DayZ 1.27
DayZ Explorer by KGB
 
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Класс BoatScript
+ Граф наследования:BoatScript:

Защищенные члены

void BoatScript ()
 
void ~BoatScript ()
 
override void EEDelete (EntityAI parent)
 
void InitializeActions ()
 
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
override bool DisableVicinityIcon ()
 
override string GetVehicleType ()
 
override bool IsInventoryVisible ()
 
override float GetTransportCameraDistance ()
 
override vector GetTransportCameraOffset ()
 
override int GetAnimInstance ()
 
override int Get3rdPersonCameraType ()
 
override bool CrewCanGetThrough (int posIdx)
 
override bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
 
override bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
 
override bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
 
override bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
override bool OnBeforeEngineStart ()
 
override void OnEngineStart ()
 
override void OnEngineStop ()
 
override void EEOnCECreate ()
 
override void EOnPostSimulate (IEntity other, float timeSlice)
 
override void EOnSimulate (IEntity other, float dt)
 
override void EOnFrame (IEntity other, float timeSlice)
 
override void EOnContact (IEntity other, Contact extra)
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override void OnVariablesSynchronized ()
 
override bool DetectFlipped (VehicleFlippedContext ctx)
 
override float OnSound (BoatSoundCtrl ctrl, float oldValue)
 
override void HandleByCrewMemberState (ECrewMemberState state)
 
void DecayHealthTick ()
 
bool IsInFlagRange ()
 
bool CheckOperationalState ()
 
void OnVehicleJumpOutServer (GetOutTransportActionData data)
 
void HandleEngineSound (EBoatEngineSoundState state)
 
void PlaySound (string soundset, inout EffectSound sound, vector position=vector.Zero)
 
void HandleBoatSplashSound ()
 
void SyncSoundImpactLight ()
 
void SyncSoundImpactHeavy ()
 
void SyncSoundPushBoat (bool play)
 
void FadeEngineSound (bool fadeIn)
 
void FlipVehicle ()
 
void CheckContactCache ()
 
void SetActions ()
 
void AddAction (typename actionName)
 
void RemoveAction (typename actionName)
 
void UpdateParticles (float timeSlice=0)
 
void StopParticleUpdate ()
 
void ClearWaterEffects ()
 
void CleanupEffects ()
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override event GetOwnerStateType ()
 
override event GetMoveType ()
 

Защищенные данные

const int DECAY_PLAYER_RANGE = 300
 
const int DECAY_FLAG_RANGE = 100
 
const float DECAY_TICK_FREQUENCY = 10
 
const float DECAY_DAMAGE = 0.017
 
const float DECAY_FLIPPED_MULT = 4
 
const float SOUND_ENGINE_FADE = 0.2
 
const float SPLASH_THRESHOLD_CONDITION = 0.08
 
const float SPLASH_THRESHOLD = 0.18
 
vector m_VelocityPrevTick
 
float m_MomentumPrevTick
 
ref VehicleContactData m_ContactData
 
ref Timer m_DecayTimer
 
bool m_UpdateParticles
 
ref EffectBoatWaterBase m_WaterEffects [4]
 
bool m_SplashIncoming
 
bool m_PlaySoundEngineStopNoFuel
 
bool m_PlaySoundImpactLight
 
bool m_PlaySoundImpactHeavy
 
bool m_PlaySoundPushBoat
 
bool m_IsEngineSoundFading
 
bool m_EngineFadeDirection
 
float m_EngineFadeTime
 
string m_SoundImpactLight
 
string m_SoundImpactHeavy
 
string m_SoundPushBoat
 
string m_SoundWaterSplash
 
string m_SoundEngineStart
 
string m_SoundEngineStop
 
string m_SoundEngineStartNoFuel
 
string m_SoundEngineStopNoFuel
 
ref EffectSound m_SoundPushBoatEffect
 
ref EffectSound m_SoundWaterSplashEffect
 
ref EffectSound m_SoundEngineEffect
 
ref EffectSound m_SoundEngineEffectDeletion
 

Закрытые данные

TInputActionMap m_InputActionMap
 
bool m_ActionsInitialized
 

Закрытые статические данные

static ref map< typename, ref TInputActionMapm_BoatTypeActionsMap = new map<typename, ref TInputActionMap>()
 

Подробное описание

См. определение в файле BoatScript.c строка 30