().GetInputByID(UAUIGesturesOpen).Unlock();
620 }
621 else if (menu == quickbar_menu && !quickbar_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
622 {
623 AddActiveInputExcludes({"radialmenu"});
624 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
625 }
626 else if (IsPaused())
627 {
628 InGameMenuXbox menu_xb = InGameMenuXbox.Cast(GetGame().GetUIManager().GetMenu());
629 if (!g_Game.GetUIManager().ScreenFadeVisible() && (!menu_xb || !menu_xb.IsOnlineOpen()))
630 {
631 if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
632 {
633 Continue();
634 }
635 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
636 {
637 Continue();
638 }
639 }
640 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
641 {
642 if (menu_xb && menu_xb.IsOnlineOpen())
643 {
644 menu_xb.CloseOnline();
645 }
646 }
647 }
648 }
649 else if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
650 {
652 {
653 Pause();
654 }
655 }
656 }
657
659
661
662 if (!GetGame().IsMultiplayer())
663 m_WorldData.UpdateBaseEnvTemperature( timeslice );
664
665#ifdef DIAG_DEVELOPER
667#endif
669 {
672 }
673
674 super.OnUpdate( timeslice );
675 }
bool IsLocked()
Definition ModifierBase.c:140
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:1125
override bool IsInputRestrictionActive(int restriction)
Returns true if the particular 'restriction' (those govern special behaviour outside regular input ex...
Definition missionGameplay.c:1055
override void AddActiveInputExcludes(array< string > excludes)
Adds one or more exclude groups to disable and refreshes excludes.
Definition missionGameplay.c:920
bool m_QuickbarHold
Definition missionGameplay.c:41
override void ShowInventory()
Definition missionGameplay.c:1104
void PerformRefreshExcludes()
applies queued excludes (0 == clear excludes)
Definition missionGameplay.c:996
bool IsMapUnfoldActionRunning(ActionBase pAction)
Definition missionGameplay.c:1356
override void AddActiveInputRestriction(int restrictor)
Adds one input restriction (specific behaviour oudside regular excludes, defined below)
Definition missionGameplay.c:952
void UpdateDebugMonitor()
Definition missionGameplay.c:1374
void DisplayHairDebug()
Definition missionGameplay.c:1418
override void ShowChat()
Definition missionGameplay.c:1156
override void Pause()
Definition missionGameplay.c:1213
bool m_ProcessInputExcludes
Definition missionGameplay.c:40
void TickScheduler(float timeslice)
Definition missionGameplay.c:192
override bool IsInputExcludeActive(string exclude)
Returns true if the particular input exclude group had been activated via script and is active.
Definition missionGameplay.c:1049
void HandleMapToggleByKeyboardShortcut(Man player)
Definition missionGameplay.c:1341
void CloseAllMenus()
Definition missionGameplay.c:1066
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:158
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:276
static VONManagerBase GetInstance()
Main way to access VONManager functionality from script.
Definition VONManager.c:283
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:169
const int MENU_GESTURES
Definition constants.c:184
const int MENU_CHAT
Definition constants.c:165
const int MENU_NOTE
Definition constants.c:180
const int MENU_RADIAL_QUICKBAR
Definition constants.c:188
proto native bool IsCLIParam(string param)
Returns if command line argument is present.

Перекрестные ссылки AddActiveInputExcludes(), AddActiveInputRestriction(), DbgUI::Begin(), CloseAllMenus(), 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
1214 {
1215 if (IsPaused() || (GetGame().GetUIManager().GetMenu() && GetGame().GetUIManager().GetMenu().GetID() == MENU_INGAME))
1216 {
1217 return;
1218 }
1219
1220 m_PauseQueued = true;
1221
1222 if ( g_Game.IsClient() && g_Game.GetGameState() != DayZGameState.IN_GAME )
1223 {
1224 return;
1225 }
1226
1228 if ( player && !player.IsPlayerLoaded() || IsPlayerRespawning() )
1229 {
1230 return;
1231 }
1232
1233 CloseAllMenus();
1234
1235 // open ingame menu
1237 if (!menu || !menu.IsVisible())
1238 {
1239 return;
1240 }
1241
1242 AddActiveInputExcludes({"menu"});
1244
1245 m_PauseQueued = false;
1246 }
int GetID()
Get the ID registered in SEffectManager.
Definition Effect.c:534
override bool IsPlayerRespawning()
Definition missionGameplay.c:1575
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)

997 {
999 {
1000 for (int i = 0; i < m_ActiveInputExcludeGroups.Count(); i++)
1001 {
1002 GetUApi().ActivateExclude(m_ActiveInputExcludeGroups[i]);
1003 }
1004 }
1005
1006 GetUApi().UpdateControls();
1007 }

Перекрестные ссылки GetUApi().

Используется в OnUpdate().

◆ PlayerControlDisable()

override void PlayerControlDisable ( int mode)
inlineprotected

Deprecated; simple input restrictions.

811 {
812 super.PlayerControlDisable(mode);
813
814 switch (mode)
815 {
817 {
818 AddActiveInputExcludes({"menu"});
819 break;
820 }
822 {
823 AddActiveInputExcludes({"inventory"});
825 break;
826 }
828 {
829 AddActiveInputExcludes({"loopedactions"});
831 break;
832 }
834 {
835 AddActiveInputExcludes({"radialmenu"});
836 break;
837 }
839 {
840 AddActiveInputExcludes({"radialmenu"});
841 break;
842 }
843 default:
844 {
845 Debug.Log("Unknown controls disable mode");
846 return;
847 }
848 }
849
851
853 if ( player )
854 {
855 ItemBase item = player.GetItemInHands();
856 if (item && item.IsWeapon())
857 player.RequestResetADSSync();
858 }
859 }
const int INPUT_EXCLUDE_MOUSE_RADIAL
Definition constants.c:611
const int INPUT_EXCLUDE_INVENTORY
Definition constants.c:609
const int INPUT_EXCLUDE_MAP
Definition constants.c:612
const int INPUT_EXCLUDE_MOUSE_ALL
Definition constants.c:610

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.

762 {
763 super.PlayerControlEnable(bForceSupress);
764
765 if (m_ControlDisabledMode != -1)
766 {
767 switch (m_ControlDisabledMode)
768 {
770 {
772 break;
773 }
775 {
778 break;
779 }
781 {
782 RemoveActiveInputExcludes({"loopedactions"},bForceSupress);
784 break;
785 }
787 {
789 break;
790 }
792 {
794 break;
795 }
796 }
797
799
801 if (player)
802 {
803 HumanInputController hic = player.GetInputController();
804 hic.LimitsDisableSprint(false);
805 }
806 }
807 }
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
627 {
628 // Note: At this point, identity can be already deleted
629 if (!player)
630 {
631 Print("[Logout]: Skipping player " + uid + ", already removed");
632 return;
633 }
634
635 // disable reconnecting to old char
636 //GetGame().RemoveFromReconnectCache(uid);
637
638 // now player can't cancel logout anymore, so call everything needed upon disconnect
640
641 Print("[Logout]: Player " + uid + " finished");
642
643 if (GetHive())
644 {
645 // save player
646 player.Save();
647
648 // unlock player in DB
649 GetHive().CharacterExit(player);
650 }
651
652 // handle player's existing char in the world
653 player.ReleaseNetworkControls();
655
656 // remove player from server
657 GetGame().DisconnectPlayer(identity, uid);
658 // Send list of players at all clients
659 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(SyncEvents.SendPlayerList, 1000);
660 }
void InvokeOnDisconnect(PlayerBase player)
Definition missionServer.c:381
void HandleBody(PlayerBase player)
Definition missionServer.c:684
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()

432 {
433 //creates temporary server-side structure for handling default character spawn
434 return GetGame().GetMenuDefaultCharacterData(false).DeserializeCharacterData(ctx);
435 }

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
1197 {
1198 if (GetHudDebug())
1199 GetHudDebug().RefreshCrosshairVisibility();
1200 }

Перекрестные ссылки GetHudDebug().

◆ RefreshExcludes()

override void RefreshExcludes ( )
inlineprotected

queues refresh of input excludes

991 {
993 }

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.

863 {
864 super.RemoveActiveInputExcludes(excludes,bForceSupress);
865
866 if (excludes.Count() != 0)
867 {
868 bool changed = false;
869
871 {
872 for (int i = 0; i < excludes.Count(); i++)
873 {
874 if (m_ActiveInputExcludeGroups.Find(excludes[i]) != -1)
875 {
877 changed = true;
878 }
879 }
880
881 if (changed)
882 {
884 }
885 }
886
887 // supress control for next frame
888 GetUApi().SupressNextFrame(bForceSupress);
889 }
890 }

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)

894 {
895 //unique behaviour outside regular excludes
896 if (restrictor > -1)
897 {
898 switch (restrictor)
899 {
900 case EInputRestrictors.INVENTORY:
901 {
902 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
903 break;
904 }
905 case EInputRestrictors.MAP:
906 {
907 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
908 break;
909 }
910 }
911
913 {
915 }
916 }
917 }

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
1151 {
1153 InitInventory();
1154 }
void InitInventory()
Definition missionGameplay.c:184

Перекрестные ссылки DestroyInventory() и InitInventory().

◆ SendMuteListToServer()

void SendMuteListToServer ( map< string, bool > mute_list)
inlineprotected
201 {
202 if( mute_list && mute_list.Count() > 0 )
203 {
204 ScriptRPC rpc = new ScriptRPC();
205 rpc.Write(mute_list);
206 rpc.Send(null, ERPCs.RPC_USER_SYNC_PERMISSIONS, true, null);
207 }
208 }
Definition gameplay.c:105

◆ SetActionDownTime()

void SetActionDownTime ( int time_down)
inlineprotected
1393 {
1395 }

◆ SetActionUpTime()

void SetActionUpTime ( int time_up)
inlineprotected
1398 {
1400 }

◆ SetNoteMenu()

override void SetNoteMenu ( UIScriptedMenu menu)
inlineprotected
1546 {
1547 m_Note = NoteMenu.Cast(menu);
1548 };

◆ SetPlayerRespawning()

override void SetPlayerRespawning ( bool state)
inlineprotected
1571 {
1573 }

◆ SetRespawnModeClient()

override void SetRespawnModeClient ( int mode)
inlineprotected
1586 {
1588 }

◆ SetVoNActive()

override void SetVoNActive ( bool active)
inlineprotected
1527 {
1529 }

◆ ShouldPlayerBeKilled()

bool ShouldPlayerBeKilled ( PlayerBase player)
inlineprotected
663 {
664 if (player.IsUnconscious() || player.IsRestrained())
665 {
666 switch (player.GetKickOffReason())
667 {
668 case EClientKicked.SERVER_EXIT:
669 return false;
670 case EClientKicked.KICK_ALL_ADMIN:
671 return false;
672 case EClientKicked.KICK_ALL_SERVER:
673 return false;
674 case EClientKicked.SERVER_SHUTDOWN:
675 return false;
676 default:
677 return true;
678 }
679 }
680
681 return false;
682 }
EClientKicked
Definition ClientKickedModule.c:2

Используется в HandleBody().

◆ ShowChat()

override void ShowChat ( )
inlineprotected
1157 {
1160 m_ChatChannelArea.Show(false);
1162
1163 int level = GetGame().GetVoiceLevel();
1165
1166 AddActiveInputExcludes({"menu"});
1167 }
override void UpdateVoiceLevelWidgets(int level)
Definition missionGameplay.c:1459

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

Используется в OnUpdate().

◆ ShowHairDebugValues()

void ShowHairDebugValues ( bool state)
inlineprotected
1426 {
1427#ifdef DIAG_DEVELOPER
1428 if ( state )
1429 {
1431
1432 int i = DiagMenu.GetValue(DiagMenuIDs.MISC_HAIR_LEVEL);
1433 bool bState = diagmenu.m_HairHidingStateMap.Get(i);
1434 string selectionState;
1435 if (!bState)
1436 selectionState = "Hidden";
1437 else
1438 selectionState = "Shown";
1439 string selectionName = diagmenu.m_HairSelectionArray.Get(i);
1440
1442 DbgUI.Begin("Hair Debug", 50, 150);
1443 DbgUI.Text("Current Hair Selection:" + selectionName);
1444 DbgUI.Text("State: " + selectionState);
1445
1446 DbgUI.End();
1448 }
1449 else
1450 {
1452 DbgUI.Begin("Hair Debug", 50, 50);
1453 DbgUI.End();
1455 }
1456#endif
1457 }
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
1105 {
1107
1108 if ( !menu && GetGame().GetPlayer().GetHumanInventory().CanOpenInventory() && !GetGame().GetPlayer().IsInventorySoftLocked() )
1109 {
1110 if( !m_InventoryMenu )
1111 {
1112 InitInventory();
1113 }
1114
1115 if( !GetUIManager().FindMenu( MENU_INVENTORY ) )
1116 {
1118 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuOpen();
1119 }
1120 AddActiveInputExcludes({"inventory"});
1122 }
1123 }
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
1175 {
1176 if ( GetHud() )
1177 GetHud().ShowVehicleInfo();
1178 }

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.

480 {
481 }

Используется в EquipCharacter().

◆ StartLogoutMenu()

override void StartLogoutMenu ( int time)
inlineprotected
1303 {
1304 if (m_Logout)
1305 {
1306 if (time > 0)
1307 {
1308 // character will be deleted from server int "time" seconds
1309 m_Logout.SetTime(time);
1310 m_Logout.Show();
1311
1312 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(m_Logout.UpdateTime, 1000, true);
1313 }
1314 else
1315 {
1316 // no waiting time -> player is most likely dead
1317 m_Logout.Exit();
1318 }
1319 }
1320 }

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
421 {
422 if (player)
423 {
424 int lightingID = GetGame().ServerConfigGetInt("lightingConfig");
426 GetGame().RPCSingleParam(player, ERPCs.RPC_SEND_LIGHTING_SETUP, lightID, true, player.GetIdentity());
427 }
428 }

Перекрестные ссылки GetGame().

Используется в OnEvent().

◆ SyncRespawnModeInfo()

override void SyncRespawnModeInfo ( PlayerIdentity identity)
inlineprotected
761 {
762 ScriptRPC rpc = new ScriptRPC();
763 rpc.Write(m_RespawnMode);
764 rpc.Send(null, ERPCs.RPC_SERVER_RESPAWN_MODE, true, identity);
765 }

◆ TickScheduler() [1/2]

void TickScheduler ( float timeslice)
inlineprotected
193 {
195
196 if( player )
197 player.OnScheduledTick(timeslice);
198 }

Перекрестные ссылки GetGame() и GetPlayer().

Используется в OnUpdate().

◆ TickScheduler() [2/2]

void TickScheduler ( float timeslice)
inlineprotected
700 {
701 GetGame().GetWorld().GetPlayerList(m_Players);
702 int players_count = m_Players.Count();
704
705 for (int i = 0; i < tick_count_max; i++)
706 {
708 {
709 m_currentPlayer = 0;
710 }
711
713
714 if (currentPlayer)
715 currentPlayer.OnTick();
717 }
718 }
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
728 {
729 if (m_DeadPlayersArray.Count() == 0)//nothing to process, abort
730 return;
731 int current_time = GetGame().GetTime();
734
735 for (int i = 0; i < m_DeadPlayersArray.Count(); i++)
736 {
738 if (!corpse_data || (corpse_data && (!corpse_data.m_Player || !corpse_data.m_bUpdate)))
739 {
740 invalid_corpses.Insert(i);
741 }
742 else if (corpse_data.m_bUpdate && current_time - corpse_data.m_iLastUpdateTime >= 30000)
743 {
744 corpse_data.UpdateCorpseState();
745 corpse_data.m_iLastUpdateTime = current_time;
746 }
747 }
748
749 //cleanup
750 if (invalid_corpses.Count() > 0)
751 {
752 for (i = invalid_corpses.Count() - 1; i > -1; i--)
753 {
755 }
756 }
757 }

Перекрестные ссылки GetGame().

Используется в UpdatePlayersStats().

◆ UpdateDebugMonitor()

void UpdateDebugMonitor ( )
inlineprotected
1375 {
1376 if (!m_DebugMonitor) return;
1377
1379 if (player)
1380 {
1381 DebugMonitorValues values = player.GetDebugMonitorValues();
1382 if (values)
1383 {
1384 m_DebugMonitor.SetHealth(values.GetHealth());
1385 m_DebugMonitor.SetBlood(values.GetBlood());
1386 m_DebugMonitor.SetLastDamage(values.GetLastDamage());
1387 m_DebugMonitor.SetPosition(MiscGameplayFunctions.TruncateVec(player.GetPosition(),1));
1388 }
1389 }
1390 }
Definition DebugMonitorValues.c:2

Перекрестные ссылки GetGame() и GetPlayer().

Используется в OnUpdate().

◆ UpdateInputDevicesAvailability() [1/2]

override void UpdateInputDevicesAvailability ( )
inlineprotected
211 {
212 super.UpdateInputDevicesAvailability();
213
214 g_Game.GetInput().UpdateConnectedInputDeviceList();
215 g_Game.UpdateInputDeviceDisconnectWarning();
216 }

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:727

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
1460 {
1461 for ( int n = 0; n < m_VoiceLevelsWidgets.Count(); n++ )
1462 {
1463 int voiceKey = m_VoiceLevelsWidgets.GetKey(n);
1465
1466 // stop fade timer since it will be refreshed
1467 WidgetFadeTimer timer = m_VoiceLevelTimers.Get(n);
1468 timer.Stop();
1469
1470 // show widgets according to the level
1471 if ( voiceKey <= level )
1472 {
1473 voiceWidget.SetAlpha(1.0); // reset from possible previous fade out
1474 voiceWidget.Show(true);
1475
1476 if ( !m_VoNActive && !GetUIManager().FindMenu(MENU_CHAT_INPUT) )
1477 timer.FadeOut(voiceWidget, 3.0);
1478 }
1479 else
1480 voiceWidget.Show(false);
1481 }
1482
1483 // fade out microphone icon when switching levels without von on
1484 if ( !m_VoNActive )
1485 {
1486 if ( !GetUIManager().FindMenu(MENU_CHAT_INPUT) )
1487 {
1488 m_MicrophoneIcon.SetAlpha(1.0);
1489 m_MicrophoneIcon.Show(true);
1490
1491 m_MicFadeTimer.FadeOut(m_MicrophoneIcon, 3.0);
1492 }
1493 }
1494 else
1495 {
1496 // stop mic icon fade timer when von is activated
1497 m_MicFadeTimer.Stop();
1498 }
1499 }

Перекрестные ссылки GetUIManager() и MENU_CHAT_INPUT.

Используется в ShowChat().

◆ VerifyAttachmentType()

bool VerifyAttachmentType ( int slot_ID,
string attachment_type )
inlineprotected
484 {
485 return DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).Find(attachment_type) > -1;
486 }

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

◆ 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().

◆ SCHEDULER_PLAYERS_PER_TICK

const int SCHEDULER_PLAYERS_PER_TICK = 5
private

Объявления и описания членов классов находятся в файлах: