DayZ 1.30
DayZ Explorer by KGB
 
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Класс map

Защищенные члены

void Transport ()
 
void ~Transport ()
 
override void EEDelete (EntityAI parent)
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override int GetMeleeTargetType ()
 
override event GetOwnerStateType ()
 
override event GetMoveType ()
 
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
 
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
 
proto native int CrewPositionIndex (int componentIdx)
 
proto native int CrewMemberIndex (Human player)
 
proto native Human CrewMember (int posIdx)
 
proto native Human CrewDriver ()
 
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
 
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
 
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
 
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
 
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
 
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
 
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
 
void OnDriverEnter (Human player)
 
void OnDriverExit (Human player)
 
proto native bool LightIsOn ()
 Returns true when lights are on, false otherwise.
 
proto native void LightOn ()
 Signals for LightIsOn to return true.
 
proto native void LightOff ()
 Signals for LightIsOn to return false.
 
proto native void LightToggle ()
 Calls LightOn/LightOff depending on current light state.
 
bool OnBeforeLightOn ()
 
void OnUpdateLight ()
 
proto void ApplyForce (vector force)
 -------------— deterministic physics ---------------------—
 
proto void ApplyTorque (vector force)
 Applies constant torque on the physics body.
 
proto void ApplyForceAt (vector pos, vector force)
 Applies constant force on the physics body at a position (world space coordinates).
 
proto void ApplyCentralImpulse (vector centralImpulse)
 Applies impulse on the physics body (at origin).
 
proto void ApplyTorqueImpulse (vector torqueImpulse)
 Applies impulse torque on the physics body.
 
proto void ApplyImpulseAt (vector pos, vector force)
 Applies impulse on the physics body at a position (world space coordinates).
 
proto native int Random ()
 -------------— deterministic random numbers ---------------------—
 
proto native float RandomRange (int pRange)
 Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
proto native float Random01 ()
 Random number in range of <0,1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
float RandomFloat (float min, float max)
 Random number in range of <min,max> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
 
void OnContact (string zoneName, vector localPos, IEntity other, Contact data)
 
void OnInput (float dt)
 
void OnUpdate (float dt)
 
void UpdateLights (int new_gear=-1)
 
override bool IsTransport ()
 
override bool IsDetectableByVicinityCone ()
 
override bool IsIgnoredByConstruction ()
 
override bool IsHealthVisible ()
 
override bool ShowZonesHealth ()
 
override int GetHideIconMask ()
 
override bool CanPutIntoHands (EntityAI parent)
 
float GetMomentum ()
 
bool IsVitalSparkPlug ()
 
bool IsVitalGlowPlug ()
 
bool IsVitalFuelTank ()
 
void CheckVitalItemCallback (bool isVital, int slotId, Object caller=null, string callbackMethodName="", Param params=null)
 
void PartsHealthCheck ()
 
int GetFluidCapacityScript (ETransportFluid fluidType)
 fluids
 
float GetFluidFractionScript (ETransportFluid fluidType)
 
void FillScript (ETransportFluid fluidType, float amount)
 
void UpdateBattery (IEntity battery)
 
string GetVehicleType ()
 
string GetActionCompNameFuel ()
 
float GetActionDistanceFuel ()
 
vector GetRefillPointPosWS ()
 
float GetWeightCoef ()
 artificial value that helps to distinguish between different weight categories (mainly for particles)
 
string GetSelectionFromAnimSource (string animSource)
 
EffectSound CreateSoundForAnimationSource (string animSource)
 
VehicleFlippedContext GetFlipContext ()
 
bool DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance)
 
bool DetectFlipped (VehicleFlippedContext ctx)
 Override based on vehicle implementation (Car, Boat, modded, etc.)
 
bool IsFlipped ()
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsActionFlipped (Man player)
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsAnyCrewPresent ()
 
bool IsAnyCrewPresent (TIntArray positionIndices)
 
float GetTransportCameraDistance ()
 
void MarkCrewMemberUnconscious (int crewMemberIndex)
 
void MarkCrewMemberDead (int crewMemberIndex)
 
vector GetTransportCameraOffset ()
 
int GetAnimInstance ()
 
bool CanGetIn ()
 
bool HasDirectionalInOutAction ()
 
int GetSeatAnimationType (int posIdx)
 
int GetSeatAnimationTypeDirectional (int posIdx, int directionIndex)
 
int Get3rdPersonCameraType ()
 
bool CrewCanEject (int posIdx)
 
bool CrewShouldEject (int posIdx)
 
bool CrewCanGetThrough (int posIdx)
 
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
 
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
 
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
 
int GetSeatIndexFromDoor (string pDoorSelection)
 
bool IsIgnoredObject (Object o)
 
void SetEngineZoneReceivedHit (bool pState)
 
bool HasEngineZoneReceivedHit ()
 
bool NeedElectricitySourceDevice ()
 
EntityAI GetElectricitySourceDevice ()
 
string GetElectricitySourceDeviceType ()
 
string GetAnimSourceFromSelection (string selection)
 
Managed GetVehicleHornComponent ()
 component helpers
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
bool IsAreaAtDoorFreeDiag (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
bool IsAreaAtDoorFreeDiag (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
bool GetCrashLightSound ()
 
bool GetCrashHeavySound ()
 
void SynchCrashLightSound (bool play)
 
void SynchCrashHeavySound (bool play)
 
void PlayCrashLightSound ()
 
void PlayCrashHeavySound ()
 
void PlaySoundEx (string soundset, EffectSound sound, out bool soundbool)
 
void PlaySound (string soundset, EffectSound sound, out bool soundbool)
 
void CleanupEffects ()
 
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 

Защищенные данные

bool m_EngineStarted
 
bool m_EngineDestroyed
 
int m_HeadlightsState
 
int m_RearLightType
 
bool m_EngineZoneReceivedHit
 
vector m_fuelPos
 
ref set< int > m_UnconsciousCrewMemberIndices
 
ref set< int > m_DeadCrewMemberIndices
 
ref VehicleContactCache m_ContactCache
 
float m_dmgContactCoef = 0.023
 
float m_VehicleContactDamageCoef = 0.12
 
float m_CrewContactDamageCoef = 0.023
 
ref VehicleContactData m_ContactData
 
float m_MomentumPrevTick
 
vector m_VelocityPrevTick
 
bool m_PlayCrashSoundLight
 
bool m_PlayCrashSoundHeavy
 
ref EffectSound m_CrashSoundLight
 
ref EffectSound m_CrashSoundHeavy
 

Закрытые данные

ref TIntArray m_SingleUseActions
 
ref TIntArray m_ContinuousActions
 
ref TIntArray m_InteractActions
 
int m_SlotId = -1
 
string m_CallerMethod
 
EntityAI m_Entity
 
GameInventory m_GameInventory
 
ECachedEquipmentOperationMode m_OperationMode
 
ECachedEquipmentPlacement m_InventoryPlacement = ECachedEquipmentPlacement.ANY
 

Закрытые статические данные

static ref VehicleFlippedContext m_FlippedContext
 Shared context across all vehicles for flipping.
 

Подробное описание

См. определение в файле Transport.c строка 68