46 return pco.GetStatObject(
id);
106 pco.OnStoreSave(ctx);
118 if (pco && pco.OnStoreLoad(ctx))
142 GetPCO().OnAfterStoreLoad();
const string EMPTY
Lists loot spawns that are not abandoned but have no loot.
string m_System
the manager instance
override void OnAfterStoreLoad()
engine reaction to load from database originates in: engine - Person::BinLoad script - PlayerBase....
override void OnRPC(ParamsReadContext ctx)
ref array< ref StatDebugObject > m_PlayerStatsDebug
bool LoadStats(ParamsReadContext ctx, int version)
void SetAllowLogs(bool enable)
void SaveStats(ParamsWriteContext ctx)
void PlayerStats(Man player)
void GetDebugInfo(array< ref StatDebugObject > objects, int flags)
enum EPSstatsFlags m_PlayerStats
ref PCOHandlerStats m_PCOhandler
PlayerStatsPCO_Base GetPCO(int version=-1)
PlayerStatBase GetStatObject(int id)
proto native int SaveVersion()
Returns actual storage version - saving.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Serializer ParamsReadContext
proto native CGame GetGame()
Serializer ParamsWriteContext