DayZ 1.26
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Tools

Структуры данных

class  Param
 Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Param4 templates. Подробнее...
 
class  Param7< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7 >
 Param Class Template with seven parameters. Подробнее...
 
class  Param8< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8 >
 Param Class Template with eight parameters. Подробнее...
 
class  Param9< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9 >
 Param Class Template with nine parameters. Подробнее...
 
class  Param10< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9, Class T10 >
 Param Class Template with ten parameters. Подробнее...
 
class  CallQueueContext
 
class  array< ref CallQueueContext >
 CallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage: Подробнее...
 
class  CallQueue
 DragQueue Class provide callbacks while mouse is dragging. Callback function must have exact arguments: Подробнее...
 
class  array< TimerBase >
 TimerQueue Class using for system purpose only. Подробнее...
 
class  TimerBase
 Simple class for fading Widgets. Подробнее...
 
class  AnimationTimer
 AnimationTimer class. This timer is for animating float value.
usage: Подробнее...
 
class  AnimatorTimer
 
class  multiMap< Class K, Class V >
 Associative array template, with multiple values per key
usage: Подробнее...
 

Определения типов

typedef map< string, stringTStringMap
 

Функции

void ~TimerBase ()
 
void Pause ()
 Pause Timer, internal counter is not restarted, so timer can continue later. Can be unpaused via Continue.
 
void Continue ()
 Timer continue when it was paused.
 
void Stop ()
 Stop Timer and restart internal counter. Cannot be unpaused, must be started again.
 
bool IsRunning ()
 
void Tick (float timeslice)
 System function, don't call.
 
void OnTimerQueueDestoryed ()
 System function, don't call.
 
float GetTime ()
 
float GetDuration ()
 
float GetRemaining ()
 
float GetRunTime ()
 
void OnInit (int category)
 
void OnStart (float duration, bool loop)
 
void OnUpdate ()
 
void OnTimer ()
 DEPRECATED.
 
void SetRunning (bool running)
 
int GetTemperatureColor (int temperature)
 
bool GetProfileValueBool (string name, bool def=false)
 Return value from profile variable, if variable with given name is not present, default value is returned.
 
void SetProfileValueBool (string name, bool value)
 Writes bool variable to profile, after write don't forget to call CGame::SaveProfile() to save profile to storage!
 
int GetNumberOfSetBits (int i)
 

Переменные

const int CALL_CATEGORY_SYSTEM = 0
 
const int CALL_CATEGORY_GUI = 1
 
const int CALL_CATEGORY_GAMEPLAY = 2
 
const int CALL_CATEGORY_COUNT = 3
 
class DragQueue extends CallQueue m_running
 TimerBase Class provide just interface for all Timer classes. Don't instance this class, use Timer class instead.
 
bool m_loop
 
float m_duration
 
float m_time
 
array< TimerBasem_timerQueue
 
float m_RunTime
 

Подробное описание

\desc Helpful functions & classes

\desc Helpful functions & classes

Типы

◆ TStringMap

Функции

◆ Continue()

void Continue ( )
protected

Timer continue when it was paused.

248 {
249 SetRunning(true);
250 }
void SetRunning(bool running)
Definition tools.c:351

Перекрестные ссылки SetRunning().

Используется в UIScriptedMenu::OnClick() и UIScriptedMenu::OnClick_Continue().

◆ GetDuration()

float GetDuration ( )
protected
314 {
315 return m_duration;
316 }
float m_duration
Definition tools.c:223

Перекрестные ссылки m_duration.

◆ GetNumberOfSetBits()

int GetNumberOfSetBits ( int i)
protected
1056{
1057 return Math.GetNumberOfSetBits(i);
1058}
Definition EnMath.c:7
Definition EntityAI.c:95
static proto int GetNumberOfSetBits(int i)
returns the number of bits set in a bitmask i

Перекрестные ссылки Math::GetNumberOfSetBits().

◆ GetProfileValueBool()

bool GetProfileValueBool ( string name,
bool def = false )
protected

Return value from profile variable, if variable with given name is not present, default value is returned.

1022{
1023 string value;
1024 if (GetGame().GetProfileString(name, value))
1025 {
1026 if (value == "true" || value == "1")
1027 {
1028 return true;
1029 }
1030 else
1031 {
1032 return false;
1033 }
1034 }
1035 else
1036 {
1037 return def;
1038 }
1039}
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native CGame GetGame()

Перекрестные ссылки GetGame() и name.

Используется в DayZProfilesOptions::RegisterProfileOption() и DayZProfilesOptions::ResetOptionsBool().

◆ GetRemaining()

float GetRemaining ( )
protected
319 {
320 return m_duration - m_time;
321 }
float m_time
Definition tools.c:224

Перекрестные ссылки m_duration и m_time.

◆ GetRunTime()

float GetRunTime ( )
protected
324 {
325 return m_RunTime;
326 }
float m_RunTime
Definition tools.c:226

Перекрестные ссылки m_RunTime.

◆ GetTemperatureColor()

int GetTemperatureColor ( int temperature)
protected
993{
994 int alpha = 255;
995 int red = 153;
996 int green = 153;
997 int blue = 153;
998
1000 {
1001 temperature = temperature - 20;
1002 temperature = Math.Clamp( temperature, -50, 50);
1004
1005 red = Math.Clamp ( red - ((red/50 )*temperature), 0, 255);
1006 green = Math.Clamp ( green - ((green/50 )*temperature), 0, 255);
1007 blue = Math.Clamp ( blue+((blue/50)*temperature), 0, 255);
1008 }
1010 {
1011 temperature = Math.Clamp(temperature, -100, 100);
1012 blue = Math.Clamp (blue - ((blue / 100) * temperature), 0, 255);
1013 green = Math.Clamp (green - ((green / 100) * temperature), 0, 255);
1014 red = Math.Clamp (red + ((red / 100) * temperature), 0, 255);
1015 }
1016
1017 return ARGB(alpha, red, green, blue);
1018}
Definition constants.c:638
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT
damage per second dealt to attachment by fire
Definition constants.c:772
const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT
Definition constants.c:773
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 proto int AbsInt(int i)
Returns absolute value.
int ARGB(int a, int r, int g, int b)
Definition proto.c:322

Перекрестные ссылки Math::AbsInt(), ARGB(), Math::Clamp(), GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT и GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT.

Используется в UIScriptedMenu::UpdateItemInfoQuantity().

◆ GetTime()

float GetTime ( )
protected
309 {
310 return m_time;
311 }

Перекрестные ссылки m_time.

◆ IsRunning()

◆ OnInit()

void OnInit ( int category)
protected
329 {
330 m_duration = 1;
331 m_loop = false;
332 m_time = 0;
333 m_running = false;
334 if (GetGame())
335 m_timerQueue = GetGame().GetTimerQueue(category);
336 else
337 ErrorEx("Attempting to Init a timer when the game does not exist (GetGame() == null)");
338 }
enum ShapeType ErrorEx
bool m_loop
Definition tools.c:222
array< TimerBase > m_timerQueue
Definition tools.c:225

Перекрестные ссылки ErrorEx, GetGame(), m_duration, m_loop, m_running, m_time и m_timerQueue.

◆ OnStart()

void OnStart ( float duration,
bool loop )
protected
341 {
342 m_RunTime = 0;
344 m_loop = loop;
345 m_time = 0;
346 SetRunning(true);
347 }

Перекрестные ссылки m_duration, m_loop, m_RunTime, m_time и SetRunning().

Используется в TimerBase::FadeIn() и TimerBase::FadeOut().

◆ OnTimer()

void OnTimer ( )
protected

DEPRECATED.

350{}

◆ OnTimerQueueDestoryed()

void OnTimerQueueDestoryed ( )
protected

System function, don't call.

304 {
306 }

Перекрестные ссылки m_timerQueue.

◆ OnUpdate()

void OnUpdate ( )
protected
349{}

◆ Pause()

void Pause ( )
protected

Pause Timer, internal counter is not restarted, so timer can continue later. Can be unpaused via Continue.

240 {
241 SetRunning(false);
242 }

Перекрестные ссылки SetRunning().

◆ SetProfileValueBool()

void SetProfileValueBool ( string name,
bool value )
protected

Writes bool variable to profile, after write don't forget to call CGame::SaveProfile() to save profile to storage!

1043{
1044 if (value)
1045 {
1046 GetGame().SetProfileString(name, "1");
1047 }
1048 else
1049 {
1050 GetGame().SetProfileString(name, "0");
1051 }
1052}

Перекрестные ссылки GetGame() и name.

◆ SetRunning()

void SetRunning ( bool running)
protected
352 {
353 int index = -1;
354
355 if (m_running == running) return;
356
358 if (m_timerQueue == NULL) return;
359
360 if (running)
361 {
362 if (m_timerQueue.Find(this) == -1)
363 {
364 m_timerQueue.Insert(this);
365 }
366 }
367 else
368 {
369 index = m_timerQueue.Find(this);
370 if (index != -1)
371 {
372 m_timerQueue.Remove(index);
373 }
374 }
375 }

Перекрестные ссылки m_running и m_timerQueue.

Используется в Continue(), OnStart(), Pause(), AnimationTimer::Run(), UniversalTemperatureSource::Stop(), Stop(), Tick(), AnimationTimer::~AnimationTimer() и ~TimerBase().

◆ Stop()

void Stop ( )
protected

Stop Timer and restart internal counter. Cannot be unpaused, must be started again.

256 {
257 SetRunning(false);
258 m_time = 0;
259 }

Перекрестные ссылки m_time и SetRunning().

◆ Tick()

void Tick ( float timeslice)
protected

System function, don't call.

273 {
274 if (IsRunning())
275 {
278
279 if (m_time >= m_duration)
280 {
281 if (m_loop)
282 {
284 }
285 else
286 {
287 SetRunning(false);
288 m_time = 0;
289 }
290
291 OnTimer();
292 }
293 else
294 {
295 OnUpdate();
296 }
297 }
298 }
bool IsRunning()
Definition tools.c:264
void OnUpdate()
Definition tools.c:349
void OnTimer()
DEPRECATED.
Definition tools.c:350

Перекрестные ссылки IsRunning(), m_duration, m_loop, m_RunTime, m_time, TimerBase::OnTimer(), TimerBase::OnUpdate() и SetRunning().

◆ ~TimerBase()

void ~TimerBase ( )
protected
229 {
230 if (!m_timerQueue) return;
231
232 SetRunning(false);
233 }

Перекрестные ссылки m_timerQueue и SetRunning().

Переменные

◆ CALL_CATEGORY_COUNT

const int CALL_CATEGORY_COUNT = 3

Используется в CGame::DayZGame().

◆ CALL_CATEGORY_GAMEPLAY

◆ CALL_CATEGORY_GUI

const int CALL_CATEGORY_GUI = 1

Используется в MissionBase::AbortMission(), ActionMenu::ActionMenu(), ChatLine::ChatLine(), ScriptedWidgetEventHandler::ContinuousActionProgress(), CrossHairSelector(), CGame::DayZGame(), DayZIntroScene::DayZIntroScene(), DayZIntroSceneXbox::DayZIntroSceneXbox(), Component::DebugBBoxDelete(), Component::DebugBBoxDraw(), Component::DebugDirectionDelete(), Component::DebugDirectionDraw(), Clothing_Base::EEHealthLevelChanged(), ManBase::EEHealthLevelChanged(), ManBase::EEItemAttached(), ManBase::EEItemDetached(), UIScriptedMenu::GameRespawn(), UIScriptedMenu::GameRetry(), Init(), ScriptedWidgetEventHandler::ItemActionsWidget(), MainMenuButtonEffect::MainMenuButtonEffect(), MissionBase::MissionGameplay(), OnActivate(), UIScriptedMenu::OnClick(), UIScriptedMenu::OnClick_Continue(), UIScriptedMenu::OnClick_Exit(), UIScriptedMenu::OnClick_Respawn(), UIScriptedMenu::OnClick_Restart(), CGame::OnEvent(), UIScriptedMenu::OnModalResult(), ScriptedWidgetEventHandler::OnMouseButtonDown(), ManBase::OnPlayerLoaded(), MissionBase::OnPlayerRespawned(), CGame::OnPostUpdate(), ManBase::OnSelectPlayer(), CGame::OnUpdate(), ScriptedWidgetEventHandler::OptionsMenuControls(), UIScriptedMenu::PerformSetToDefaultsExt(), UIScriptedMenu::Play(), ScriptedWidgetEventHandler::PrepareTooltip(), ScriptedWidgetEventHandler::ProjectedCrosshair(), RadialProgressBar::RadialProgressBar(), ManBase::RefreshHandAnimationState(), DayZPlayer::ShowDeadScreen(), ScriptedWidgetEventHandler::StartSlideshow(), ScriptedWidgetEventHandler::StopSlideShow(), ToggleDebugWindowEvent(), CGame::UpdateInputDeviceDisconnectWarning(), TimerBase::WidgetFadeTimer(), ScriptedWidgetEventHandler::~ContinuousActionProgress(), ~CrossHairSelector(), ScriptedWidgetEventHandler::~ItemActionsWidget(), MainMenuButtonEffect::~MainMenuButtonEffect(), ScriptedWidgetEventHandler::~ProjectedCrosshair() и RadialProgressBar::~RadialProgressBar().

◆ CALL_CATEGORY_SYSTEM

const int CALL_CATEGORY_SYSTEM = 0

Используется в Ammo_40mm_Smoke_ColorBase::Activate(), AreaDamageBase::AreaDamageBase(), ItemBase::BarbedWire(), ItemBase::BatteryCharger(), UIScriptedMenu::Cancel(), CGame::CancelLoginTimeCountdown(), Entity::CheckForDestroy(), ItemBase::CheckRainStart(), ItemBase::CheckWater(), BoatScript::ClearWaterEffects(), UIManager::CloseWindow(), ScriptConsoleEnfScriptTab::ColorRunButton(), CreateTrigger(), IEntity::DecreaseHealth(), IEntity::Delete(), EntityLightSource::DeleteLightWithDelay(), Entity::DeleteOnClient(), DeleteThis(), DetermineTrackByCategory(), DynamicArea_Flare::DynamicArea_Flare(), DynamicMusicPlayer(), FlammableBase::EEItemDetached(), ManBase::EEItemOutOfHands(), Entity::EEKilled(), Ammo_40mm_Explosive::EEKilled(), EndLoading(), Entity::EntityAI(), EOnFrame(), ComponentEnergyManager::Event_OnAwake(), UIScriptedMenu::Exit(), InventoryItem::ExplodeAmmo(), ItemBase::GrowthTimerTick(), HandleSoundEffectsPipeCreaking(), Clothing::Headtorch_ColorBase(), InventoryItem::IncreaseOverheating(), Init(), ManBase::Init(), UIScriptedMenu::Init(), ItemBase::Init(), InitZoneServer(), Interact(), Land_Underground_EntranceBase::Land_Underground_EntranceBase(), UIScriptedMenu::Leave(), ScriptedWidgetEventHandler::LoadVideo(), DrowningMdfr::OnActivate(), ImprovisedExplosive::OnActivatedByItem(), ClaymoreMine::OnArmed(), ScriptConsoleGeneralTab::OnClick(), UIPopupScript::OnClose(), ZombieMaleBase::OnDamageDestroyed(), Grenade_ChemGas::OnDamageDestroyed(), PluginBase::OnDestroy(), ManBase::OnDrowningEnd(), BoatScript::OnEngineStop(), CGame::OnEvent(), FireworksLauncherClientEvent::OnExplode(), OnExplode(), OnFinishProgressServer(), FireworksLauncher::OnFuseIgnitedServer(), BiosSessionService::OnGetSessionError(), DestructionEffectBase::OnHealthLevelChanged(), PluginBase::OnInit(), ComponentEnergyManager::OnIsPlugged(), CGame::OnLoginTimeEvent(), ConnectErrorScriptModuleUI::OnModalResult(), OnNextTrackSelected(), UIPopupScript::OnOpen(), Land_Underground_Panel_Lever::OnPanelUsedSynchronized(), ItemBase::OnPlacementComplete(), ScriptedWidgetEventHandler::OnPlaybackStart(), ScriptedWidgetEventHandler::OnPlaybackStop(), CGame::OnPostUpdate(), CGame::OnRespawnEvent(), PluginBase::OnRPCSyncSceneObject(), OnShow(), ItemBase::OnStoreLoadCustom(), PluginBase::OnUIEditorOpened(), CGame::OnUpdate(), ItemBase::OnWorkStart(), Roadflare::OnWorkStop(), ItemBase::PlantSeed(), MissionBase::PlayerDisconnected(), PresenceNotifierNoiseEvents::PresenceNotifierNoiseEvents(), ComponentEnergyManager::RefreshDebug(), ItemBase::RegenerateNavmesh(), RegisterCooldowns(), UndergroundTriggerCarrierBase::RequestDelayedTriggerSpawn(), Land_Underground_EntranceBase::RequestLatentTransition(), FireworksLauncherClientEvent::RequestSecondaryExplosion(), ResetWaitingQueue(), ItemBase::RunTrappingTimer(), ItemBase::SetSpoiled(), SoftSkillManagerDebug(), ManBase::SpawnDrowningBubbles(), PluginBase::SpawnEntityInPlayerInventory(), StartActivate(), StartFire(), MissionBase::StartLogoutMenu(), ComponentEnergyManager::StartUpdates(), StopFire(), Synchronize(), Entity::TryDelete(), UIScriptedMenu::Update(), ItemBase::UpdateNavmesh(), ItemBase::UpdatePhysics(), ScriptedWidgetEventHandler::UpdateTotalTime(), ~SoftSkillManagerDebug(), UIPopupScript::~UIPopupScriptSceneManager() и UIPopupScript::~UIPopupScriptSceneSettings().

◆ m_duration

float m_duration
protected

◆ m_loop

bool m_loop
protected

◆ m_running

class DragQueue extends CallQueue m_running

TimerBase Class provide just interface for all Timer classes. Don't instance this class, use Timer class instead.

Используется в IsRunning(), OnInit() и SetRunning().

◆ m_RunTime

◆ m_time

◆ m_timerQueue