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gameplay.c
См. документацию.
1
3
12
13const int INDEX_NOT_FOUND = -1;
14//-----------------------------------------------------------------------------
17
48
50{
53
68 proto bool WriteToString(void variable_out, bool nice, out string result);
69
100 proto bool ReadFromString(void variable_in, string jsonString, out string error);
101};
102
103
105{
106 void ScriptRPC();
109 proto native void Reset();
117 proto native void Send(Object target, int rpc_type, bool guaranteed,PlayerIdentity recipient = NULL);
118};
119
121{
124
125 proto native void Reset ();
126 proto native void Send ();
127
128 proto native bool CopyFrom(ParamsReadContext other);
129
131 proto native static bool CanStoreInputUserData ();
132};
133
142
150
152{
155
156 proto native void Reset ();
157};
158
159//-----------------------------------------------------------------------------
161{
162 proto native int GetModesCount();
163
164 proto native owned string GetModeName(int index);
165
166 proto native owned string GetAmmoTypeName(int index);
167
168 proto native float GetModeRange(int index);
169
170 private void MeleeCombatData();
171 private void ~MeleeCombatData();
172}
173
174//-----------------------------------------------------------------------------
175const string NullStringArray[1] = { "" };
176
177//-----------------------------------------------------------------------------
180{
181 private void Selection() {}
182 private void ~Selection() {}
183
184 proto native owned string GetName();
185 proto native int GetVertexCount();
186 proto native int GetLODVertexIndex(int sel_vertex_index);
187
189 {
190 int lodIndex = GetLODVertexIndex(index);
191 if (lodIndex == -1)
192 {
193 Error("Vertex doesn't exist");
194 return vector.Zero;
195 }
196
197 return lod.GetVertexPosition(lodIndex);
198 }
199};
200
201//-----------------------------------------------------------------------------
203class LOD
204{
205 // standard(BI) LOD names in p3d
206 static const string NAME_GEOMETRY = "geometry";
207 static const string NAME_VIEW = "view";
208 static const string NAME_FIRE = "fire";
209 static const string NAME_MEMORY = "memory";
210 static const string NAME_ROADWAY = "roadway";
211
212 private void LOD() {}
213 private void ~LOD() {}
214
215 proto native int GetSelectionCount();
216 proto native bool GetSelections(notnull out array<Selection> selections);
217
218 proto native vector GetVertexPosition(int vertex_index);
219
220 proto native owned string GetName(Object myObject);
221
223 {
224 array<Selection> selections = new array<Selection>;
225 GetSelections(selections);
226
227 for (int i = 0; i < selections.Count(); ++i)
228 {
229 string selection_name = selections.Get(i).GetName();
230 selection_name.ToLower();
231 name.ToLower();
232 if (selection_name == name)
233 {
234 return selections.Get(i);
235 }
236 }
237
238 return null;
239 }
240
241 proto native int GetPropertyCount();
242 proto native owned string GetPropertyName(int index);
243 proto native owned string GetPropertyValue(int index);
244}
245
246class Plant extends Object
247{
249
250/*
251class ParamEntry
252{
253 proto string GetString(string entryName);
254 proto int GetInt(string entryName);
255 proto float GetFloat(string entryName);
256 proto ref ParamEntry GetEntry(string entryName);
257 proto int GetNumChildren();
258 proto ref ParamEntry GetNumChildren(int n);
259};
260*/
261//-----------------------------------------------------------------------------
262
263//-----------------------------------------------------------------------------
264class ProxyInventory extends ObjectTyped
265{
266};
267
268//-----------------------------------------------------------------------------
269class ProxySubpart extends Entity
270{
271};
272
273//-----------------------------------------------------------------------------
274// custom widgets
275//-----------------------------------------------------------------------------
277{
278 proto native void SetItem(EntityAI object);
279 proto native EntityAI GetItem();
280
281 proto native int GetView();
288 proto native void SetView(int viewIndex);
289
290 proto native void SetModelOrientation(vector vOrientation);
292 proto native void SetModelPosition(vector vPos);
293 proto native vector GetModelPosition();
294
295 proto native void SetForceFlipEnable(bool enable);
296 proto native void SetForceFlip(bool value);
297};
298
299//-----------------------------------------------------------------------------
301{
302 proto native void UpdateItemInHands(EntityAI object);
303 proto native void SetPlayer(DayZPlayer player);
304 //proto native void SetPlayerType(string type);
306
307 proto native void Refresh();
308
309 proto native void SetModelOrientation(vector vOrientation);
311 proto native void SetModelPosition(vector vPos);
312 proto native vector GetModelPosition();
313};
314
315//-----------------------------------------------------------------------------
316class HtmlWidget extends RichTextWidget
317{
318 proto native void LoadFile(string path);
319};
320
321//-----------------------------------------------------------------------------
323{
324 proto native void ClearUserMarks();
325 proto native void AddUserMark(vector pos, string text, int color /*ARGB*/, string texturePath);
326 proto native vector GetMapPos();
327 proto native void SetMapPos(vector worldPos);
328 proto native float GetScale();
329 proto native void SetScale(float scale);
330 proto native float GetContourInterval();
331 proto native float GetCellSize(float pLegendWidth);
332 proto native vector MapToScreen(vector worldPos);
333 proto native vector ScreenToMap(vector screenPos);
334};
335
336//-----------------------------------------------------------------------------
339{
341 proto int GetPingAct();
343 proto int GetPingMin();
345 proto int GetPingMax();
347 proto int GetPingAvg();
348
350 proto int GetBandwidthMin();
352 proto int GetBandwidthMax();
354 proto int GetBandwidthAvg();
355
357 proto float GetOutputThrottle();
359 proto float GetInputThrottle();
360
362 proto string GetName();
364 proto string GetPlainName();
366 proto string GetFullName();
368 proto string GetId();
370 proto string GetPlainId();
372 proto int GetPlayerId();
373
375 proto Man GetPlayer();
376
377#ifdef FEATURE_NETWORK_RECONCILIATION
379 proto native void Possess(Pawn pawn);
380#endif
381
383 private void PlayerIdentityBase();
384 private void ~PlayerIdentityBase();
385};
386
389{
390
391}
392
393//-----------------------------------------------------------------------------
394const int PROGRESS_START = 0;
395const int PROGRESS_FINISH = 1;
396const int PROGRESS_PROGRESS = 2;
397const int PROGRESS_UPDATE = 3;
398
399//-----------------------------------------------------------------------------
400typedef int ChatChannel;
401
402//-----------------------------------------------------------------------------
405typedef Param1<string> ScriptLogEventParams;
407typedef Param4<int, string, string, string> ChatMessageEventParams;
408typedef Param1<int> ChatChannelEventParams;
409typedef Param1<int> SQFConsoleEventParams;
410
414typedef Param5<PlayerIdentity, bool, vector, float, int> ClientPrepareEventParams;
426typedef Param4<PlayerIdentity, Man, int, bool> ClientDisconnectedEventParams;
427
429typedef Param1<int> LoginTimeEventParams;
431typedef Param1<int> RespawnEventParams;
433typedef Param1<vector> PreloadEventParams;
435typedef Param1<Man> LogoutCancelEventParams;
437typedef Param1<PlayerIdentity> ConnectivityStatsUpdatedEventParams;
439typedef Param4<float, float, int, int> ServerFpsStatsUpdatedEventParams;
443typedef Param1<int> LogoutEventParams;
453typedef Param1<string> DLCOwnerShipFailedParams;
455typedef Param1<FreeDebugCamera> SetFreeCameraEventParams;
457typedef Param1<int> MPConnectionLostEventParams;
463typedef Param1<bool> NetworkInputBufferEventParams;
464
465
466//-----------------------------------------------------------------------------
467
472
473//-----------------------------------------------------------------------------
486
487//-----------------------------------------------------------------------------
496
497//-----------------------------------------------------------------------------
502
503//-----------------------------------------------------------------------------
522
523//-----------------------------------------------------------------------------
540
541//-----------------------------------------------------------------------------
546
547//-----------------------------------------------------------------------------
559
560//-----------------------------------------------------------------------------
574
575//possible in engine events not accessable from script
576//ReloadShadersEvent
577//LoadWorldProgressEvent
578
579//SignStatusEvent
580//SetPausedEvent
581//TerminationEvent
582//UserSettingsChangedEvent
583//StorageChangedEvent
584//BeforeResetEvent
585//AfterRenderEvent
586//AfterResetEvent
587//CrashLogEvent
588//ConsoleEvent
589
591{
592 const string None = "";
593 const string Cursor = "set:dayz_gui image:cursor";
594 const string CloseDoors = "set:dayz_gui image:close";
595 const string OpenDoors = "set:dayz_gui image:open";
596 const string OpenCarDoors = "set:dayz_gui image:open_car";
597 const string CloseCarDoors = "set:dayz_gui image:close_car";
598 const string EngineOff = "set:dayz_gui image:engine_off";
599 const string EngineOn = "set:dayz_gui image:engine_on";
600 const string LadderDown = "set:dayz_gui image:ladderdown";
601 const string LadderOff = "set:dayz_gui image:ladderoff";
602 const string LadderUp = "set:dayz_gui image:ladderup";
603 const string LootCorpse = "set:dayz_gui image:gear";
604 const string CloseHood = "set:dayz_gui image:close_hood";
605 const string OpenHood = "set:dayz_gui image:open_hood";
606 const string GetOut = "set:dayz_gui image:getout";
607 const string GetInCargo = "set:dayz_gui image:get_in_cargo";
608 const string Reload = "set:dayz_gui image:reload";
609 const string GetInDriver = "set:dayz_gui image:get_in_driver";
610 const string GetInCommander = "set:dayz_gui image:get_in_commander";
611 const string GetInPilot = "set:dayz_gui image:get_in_pilot";
612 const string GetInGunner = "set:dayz_gui image:get_in_gunner";
613};
614
615
616
617// some defs for CGame::ShowDialog()
618/*
619const int DBB_NONE = 0;
620const int DBB_OK = 1;
621const int DBB_YES = 2;
622const int DBB_NO = 3;
623const int DBB_CANCEL = 4;
624
625const int DBT_OK = 0; //just OK button
626const int DBT_YESNO = 1; //Yes and No buttons
627const int DBT_YESNOCANCEL = 2; //Yes, No, Cancel buttons
628
629const int DMT_NONE = 0;
630const int DMT_INFO = 1;
631const int DMT_WARNING = 2;
632const int DMT_QUESTION = 3;
633const int DMT_EXCLAMATION = 4;
634*/
635
636proto native CGame GetGame();
637
639{
641 void Init(Widget hud_panel_widget) {}
642 void DisplayNotifier(int key, int tendency, int status) {}
643 void DisplayBadge(int key, int value) {}
644 void SetStamina(int value, int range) {}
645 void DisplayStance(int stance) {}
647 void ShowCursor() { }
648 void HideCursor() { }
649 void SetCursorIcon(string icon) { }
650 void SetCursorIconScale(string type, float percentage) { }
651 void SetCursorIconOffset(string type, float x, float y) { }
652 void SetCursorIconSize(string type, float x, float y) { }
653 void ShowWalkieTalkie(bool show) { }
654 void ShowWalkieTalkie(int fadeOutSeconds) { }
655 void SetWalkieTalkieText(string text) { }
656 void RefreshQuickbar(bool itemChanged = false) {}
657 void Show(bool show) {}
659 void SetTemperature(string temp);
660 void SetStaminaBarVisibility(bool show);
661 void Update(float timeslice){}
664
665 void InitHeatBufferUI(Man player);
666 void ShowQuickbarUI(bool show);
667 void ShowQuickbarPlayer(bool show);
668 void ShowHudPlayer(bool show);
669 void ShowHudUI(bool show);
670 void ShowHudInventory(bool show);
671 void ShowQuickBar(bool show);
673 void ShowHud(bool show);
674
676 void OnPlayerLoaded(); // player connects or respawns
677
678 void SetPermanentCrossHair(bool show) {}
679
680 void SpawnHitDirEffect(DayZPlayer player, float hit_direction,float intensity_max);
681 void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level);
682};
683
684//-----------------------------------------------------------------------------
687{
689
691
698
699 private void ~Mission();
700
701 void OnInit() {}
704 void OnUpdate(float timeslice)
705 {
706#ifdef FEATURE_CURSOR
707 m_TimeStamp++;
708#endif
709 }
710 void OnKeyPress(int key) {}
711 void OnKeyRelease(int key) {}
712 void OnMouseButtonPress(int button){}
713 void OnMouseButtonRelease(int button){}
714 void OnEvent(EventType eventTypeId, Param params) {}
715 void OnItemUsed(InventoryItem item, Man owner) {}
716 void AddDummyPlayerToScheduler(Man player){}
717 void Reset(){}
718 void ResetGUI(){}
720
722 {
723 return null;
724 }
725
726 ObjectSnapCallback GetInventoryDropCallback()
727 {
728 return null;
729 }
730
731 bool IsPlayerDisconnecting(Man player);
732
734 {
735 return null;
736 }
737
739 {
740 return null;
741 }
742
744 {
745 return null;
746 }
747
749 {
750 return null;
751 }
752
754 {
755 return null;
756 }
757
758 bool IsPaused()
759 {
760 return false;
761 }
762
763 bool IsGame()
764 {
765 return false;
766 }
767
768 bool IsServer()
769 {
770 return false;
771 }
772
773 void Pause() {}
774 void Continue() {}
775
776 void AbortMission() {}
777
779 void StartLogoutMenu(int time) {}
780
783
785
787
789 {
790 return false;
791 }
792
795
796 void PlayerControlEnable(bool bForceSupress);
797 void PlayerControlDisable(int mode);
798
799 void RemoveActiveInputExcludes(array<string> excludes, bool bForceSupress = false);
800 void RemoveActiveInputRestriction(int restrictor);
802 void AddActiveInputRestriction(int restrictor);
804 bool IsInputExcludeActive(string exclude);
805 bool IsInputRestrictionActive(int restriction);
806 void EnableAllInputs(bool bForceSupress = false);
807
810
811 void ShowChat() {}
812 void HideChat() {}
813 void UpdateVoiceLevelWidgets(int level) {}
814
816 bool IsVoNActive() {}
817 void SetVoNActive(bool active) {}
818
819 bool InsertCorpse(Man player)
820 {
821 return false;
822 }
823
826 void SetPlayerRespawning(bool state);
827 void OnPlayerRespawned(Man player);
830
832 void SetRespawnModeClient(int mode);
834 {
835 return -1;
836 }
837
839
840 ImageWidget GetMicrophoneIcon()
841 {
842 return null;
843 }
844
845 WidgetFadeTimer GetMicWidgetFadeTimer();
847
850
858
866
874
882
890
891
899
900#ifdef FEATURE_CURSOR
901 int m_TimeStamp = 0;
902 int GetTimeStamp()
903 {
904 return m_TimeStamp;
905 }
906#endif
907
908#ifdef DEVELOPER
909 bool m_SuppressNextFrame = true;
910 void SetInputSuppression(bool state);
911 bool GetInputSuppression();
912#endif
913};
914
915// -------------------------------------------------------------------------
916
918{
919 proto native int GetCharactersCount();
920 proto native int GetLastPlayedCharacter();
922 proto native Man CreateCharacterPerson(int index);
923
924 proto void GetLastServerAddress(int index, out string address);
925 proto native int GetLastServerPort(int index);
926 proto native int GetLastSteamQueryPort(int index);
927 proto void GetLastServerName(int index, out string address);
928
931
934 {
935 if (!GetMenuDefaultCharacterDataInstance()/* || GetGame().IsServer()*/)
936 {
937 Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
938 return;
939 }
940
943 }
944
947 {
949 {
950 Error("MenuData | OnGetDefaultCharacter - failed to get data class!");
951 return false;
952 }
953
954 if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
955 {
956 return true;
957 }
958 return false;
959 }
960
961 proto void GetCharacterName(int index, out string name);
962 proto native void SetCharacterName(int index, string newName);
963 // save character is set as last played character
964 proto native void SaveCharacter(bool localPlayer, bool verified);
965 proto native void SaveDefaultCharacter(Man character);
966
968 proto native void SaveCharactersLocal();
970 proto native void LoadCharactersLocal();
971 proto native void ClearCharacters();
972
977
978 //proto native void GetCharacterStringList(int characterID, string name, out TStringArray values);
979 //proto bool GetCharacterString(int characterID,string name, out string value);
980};
981
982//holds 'default character' data
984{
985 //const int MODE_SERVER = 0;
986 //const int MODE_CLIENT = 1;
987
992
994 {
995 Init();
996 }
997
998 void Init()
999 {
1000 if (!GetGame().IsDedicatedServer())
1001 {
1003 }
1005 }
1006
1008 {
1009 m_AttachmentsMap.Clear();
1010 }
1011
1012 void SetDefaultAttachment(int slotID, string type)
1013 {
1014 m_AttachmentsMap.Set(slotID,type); //using 'Set' instead of 'Insert' for convenience
1015 }
1016
1018 {
1020
1021 int slot_ID;
1022 string attachment_type;
1023 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
1024 {
1025 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
1026 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
1027 {
1028 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
1029 //if (attachment_type != "")
1030 SetDefaultAttachment(slot_ID,attachment_type);
1031 }
1032 }
1033 }
1034
1035 void EquipDefaultCharacter(Man player)
1036 {
1037 if (!player)
1038 {
1039 ErrorEx("WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
1040 return;
1041 }
1042
1043 int slot_ID;
1044 string attachment_type;
1045 string current_attachment_type;
1046 EntityAI current_attachment_object;
1047
1048 for (int i = 0; i < m_AttachmentsMap.Count(); i++)
1049 {
1050 attachment_type = "";
1051 current_attachment_type = "";
1052 slot_ID = m_AttachmentsMap.GetKey(i);
1053 attachment_type = m_AttachmentsMap.GetElement(i); //Get(i)
1054 current_attachment_object = player.GetInventory().FindAttachment(slot_ID);
1055
1056 if (current_attachment_object)
1057 {
1058 current_attachment_type = current_attachment_object.GetType();
1059 }
1060 if (current_attachment_type != attachment_type)
1061 {
1062 if (current_attachment_object)
1063 g_Game.ObjectDelete(current_attachment_object);
1064 if (attachment_type != "")
1065 player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
1066 }
1067 }
1068 }
1069
1072 {
1077 //DumpAttMapContents();
1078 }
1079
1081 {
1082 if (!ctx.Read(m_CharacterType))
1083 return false;
1084 if (!ctx.Read(m_AttachmentsMap))
1085 return false;
1086 if (!ctx.Read(m_ForceRandomCharacter))
1087 return false;
1088 if (!ctx.Read(m_CharacterName))
1089 return false;
1090
1091 //DumpAttMapContents();
1092 return true;
1093 }
1094
1096 {
1098 }
1099
1101 {
1102 return m_CharacterName;
1103 }
1104
1105 void SetCharacterType(string character_type)
1106 {
1107 m_CharacterType = character_type;
1108 }
1109
1111 {
1112 return m_CharacterType;
1113 }
1114
1116 {
1117 m_ForceRandomCharacter = state;
1118 }
1119
1121 {
1123 }
1124
1129
1130 //DEBUG
1132 {
1133 int debugID;
1134 string debugType;
1135 Print("-----------");
1136 Print("m_AttachmentsMap contents:");
1137 for (int j = 0; j < m_AttachmentsMap.Count(); j++)
1138 {
1139 debugID = m_AttachmentsMap.GetKey(j);
1140 debugType = m_AttachmentsMap.GetElement(j);
1141 Print("index " + j);
1142 Print("debugID: " + debugID);
1143 Print("debugType: " + debugType);
1144 }
1145 Print("-----------");
1146 }
1147}
1148
1149class DefaultCharacterCreationMethods
1150{
1151 static ref array<int> m_AttachmentSlots = {
1152 InventorySlots.SHOULDER,
1153 InventorySlots.MELEE,
1154 InventorySlots.HEADGEAR,
1155 InventorySlots.MASK,
1156 InventorySlots.EYEWEAR,
1157 InventorySlots.GLOVES,
1158 InventorySlots.ARMBAND,
1159 InventorySlots.BODY,
1160 InventorySlots.VEST,
1161 InventorySlots.BACK,
1162 InventorySlots.HIPS,
1163 InventorySlots.LEGS,
1164 InventorySlots.FEET
1166 //conversion nescesssary for legacy reasons...
1168 "shoulder",
1169 "melee",
1170 "headgear",
1171 "mask",
1172 "eyewear",
1173 "gloves",
1174 "armband",
1175 "top",
1176 "vests",
1177 "backpacks",
1178 "hips",
1179 "bottom",
1180 "shoe"
1181 };
1182
1183 const static string m_Path = "cfgCharacterCreation";
1184
1186 static string GetPathFromSlotID(int slot_ID)
1187 {
1188 int idx = m_AttachmentSlots.Find(slot_ID);
1189 string path = "" + m_Path + " " + m_ConfigArrayNames.Get(idx);
1190 return path;
1191 }
1192
1194 static int GetConfigArrayCountFromSlotID(int slot_ID)
1195 {
1196 TStringArray types = new TStringArray;
1198 return types.Count();
1199 }
1200
1203 {
1204 TStringArray types = new TStringArray;
1206 return types;
1207 }
1208
1211 {
1212 return m_AttachmentSlots;
1213 }
1214
1217 {
1218 return m_ConfigArrayNames;
1219 }
1220}
1221
1224{
1268
1274
1286
1289};
1290
1307
1308// -------------------------------------------------------------------------
1309/*
1310// Option Access Control Type
1311const int OA_CT_NUMERIC = 0;
1312const int OA_CT_SWITCH = 1;
1313const int OA_CT_LIST = 2;
1314
1315// Option Field of view constants
1316const float OPTIONS_FIELD_OF_VIEW_MIN = 0.75242724772f;
1317const float OPTIONS_FIELD_OF_VIEW_MAX = 1.30322025726f;
1318*/
1319
1321{
1322 //proto private void ~OptionsAccess();
1323 //proto private void OptionsAccess();
1324
1329 proto native int GetAccessType();
1330
1335 proto native int GetControlType();
1336
1340 proto native void Apply();
1341
1345 proto native void Test();
1346
1350 proto native void Revert();
1351
1356 proto native int IsChanged();
1357
1362 proto native int NeedRestart();
1363
1368 proto native int SetChangeImmediately();
1369 //proto native void Initialize();
1370
1375
1380 private proto void SetScriptEvents(Managed events);
1381
1386 private proto Managed GetScriptEvents();
1387
1396
1398
1399
1400
1405
1407 {
1409 }
1410
1412};
1413
1419
1420// -------------------------------------------------------------------------
1421class NumericOptionsAccess extends OptionsAccess
1422{
1423 proto native float ReadValue();
1424 proto native void WriteValue(float value);
1425 proto native float GetMin();
1426 proto native float GetMax();
1427 proto native float GetDefault();
1428};
1429
1430// -------------------------------------------------------------------------
1431class ListOptionsAccess extends OptionsAccess
1432{
1433 proto native int GetIndex();
1434 proto native int GetDefaultIndex();
1435 proto native void SetIndex(int index);
1436 proto native int GetItemsCount();
1437 proto void GetItemText(int index, out string value);
1438
1440 {
1441 string s;
1442 for (int i = 0; i < GetItemsCount(); ++i)
1443 {
1444 GetItemText(i, s);
1445 output.Insert(s);
1446 }
1447 }
1449
1450// -------------------------------------------------------------------------
1451class SwitchOptionsAccess extends OptionsAccess
1452{
1453 proto native void Switch();
1454 proto void GetItemText(out string value);
1455 proto native int GetIndex();
1456 proto native int GetDefaultIndex();
1457};
1458
1459// -------------------------------------------------------------------------
1461{
1465 proto native void Apply();
1466
1470 proto native void Revert();
1471
1475 proto native void Test();
1476
1482 proto native OptionsAccess GetOption(int index);
1483
1489 proto native OptionsAccess GetOptionByType(int accessType);
1490
1495 proto native int GetOptionsCount();
1496
1501 proto native int NeedRestart();
1502
1507 proto native int IsChanged();
1508
1512 proto native void Initialize();
1513};
1514
1515
1516typedef Link<Object> OLinkT;
1517
1526EntityAI SpawnEntity (string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
1527{
1528 return GameInventory.LocationCreateEntity(inv_loc, object_name,iSetupFlags,iRotation);
1529}
1530
1532{
1533};
1534
1535
1536class PrtTest // Temporal class for toggling particles on guns
1537{
1538 static bool m_GunParticlesState = true;
1539}
1540
1541// #include "Scripts/Classes/Component/_include.c"
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
map
Определения ControlsXboxNew.c:4
DayZGame g_Game
Определения DayZGame.c:3868
EConnectivityStatType
Определения EGameStateIcons.c:2
Icon x
Icon y
string path
Определения OptionSelectorMultistate.c:142
@ Count
Определения RandomGeneratorSyncManager.c:8
proto native MenuData GetMenuData()
Return singleton of MenuData class - at main menu contains characters played with current profile.
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
MenuDefaultCharacterData GetMenuDefaultCharacterData(bool fill_data=true)
Определения Game.c:1493
Определения DayZGame.c:890
const string Cursor
Определения gameplay.c:593
const string OpenHood
Определения gameplay.c:605
const string CloseDoors
Определения gameplay.c:594
const string Reload
Определения gameplay.c:608
const string GetInCargo
Определения gameplay.c:607
const string GetInCommander
Определения gameplay.c:610
const string EngineOn
Определения gameplay.c:599
const string GetInDriver
Определения gameplay.c:609
const string LadderOff
Определения gameplay.c:601
const string GetInGunner
Определения gameplay.c:612
const string LadderUp
Определения gameplay.c:602
const string LootCorpse
Определения gameplay.c:603
const string EngineOff
Определения gameplay.c:598
const string CloseCarDoors
Определения gameplay.c:597
const string GetInPilot
Определения gameplay.c:611
const string None
Определения gameplay.c:592
const string GetOut
Определения gameplay.c:606
const string OpenDoors
Определения gameplay.c:595
const string OpenCarDoors
Определения gameplay.c:596
const string CloseHood
Определения gameplay.c:604
const string LadderDown
Определения gameplay.c:600
Определения gameplay.c:591
Определения Building.c:6
Определения Camera.c:2
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
script counterpart to engine's class Inventory
Определения Inventory.c:79
proto native void Test()
Tests every option, see OptionsAccess::Test.
proto native int GetOptionsCount()
Registered options count.
proto native int IsChanged()
Checks if any option is changed, see OptionsAccess::IsChanged.
proto native int NeedRestart()
Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedR...
proto native void Revert()
Load config with options and Revert every option, see OptionsAccess::Revert.
proto native void Initialize()
Initializes option values with the current users settings.
proto native void Apply()
Tests, Applies every option and save config with options to file, see OptionsAccess::Test,...
proto native OptionsAccess GetOptionByType(int accessType)
Get option by AccessType.
proto native OptionsAccess GetOption(int index)
Get option by index.
Определения gameplay.c:1461
grouped gameplay effect widgets and their handling
Определения GameplayEffectWidgets.c:7
void UpdateBloodName()
Определения gameplay.c:658
void ShowQuickbarPlayer(bool show)
void RefreshQuickbar(bool itemChanged=false)
Определения gameplay.c:656
void SetPermanentCrossHair(bool show)
Определения gameplay.c:678
void SetCursorIconOffset(string type, float x, float y)
Определения gameplay.c:651
void SetWalkieTalkieText(string text)
Определения gameplay.c:655
void DisplayPresence()
Определения gameplay.c:646
void HideVehicleInfo()
void SetCursorIcon(string icon)
Определения gameplay.c:649
void SetStamina(int value, int range)
Определения gameplay.c:644
void ShowHud(bool show)
void OnResizeScreen()
void OnPlayerLoaded()
void ShowVehicleInfo()
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
void ShowWalkieTalkie(int fadeOutSeconds)
Определения gameplay.c:654
void ShowHudUI(bool show)
void DisplayStance(int stance)
Определения gameplay.c:645
ref Timer m_Timer
Определения gameplay.c:640
void SetStaminaBarVisibility(bool show)
void ShowQuickBar(bool show)
void Update(float timeslice)
Определения gameplay.c:661
void ShowCursor()
Определения gameplay.c:647
void InitHeatBufferUI(Man player)
void HideCursor()
Определения gameplay.c:648
void SetCursorIconSize(string type, float x, float y)
Определения gameplay.c:652
void DisplayBadge(int key, int value)
Определения gameplay.c:643
void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
void Show(bool show)
Определения gameplay.c:657
void ShowHudInventory(bool show)
void SetTemperature(string temp)
void ShowQuickbarUI(bool show)
void ShowHudPlayer(bool show)
void SetCursorIconScale(string type, float percentage)
Определения gameplay.c:650
void UpdateQuickbarGlobalVisibility()
void ShowWalkieTalkie(bool show)
Определения gameplay.c:653
void DisplayNotifier(int key, int tendency, int status)
Определения gameplay.c:642
void Init(Widget hud_panel_widget)
Определения gameplay.c:641
Определения gameplay.c:639
Определения ItemBase.c:15
InventoryLocation.
Определения InventoryLocation.c:29
proto native void SetView(int viewIndex)
proto native vector GetModelPosition()
proto native int GetView()
proto native void SetModelPosition(vector vPos)
proto native void SetForceFlipEnable(bool enable)
proto native vector GetModelOrientation()
proto native void SetItem(EntityAI object)
proto native void SetForceFlip(bool value)
proto native void SetModelOrientation(vector vOrientation)
proto native EntityAI GetItem()
Определения gameplay.c:277
void ~JsonSerializer()
Определения gameplay.c:52
void JsonSerializer()
Определения gameplay.c:51
proto bool ReadFromString(void variable_in, string jsonString, out string error)
Json string deserialization to script variable.
proto bool WriteToString(void variable_out, bool nice, out string result)
Script variable serialization to json string.
proto native owned string GetPropertyValue(int index)
void LOD()
Определения gameplay.c:212
void ~LOD()
Определения gameplay.c:213
Selection GetSelectionByName(string name)
Определения gameplay.c:222
proto native int GetSelectionCount()
proto native owned string GetName(Object myObject)
static const string NAME_FIRE
Определения gameplay.c:208
static const string NAME_MEMORY
Определения gameplay.c:209
proto native int GetPropertyCount()
proto native vector GetVertexPosition(int vertex_index)
static const string NAME_GEOMETRY
Определения gameplay.c:206
static const string NAME_ROADWAY
Определения gameplay.c:210
proto native owned string GetPropertyName(int index)
static const string NAME_VIEW
Определения gameplay.c:207
proto native bool GetSelections(notnull out array< Selection > selections)
LOD class.
Определения gameplay.c:204
TODO doc.
Определения EnScript.c:118
proto native float GetCellSize(float pLegendWidth)
proto native float GetContourInterval()
proto native void SetScale(float scale)
proto native vector MapToScreen(vector worldPos)
proto native float GetScale()
proto native void SetMapPos(vector worldPos)
proto native vector ScreenToMap(vector screenPos)
proto native vector GetMapPos()
proto native void ClearUserMarks()
proto native void AddUserMark(vector pos, string text, int color, string texturePath)
Определения gameplay.c:323
void ~MeleeCombatData()
proto native int GetModesCount()
void MeleeCombatData()
proto native float GetModeRange(int index)
proto native owned string GetAmmoTypeName(int index)
proto native owned string GetModeName(int index)
proto native int GetLastPlayedCharacter()
proto native void SaveCharacter(bool localPlayer, bool verified)
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
Определения gameplay.c:973
proto void GetCharacterName(int index, out string name)
bool OnGetDefaultCharacter(ParamsReadContext ctx)
Actual DefaultCharacter loading.
Определения gameplay.c:946
proto native int GetLastServerPort(int index)
void OnSetDefaultCharacter(ParamsWriteContext ctx)
Actual DefaultCharacter saving.
Определения gameplay.c:933
proto bool RequestGetDefaultCharacterData()
proto void GetLastServerAddress(int index, out string address)
proto native void ClearCharacters()
proto native int GetCharactersCount()
proto void RequestSetDefaultCharacterData()
proto void GetLastServerName(int index, out string address)
proto native Man CreateCharacterPerson(int index)
Return Character person or null if character initialization failed (inventory load,...
proto native void LoadCharactersLocal()
Loads characters menu data from file.
proto native void SaveCharactersLocal()
Saves characters menu data to file.
proto native void SaveDefaultCharacter(Man character)
proto native void SetCharacterName(int index, string newName)
proto native int GetLastSteamQueryPort(int index)
Определения gameplay.c:918
void SetCharacterType(string character_type)
Определения gameplay.c:1105
string GetCharacterName()
Определения gameplay.c:1100
ref map< int, string > m_AttachmentsMap
Определения gameplay.c:990
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Определения gameplay.c:1071
string GetCharacterType()
Определения gameplay.c:1110
void ClearAttachmentsMap()
Определения gameplay.c:1007
void SetDefaultAttachment(int slotID, string type)
Определения gameplay.c:1012
void DumpAttMapContents()
Определения gameplay.c:1131
void Init()
Определения gameplay.c:998
bool m_ForceRandomCharacter
Определения gameplay.c:991
void SetRandomCharacterForced(bool state)
Определения gameplay.c:1115
void SetCharacterName(string name)
Определения gameplay.c:1095
void GenerateRandomEquip()
Определения gameplay.c:1017
map< int, string > GetAttachmentMap()
Определения gameplay.c:1125
void MenuDefaultCharacterData()
Определения gameplay.c:993
bool IsRandomCharacterForced()
Определения gameplay.c:1120
void EquipDefaultCharacter(Man player)
Определения gameplay.c:1035
string m_CharacterName
Определения gameplay.c:988
bool DeserializeCharacterData(ParamsReadContext ctx)
Определения gameplay.c:1080
string m_CharacterType
Определения gameplay.c:989
bool IsPlayerDisconnecting(Man player)
ref array< vector > m_ActiveRefresherLocations
Определения gameplay.c:690
void Pause()
Определения gameplay.c:773
WorldLighting GetWorldLighting()
Определения gameplay.c:748
UIScriptedMenu GetNoteMenu()
void OnMissionFinish()
Определения gameplay.c:703
void RemoveActiveInputRestriction(int restrictor)
void Continue()
Определения gameplay.c:774
array< vector > GetActiveRefresherLocations()
void OnUpdate(float timeslice)
Определения gameplay.c:704
void CreateLogoutMenu(UIMenuPanel parent)
Определения gameplay.c:778
void AddDummyPlayerToScheduler(Man player)
Определения gameplay.c:716
void SetRespawnModeClient(int mode)
for client-side usage
WorldData GetWorldData()
Определения gameplay.c:743
void PlayerControlDisable(int mode)
deprecated
ref ScriptInvoker m_OnInputDeviceChanged
Определения gameplay.c:692
void SetPlayerRespawning(bool state)
void PlayerControlEnable(bool bForceSupress)
ref ScriptInvoker m_OnModMenuVisibilityChanged
Определения gameplay.c:696
map< int, ref WidgetFadeTimer > GetVoiceLevelTimers()
ref ScriptInvoker m_OnInputDeviceDisconnected
Определения gameplay.c:695
void OnKeyRelease(int key)
Определения gameplay.c:711
ScriptInvoker GetOnInputDeviceChanged()
Определения gameplay.c:851
void OnPlayerRespawned(Man player)
int GetControlDisabledMode()
Определения gameplay.c:794
ref ScriptInvoker m_OnInputDeviceConnected
Определения gameplay.c:694
ScriptModule MissionScript
Определения gameplay.c:688
void OnInit()
Определения gameplay.c:701
void HideDebugMonitor()
Определения gameplay.c:782
ObjectSnapCallback GetInventoryDropCallback()
Определения gameplay.c:726
bool IsGame()
Определения gameplay.c:763
void HideChat()
Определения gameplay.c:812
void OnMissionStart()
Определения gameplay.c:702
ref ScriptInvoker m_OnInputPresetChanged
Определения gameplay.c:693
void SyncRespawnModeInfo(PlayerIdentity identity)
server-side
void Reset()
Определения gameplay.c:717
ScriptInvoker GetOnInputDeviceDisconnected()
Определения gameplay.c:875
void AbortMission()
Определения gameplay.c:776
void AddActiveInputRestriction(int restrictor)
void OnMouseButtonRelease(int button)
Определения gameplay.c:713
ScriptInvoker GetOnInputPresetChanged()
Определения gameplay.c:859
bool IsServer()
Определения gameplay.c:768
void UpdateVoiceLevelWidgets(int level)
Определения gameplay.c:813
void AddActiveInputExcludes(array< string > excludes)
void RefreshExcludes()
DynamicMusicPlayer GetDynamicMusicPlayer()
Определения gameplay.c:753
UIScriptedWindow CreateScriptedWindow(int id)
Определения gameplay.c:738
void ~Mission()
void RefreshCrosshairVisibility()
Определения gameplay.c:784
Hud GetHud()
Определения gameplay.c:721
void OnMouseButtonPress(int button)
Определения gameplay.c:712
ScriptInvoker GetOnModMenuVisibilityChanged()
Определения gameplay.c:883
void HideInventory()
Определения gameplay.c:809
GameplayEffectWidgets_base GetEffectWidgets()
UIScriptedMenu CreateScriptedMenu(int id)
Определения gameplay.c:733
void ShowChat()
Определения gameplay.c:811
void HideVoiceLevelWidgets()
Определения gameplay.c:815
WidgetFadeTimer GetMicWidgetFadeTimer()
bool IsControlDisabled()
Определения gameplay.c:793
void OnItemUsed(InventoryItem item, Man owner)
Определения gameplay.c:715
ScriptInvoker GetOnTimeChanged()
Определения gameplay.c:892
int GetRespawnModeClient()
Определения gameplay.c:833
void OnGameplayDataHandlerLoad()
Определения gameplay.c:719
bool IsMissionGameplay()
Определения gameplay.c:788
bool IsInputExcludeActive(string exclude)
ImageWidget GetMicrophoneIcon()
Определения gameplay.c:840
void SetNoteMenu(UIScriptedMenu menu)
bool IsInputRestrictionActive(int restriction)
bool InsertCorpse(Man player)
Определения gameplay.c:819
void OnEvent(EventType eventTypeId, Param params)
Определения gameplay.c:714
void EnableAllInputs(bool bForceSupress=false)
void CreateDebugMonitor()
Определения gameplay.c:781
void ShowInventory()
Определения gameplay.c:808
void HideCrosshairVisibility()
Определения gameplay.c:786
bool IsVoNActive()
Определения gameplay.c:816
void StartLogoutMenu(int time)
Определения gameplay.c:779
void ResetGUI()
Определения gameplay.c:718
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
void OnKeyPress(int key)
Определения gameplay.c:710
map< int, ImageWidget > GetVoiceLevelWidgets()
bool IsPlayerRespawning()
void SetVoNActive(bool active)
Определения gameplay.c:817
ScriptInvoker GetOnInputDeviceConnected()
Определения gameplay.c:867
ref ScriptInvoker m_OnTimeChanged
Определения gameplay.c:697
bool IsPaused()
Определения gameplay.c:758
Mission class.
Определения gameplay.c:687
Определения ObjectTyped.c:2
Определения Entity.c:2
proto Managed GetScriptEvents()
Get the events.
proto native int GetIndex()
proto native int NeedRestart()
If the option value will take effect only after the game is restarted.
proto native int GetAccessType()
AccessType of current option.
proto native int GetDefaultIndex()
proto native int GetControlType()
Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2.
proto native void Test()
Sets the option value internaly if the value has changed and wasnt set immediately upon change.
proto native void Apply()
Applies the option value if the value has changed and forgets the old value. This function has no eff...
proto void SetScriptEvents(Managed events)
Set the events.
OptionsAccessEvents GetEvents()
Get the events.
Определения gameplay.c:1392
proto void GetItemText(out string value)
void GetAllItemsText(array< string > output)
Определения gameplay.c:1439
proto native void SetIndex(int index)
proto native void Switch()
proto native int SetChangeImmediately()
If the value is changed internally immediately upon change.
proto native int GetItemsCount()
proto native void Revert()
Reverts the option value to old value if the value has changed and wasnt applied. This function has e...
void OnRevert()
Определения gameplay.c:1406
proto void GetItemText(int index, out string value)
proto native int IsChanged()
If the option value is changed and not applied or reverted. Value can already be set internally if th...
ref ScriptInvoker Event_OnRevert
Определения gameplay.c:1417
Invokers for ParticleManager events.
Определения gameplay.c:1416
Определения gameplay.c:1321
Определения PPEConstants.c:68
Определения EntityAI.c:95
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Определения param.c:12
proto string GetPlainId()
plaintext unique id of player (cannot be used in database or logs)
proto int GetPingMin()
ping range estimation
proto int GetPlayerId()
id of player in one session (is reused after player disconnects)
proto float GetOutputThrottle()
Throttling performed on output bandwidth since last update (percentage [0,1])
proto Man GetPlayer()
get player
proto int GetBandwidthMin()
bandwidth estimation (in kbps)
proto int GetPingAvg()
ping range estimation
proto int GetBandwidthAvg()
bandwidth estimation (in kbps)
proto string GetFullName()
full name of player
proto int GetPingMax()
ping range estimation
proto string GetName()
nick (short) name of player
proto int GetBandwidthMax()
bandwidth estimation (in kbps)
proto float GetInputThrottle()
Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server)
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
void ~PlayerIdentityBase()
proto int GetPingAct()
ping range estimation
proto string GetPlainName()
nick without any processing
void PlayerIdentityBase()
This is a C++ managed class, so script has no business managing the lifetime.
The class that will be instanced (moddable)
Определения gameplay.c:389
proto native DayZPlayer GetDummyPlayer()
proto native vector GetModelPosition()
proto native void SetModelPosition(vector vPos)
proto native void SetModelOrientation(vector vOrientation)
proto native void UpdateItemInHands(EntityAI object)
proto native vector GetModelOrientation()
proto native void Refresh()
proto native void SetPlayer(DayZPlayer player)
Определения gameplay.c:301
static bool m_GunParticlesState
Определения gameplay.c:1538
Определения gameplay.c:1537
proto native void LoadFile(string path)
Определения gameplay.c:317
proto native bool CopyFrom(ParamsReadContext other)
proto native void Send()
proto static native bool CanStoreInputUserData()
Returns true when the channel is free, AND the InputBuffer is NOT full (same as '!...
proto native void Reset()
proto void Invoke(void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
invoke call on all inserted methods with given arguments
ScriptInvoker Class provide list of callbacks usage:
Определения tools.c:116
void ~ScriptJunctureData()
proto native void Reset()
Module containing compiled scripts.
Определения EnScript.c:131
void ~ScriptRPC()
proto native void Reset()
Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again ...
void ScriptRPC()
proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
proto native ParamsReadContext GetReadContext()
proto native ParamsWriteContext GetWriteContext()
proto native void Reset()
vector GetVertexPosition(LOD lod, int index)
Определения gameplay.c:188
proto native int GetVertexCount()
proto native int GetLODVertexIndex(int sel_vertex_index)
void Selection()
Определения gameplay.c:181
void ~Selection()
Определения gameplay.c:182
proto native owned string GetName()
Selection class.
Определения gameplay.c:180
proto bool Write(void value_out)
proto bool Read(void value_in)
void Serializer()
Определения Serializer.c:63
Serialization general interface. Serializer API works with:
Определения Serializer.c:56
Определения gameplay.c:1532
Определения DayZPlayerImplement.c:63
Part of main menu hierarchy to create custom menus from script.
Определения UIScriptedMenu.c:3
Определения DayZGame.c:64
Определения EnWidgets.c:190
Keeps information about currently loaded world, like temperature.
Определения WorldData.c:3
Определения WorldLighting.c:2
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Определения gameplay.c:529
static ref array< string > m_ConfigArrayNames
Определения gameplay.c:1167
proto native float GetMin()
Определения PlayerStatBase.c:149
const int PROGRESS_UPDATE
Определения gameplay.c:397
Param1< int > RespawnEventParams
RespawnTime.
Определения gameplay.c:431
Param1< int > MPConnectionLostEventParams
Duration.
Определения gameplay.c:457
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Определения gameplay.c:449
Param1< Man > LogoutCancelEventParams
Player.
Определения gameplay.c:435
Param1< int > SQFConsoleEventParams
Определения gameplay.c:409
const EventType PartyChatStatusChangedEventTypeID
no params
Определения gameplay.c:561
static int GetConfigArrayCountFromSlotID(int slot_ID)
How many 'default equip' types are listed in the corresponding array.
Определения gameplay.c:1194
Param1< int > LoginTimeEventParams
LoginTime.
Определения gameplay.c:429
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Определения gameplay.c:509
const EventType MPSessionEndEventTypeID
no params
Определения gameplay.c:477
const EventType ConnectingStartEventTypeID
no params
Определения gameplay.c:567
PlayerIdentity PROGRESS_START
static string GetPathFromSlotID(int slot_ID)
Returns config path of att. slot category, empty if undefined.
Определения gameplay.c:1186
const int INDEX_NOT_FOUND
Определения gameplay.c:13
Param1< string > ScriptLogEventParams
Определения gameplay.c:405
static array< int > GetAttachmentSlotsArray()
Lists all customizable InventorySlots.
Определения gameplay.c:1210
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Определения gameplay.c:539
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Определения gameplay.c:414
Param1< vector > PreloadEventParams
Position.
Определения gameplay.c:433
Param1< bool > NetworkInputBufferEventParams
isFull
Определения gameplay.c:463
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Определения gameplay.c:565
proto native float GetMax()
Определения PlayerStatBase.c:144
Serializer ParamsReadContext
Определения gameplay.c:15
Param4< float, float, int, int > ServerFpsStatsUpdatedEventParams
average server fps, highest frame time, skipped physics simulation steps server/client
Определения gameplay.c:439
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Определения gameplay.c:420
const EventType WorldCleaupEventTypeID
no params
Определения gameplay.c:471
static array< string > GetConfigAttachmentTypes(int slot_ID)
Lists all configured types (if any) for the appropriate attachment.
Определения gameplay.c:1202
class MeleeCombatData NullStringArray[1]
Param1< string > DLCOwnerShipFailedParams
world name
Определения gameplay.c:453
int ChatChannel
Определения gameplay.c:400
Link< Object > OLinkT
Определения gameplay.c:1516
Param1< int > LogoutEventParams
logoutTime
Определения gameplay.c:443
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Определения gameplay.c:515
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Определения gameplay.c:485
Param2< bool, bool > VONStateEventParams
listening, toggled
Определения gameplay.c:447
Param2< string, string > VONStopSpeakingEventParams
player name, player id
Определения gameplay.c:451
const EventType SelectedUserChangedEventTypeID
no params
Определения gameplay.c:543
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
Определения gameplay.c:459
const EventType ClientRemovedEventTypeID
no params
Определения gameplay.c:521
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
Определения gameplay.c:551
const EventType VONStateEventTypeID
params: VONStateEventParams
Определения gameplay.c:549
const EventType RespawnEventTypeID
params: RespawnEventParams
Определения gameplay.c:533
const EventType MPSessionFailEventTypeID
no params
Определения gameplay.c:479
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
Определения gameplay.c:445
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
Определения gameplay.c:557
const int PROGRESS_PROGRESS
Определения gameplay.c:396
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Определения gameplay.c:426
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
Определения gameplay.c:571
const EventType StartupEventTypeID
no params
Определения gameplay.c:469
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
Определения gameplay.c:555
const EventType DialogQueuedEventTypeID
no params
Определения gameplay.c:495
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Определения gameplay.c:513
static const string m_Path
Определения gameplay.c:1183
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Определения gameplay.c:505
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Определения gameplay.c:407
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Определения gameplay.c:553
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
Определения gameplay.c:441
const EventType MPSessionStartEventTypeID
no params
Определения gameplay.c:475
class LOD Object
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Определения gameplay.c:511
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info)
Определения gameplay.c:461
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Определения gameplay.c:424
const EventType NetworkManagerClientEventTypeID
no params
Определения gameplay.c:491
const EventType PreloadEventTypeID
params: PreloadEventParams
Определения gameplay.c:535
Param1< int > ChatChannelEventParams
Определения gameplay.c:408
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Определения gameplay.c:531
const EventType NetworkManagerServerEventTypeID
no params
Определения gameplay.c:493
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Определения gameplay.c:437
Param2< string, string > ClientConnectedEventParams
Name, uid.
Определения gameplay.c:412
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Определения gameplay.c:422
const EventType NetworkInputBufferEventTypeID
params: NetworkInputBufferEventParams
Определения gameplay.c:573
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Определения gameplay.c:527
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Определения gameplay.c:525
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Определения gameplay.c:416
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
Определения gameplay.c:418
class MenuDefaultCharacterData m_AttachmentSlots
proto native float GetDefault()
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Определения gameplay.c:483
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Определения gameplay.c:519
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
Определения gameplay.c:1526
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Определения gameplay.c:6
@ INORDER
Определения gameplay.c:8
@ LEVELORDER
Определения gameplay.c:10
@ POSTORDER
Определения gameplay.c:9
@ PREORDER
Определения gameplay.c:7
const EventType LogoutEventTypeID
params: LogoutEventParams
Определения gameplay.c:537
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
Определения gameplay.c:545
const EventType MPSessionPlayerReadyEventTypeID
no params
Определения gameplay.c:481
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Определения gameplay.c:563
Param3< int, float, string > ProgressEventParams
state, progress, title
Определения gameplay.c:404
const int PROGRESS_FINISH
Определения gameplay.c:395
class ListOptionsAccess extends OptionsAccess ReadValue
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
Определения gameplay.c:1293
@ OPTION_CONNECTIVITY_INFO
Определения gameplay.c:1303
@ OPTION_HUD_VEHICLE
Определения gameplay.c:1295
@ OPTION_BLEEDINGINDICATION
Определения gameplay.c:1302
@ OPTION_PLAYER_MESSAGES
Определения gameplay.c:1299
@ OPTION_SERVER_INFO
Определения gameplay.c:1301
@ OPTION_GAME_MESSAGES
Определения gameplay.c:1297
@ OPTION_QUICKBAR
Определения gameplay.c:1300
@ OPTION_ADMIN_MESSAGES
Определения gameplay.c:1298
@ OPTION_AMBIENT_MUSIC_MODE
Определения gameplay.c:1305
@ OPTION_CROSSHAIR
Определения gameplay.c:1296
@ OPTION_HUD_BRIGHTNESS
Определения gameplay.c:1304
@ OPTION_HUD
Определения gameplay.c:1294
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Определения gameplay.c:501
proto native CGame GetGame()
const EventType ProgressEventTypeID
params: ProgressEventParams
Определения gameplay.c:489
static array< string > GetConfigArrayNames()
for conversion of slot ID to config array's string
Определения gameplay.c:1216
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
Определения gameplay.c:455
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Определения gameplay.c:517
OptionAccessType
C++ OptionAccessType.
Определения gameplay.c:1224
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
Определения gameplay.c:1273
@ AT_UNKNOWN
Определения gameplay.c:1225
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
Определения gameplay.c:1276
@ AT_QUALITY_PREFERENCE
Определения gameplay.c:1235
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
Определения gameplay.c:1267
@ AT_ANISO_DETAIL
Определения gameplay.c:1231
@ AT_ASPECT_RATIO
Определения gameplay.c:1249
@ AT_VSYNC_VALUE
Определения gameplay.c:1230
@ AT_BLOOM
Определения gameplay.c:1238
@ AT_OPTIONS_TERRAIN
Определения gameplay.c:1241
@ AT_OPTIONS_OBJECT_VISIBILITY_COMBO
Определения gameplay.c:1288
@ AT_POSTPROCESS_EFFECTS
Определения gameplay.c:1234
@ AT_OPTIONS_VON_SLIDER
Определения gameplay.c:1253
@ AT_OPTIONS_FLIPMODE
Определения gameplay.c:1266
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
Определения gameplay.c:1275
@ AT_SHADOW_DETAIL
Определения gameplay.c:1240
@ AT_OPTIONS_VISIBILITY_COMBO
Определения gameplay.c:1287
@ AT_OPTIONS_CONTROLLER_RS_DEADZONE
Определения gameplay.c:1285
@ AT_OPTIONS_HWACC
Определения gameplay.c:1255
@ AT_OPTIONS_BRIGHT_SLIDER
Определения gameplay.c:1244
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
Определения gameplay.c:1278
@ AT_CONFIG_MOUSE_FILTERING
Определения gameplay.c:1259
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
Определения gameplay.c:1272
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
Определения gameplay.c:1282
@ AT_OPTIONS_TERRAIN_SHADER
Определения gameplay.c:1262
@ AT_CONFIG_HEAD_BOB
Определения gameplay.c:1260
@ AT_OPTIONS_AIM_HELPER
Определения gameplay.c:1263
@ AT_OPTIONS_GAMMA_SLIDER
Определения gameplay.c:1243
@ AT_OPTIONS_FXAA_VALUE
Определения gameplay.c:1232
@ AT_HDR_DETAIL
Определения gameplay.c:1228
@ AT_OPTIONS_DISPLAY_MODE
Определения gameplay.c:1261
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
Определения gameplay.c:1248
@ AT_FSAA_DETAIL
Определения gameplay.c:1229
@ AT_OPTIONS_EFFECTS_SLIDER
Определения gameplay.c:1252
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
Определения gameplay.c:1269
@ AT_OPTIONS_RADIO
Определения gameplay.c:1258
@ AT_OPTIONS_MOUSE_XAXIS
Определения gameplay.c:1270
@ AT_AMBIENT_OCCLUSION
Определения gameplay.c:1237
@ AT_OPTIONS_MUSIC_SLIDER
Определения gameplay.c:1251
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
Определения gameplay.c:1264
@ AT_OPTIONS_CONTROLLER_LS_DEADZONE
Определения gameplay.c:1284
@ AT_OBJECTS_DETAIL
Определения gameplay.c:1226
@ AT_ROTATION_BLUR
Определения gameplay.c:1239
@ AT_OPTIONS_MOUSE_YAXIS
Определения gameplay.c:1271
@ AT_ATOC_DETAIL
Определения gameplay.c:1236
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
Определения gameplay.c:1277
@ AT_OPTIONS_LANGUAGE
Определения gameplay.c:1257
@ AT_TEXTURE_DETAIL
Определения gameplay.c:1227
@ AT_OPTIONS_EAX
Определения gameplay.c:1256
@ AT_OPTIONS_RESOLUTION
Определения gameplay.c:1242
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
Определения gameplay.c:1279
@ AT_OPTIONS_VISIBILITY_SLIDER
Определения gameplay.c:1245
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
Определения gameplay.c:1246
@ AT_OPTIONS_MASTER_VOLUME
Определения gameplay.c:1254
@ AT_OPTIONS_PAUSE
Определения gameplay.c:1265
@ AT_OPTIONS_SW_VALUE
Определения gameplay.c:1233
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
Определения gameplay.c:1281
@ AT_OPTIONS_VON_INPUT_MODE
Определения gameplay.c:1283
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
Определения gameplay.c:1280
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
Определения gameplay.c:1247
@ AT_OPTIONS_FIELD_OF_VIEW
Определения gameplay.c:1250
Serializer ParamsWriteContext
Определения gameplay.c:16
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Определения gameplay.c:507
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Определения gameplay.c:499
const EventType ConnectingAbortEventTypeID
no params
Определения gameplay.c:569
proto native void WriteValue(float value)
void Error(string err)
Messagebox with error message.
Определения EnDebug.c:90
proto void Print(void var)
Prints content of variable to console/log.
enum ShapeType ErrorEx
array< string > TStringArray
Определения EnScript.c:685
proto int ToLower()
Changes string to lowercase. Returns length.
TypeID EventType
Определения EnWidgets.c:55