◆ ConnectErrorClientModule()
26 {
28 }
ErrorCategory
ErrorCategory - To decide what ErrorHandlerModule needs to be called and easily identify where it cam...
Definition ErrorModuleHandler.c:5
◆ FillErrorDataMap()
38 {
39 super.FillErrorDataMap();
40
46
50
53
56 }
EConnectErrorClient
Definition ConnectErrorClientModule.c:2
void InsertDialogueErrorProperties(int code, string message, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
Insert an error with Dialogue as handling, using the Optional Variables.
Definition ErrorHandlerModule.c:233
void InsertErrorProperties(int code, string message="")
Insert an error with no handling.
Definition ErrorHandlerModule.c:269
Перекрестные ссылки InsertDialogueErrorProperties() и InsertErrorProperties().
◆ InitOptionalVariables()
31 {
32 super.InitOptionalVariables();
33
34 m_Header =
"#server_browser_connecting_failed";
35 }
class ErrorHandlerModule m_Header
This is where to input logic and extend functionality of ErrorHandlerModule.
Перекрестные ссылки m_Header.
◆ OnEvent()
60 {
62 {
65 break;
66
67 default:
68 break;
69 }
70 }
DayZGame g_Game
Definition DayZGame.c:3746
int m_LastErrorThrown
Holds the last thrown error in this module, defaults to 0.
Definition ErrorHandlerModule.c:69
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:478
Перекрестные ссылки g_Game, m_LastErrorThrown и MPSessionPlayerReadyEventTypeID.
Объявления и описания членов класса находятся в файле: