Граф наследования:GameOptions:Закрытые члены | |
| proto native void | Apply () |
| Tests, Applies every option and save config with options to file, see OptionsAccess::Test, OptionsAccess::Apply. | |
| proto native void | Revert () |
| Load config with options and Revert every option, see OptionsAccess::Revert. | |
| proto native void | Test () |
| Tests every option, see OptionsAccess::Test. | |
| proto native OptionsAccess | GetOption (int index) |
| Get option by index. | |
| proto native OptionsAccess | GetOptionByType (int accessType) |
| Get option by AccessType. | |
| proto native int | GetOptionsCount () |
| Registered options count. | |
| proto native int | NeedRestart () |
| Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedRestart. | |
| proto native int | IsChanged () |
| Checks if any option is changed, see OptionsAccess::IsChanged. | |
| proto native void | Initialize () |
| Initializes option values with the current users settings. | |
Закрытые члены унаследованные от Managed | |
| void | IntroSceneCharacter () |
| void | ~IntroSceneCharacter () |
| bool | IsDefaultCharacter () |
| void | SetToDefaultCharacter () |
| void | SetCharacterID (int char_id) |
| int | GetCharacterID () |
| PlayerBase | GetCharacterObj () |
| TStringArray | GetCharGenderList () |
| TStringArray | GetCharList (ECharGender gender) |
| TStringArray | GetCharShirtsList () |
| TStringArray | GetCharPantsList () |
| TStringArray | GetCharShoesList () |
| void | SetCharacterGender (ECharGender gender) |
| bool | IsCharacterFemale () |
| ECharGender | GetCharacterGender () |
| vector | GetPosition () |
| int | GetNextCharacterID () |
| int | GetPrevCharacterID () |
| void | CreateNewCharacterRandom () |
| void | CreateNewCharacterById (int character_id) |
| void | CreateNewCharacterByName (string character_name, bool randomize_equip=true) |
| void | CreateDefaultCharacter () |
| void | GetLastPlayedServer (int characterID, out string address, out string name, out int port) |
| void | GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort) |
| void | CreateNewCharacter () |
| void | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) |
| Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'. | |
| void | CharacterUnload () |
| void | CharacterLoad (int character_id, vector char_pos, vector char_rot) |
| void | SetupPlayerName (bool new_name) |
| void | SetAttachment (string type, int slot) |
| string | GetCharacterNameById (int char_id) |
| string | GetCharacterName () |
| void | SaveCharName (string name) |
| void | SaveDefaultCharacter () |
| void | TransferValues (PlayerBase player) |
| void | Init () |
| void | OnScheduledTick (float deltatime) |
| void | CheckValues () |
| float | GetBlood () |
| float | GetHealth () |
| void | CheckHealth () |
| void | CheckBlood () |
| void | SendInitValues () |
| Sends values on object creation. | |
| void | SendValue (int value_type, float value) |
| void | ReceiveValue (int value_type, float value) |
| void | OnRPC (ParamsReadContext ctx) |
| void | ShowDebugValues (bool show) |
| void | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) |
| void | InitIndicator (vector position) |
| void | StopIndicator (bool instant=false) |
| void | StartRunningDrops () |
| bool | IsRunningDrops () |
| Are any drops currently being animated? | |
| void | TrySpawnNextDrop () |
| void | ResetSequence () |
| void | ResetIndicator () |
| void | Update (float timeSlice) |
| bool | GetEndNow () |
| int | GetSeverity () |
| void | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) |
| void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
| array< ref Widget > | GetWidgetSet () |
| int | GetWidgetSetType () |
| int | GetWidgetSetID () |
| bool | HasDefinedHandle () |
| Returns 'true' if this class contains update info. | |
| bool | DataInitialized () |
| void | UpdateVisibility (bool state) |
| void | RegisterData (Param p) |
| void | Update (float timeSlice=0, Param p=null, int handle=-1) |
| void | ForceStop () |
См. определение в файле gameplay.c строка 1460