DayZ 1.30
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CentralEconomy.c
См. документацию.
4// -------------------------------------------------------------------------
5// object (SF) Spawn Flags (use to setup behavior and/ or trigger functionality)
6//
7const int ECE_NONE = 0;
9const int ECE_SETUP = 2; // process full entity setup (when creating NEW entity)
10const int ECE_TRACE = 4; // trace under entity when being placed (from the point of creation)
11const int ECE_CENTER = 8; // use center from shape (model) for placement
13const int ECE_UPDATEPATHGRAPH = 32; // update navmesh when object placed upon it
15const int ECE_OBJECT_SPAWNER = 256; // set when the object is spawned through object spwner
16const int ECE_ROTATIONFLAGS = 512; // enable rotation flags for object placement
17const int ECE_CREATEPHYSICS = 1024; // create collision envelope and related physics data (if object has them)
18const int ECE_INITAI = 2048; // init ai
19const int ECE_AIRBORNE = 4096; // create flying unit in the air
21const int ECE_EQUIP_ATTACHMENTS = 8192; // equip with configured ATTACHMENTS
22const int ECE_EQUIP_CARGO = 16384; // equip with configured CARGO
23const int ECE_EQUIP = 24576; // equip with configured (ATTACHMENTS + CARGO)
24const int ECE_EQUIP_CONTAINER = 2097152; // populate DE/ group CONTAINER during spawn
25const int ECE_LOCAL = 1073741824; // create object locally
26
27const int ECE_NOSURFACEALIGN = 262144; // do not align object on surface/ terrain
28const int ECE_KEEPHEIGHT = 524288; // keep height when creating object (do not use trace or placement on surface)
29
30const int ECE_NOLIFETIME = 4194304; // do not set lifetime when creating the object
31const int ECE_NOPERSISTENCY_WORLD = 8388608; // do not save this object in world
32const int ECE_NOPERSISTENCY_CHAR = 16777216; // do not save this object in character
33const int ECE_DYNAMIC_PERSISTENCY = 33554432; // spawns in without persistency, once player takes it, persistency will be enabled if available
34
35// note: use predefined combination when not solving something specific
36//
37const int ECE_IN_INVENTORY = 787456; // ECE_CREATEPHYSICS|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN
38const int ECE_PLACE_ON_SURFACE = 1060; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_TRACE
39const int ECE_OBJECT_SWAP = 787488; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN
40
41const int ECE_FULL = 25126; // ECE_SETUP|ECE_TRACE|ECE_ROTATIONFLAGS|ECE_UPDATEPATHGRAPH|ECE_EQUIP
42
43// -------------------------------------------------------------------------
44// object (RF) Rotation Flags (use to force and/ or invoke placement rotation)
45//
46const int RF_NONE = 0;
47
48const int RF_FRONT = 1; // front side placement
49const int RF_TOP = 2; // top side placement
50const int RF_LEFT = 4; // left side placement
51const int RF_RIGHT = 8; // right side placement
52const int RF_BACK = 16; // back side placement
53const int RF_BOTTOM = 32; // bottom side placement
54
55const int RF_ALL = 63; // RF_FRONT|RF_TOP|RF_LEFT|RF_RIGHT|RF_BACK|RF_BOTTOM
56
57const int RF_IGNORE = 64; // ignore placement RF flags - object will spawn as model was created
58
59const int RF_TOPBOTTOM = 34; // RF_TOP|RF_BOTTOM
60const int RF_LEFTRIGHT = 12; // RF_LEFT|RF_RIGHT
61const int RF_FRONTBACK = 17; // RF_FRONT|RF_BACK
62
63const int RF_RANDOMROT = 64; // allow random rotation around axis when placing
64const int RF_ORIGINAL = 128; // use default placement setuped on object in config
65const int RF_DECORRECTION = 256; // angle correction when spawning InventoryItem at Building angle
66const int RF_DEFAULT = 512; // use default placement setuped on object in config
67
68// -------------------------------------------------------------------------
71{
72 private void EconomyLogCategories();
73 private void ~EconomyLogCategories();
74
75 const string Economy = "economy";
76 const string EconomyRespawn = "economy_respawn";
77 const string RespawnQueue = "respawn_queue";
78 const string Container = "container";
79 const string Matrix = "matrix";
80 const string UniqueLoot = "uniqueloot";
81 const string Bind = "bind";
82 const string SetupFail = "setupfail";
83 const string Storage = "storage";
84 const string Classes = "class";
85 const string Category = "category";
86 const string Tag = "tag";
87 const string SCategory = "s_category";
88 const string STag = "s_tag";
89 const string SAreaflags = "s_areaflags";
90 const string SCrafted = "s_crafted";
91 const string MapGroup = "map_group";
92 const string MapComplete = "map_complete";
93 const string InfectedZone = "infected_zone";
94}
95
96// -------------------------------------------------------------------------
99{
100 private void EconomyMapStrings();
101 private void ~EconomyMapStrings();
102
113 static string Category(string category)
114 {
115 return string.Format("category:%1", category);
116 }
117
128 static string Tag(string tag)
129 {
130 return string.Format("tag:%1", tag);
131 }
132
133
134
136 const string ALL_ALL = "all:all";
138 const string ALL_LOOT = "all:loot";
140 const string ALL_VEHICLE = "all:vehicle";
142 const string ALL_INFECTED = "all:infected";
144 const string ALL_ANIMAL = "all:animal";
146 const string ALL_PLAYER = "all:player";
148 const string ALL_PROXY = "all:proxy";
150 const string ALL_PROXY_STATIC = "all:proxystatic";
152 const string ALL_PROXY_DYNAMIC = "all:proxydynamic";
154 const string ALL_PROXY_ABANDONED = "all:proxyabandoned";
155}
156
157// -------------------------------------------------------------------------
160{
161 private void EconomyOutputStrings();
162 private void ~EconomyOutputStrings();
163
168 const string LINKS = "links";
173 const string SUSPICIOUS = "suspicious";
178 const string DE_CLOSE_POINT = "declosepoint";
183 const string ABANDONED = "abandoned";
188 const string EMPTY = "empty";
194 const string CLOSE = "close";
199 const string WORLD = "world";
204 const string STATUS = "status";
209 const string LOOT_SIZE = "lootsize";
210}
211
212// -------------------------------------------------------------------------
213enum ESpawnVolumeVis
214{
215 OFF = 0,
219}
220
221// -------------------------------------------------------------------------
227class CEApi
228{
229 private void CEApi() {}
230 private void ~CEApi() {}
239 proto native void ExportSpawnData();
251 proto native void ExportProxyData( vector vCenter = vector.Zero, float fRadius = 0 );
258 proto native void ExportClusterData();
265 proto native void ExportProxyProto();
277 proto native void MarkCloseProxy( float fRadius, bool bAllSelections );
286 proto native void RemoveCloseProxy();
297 proto native void ListCloseProxy( float fRadius );
298
310 proto native bool SpawnAnalyze( string sClassName );
311
322 proto native void TimeShift( float fShift );
332 proto native void OverrideLifeTime( float fLifeTime );
333
347 proto native Entity SpawnGroup( string sGroupName, vector vPos, float fAngle = -1 );
364 proto native void SpawnDE( string sEvName, vector vPos, float fAngle = -1 );
379 proto native void SpawnDEEx( string sEvName, vector vPos, float fAngle, int uFlags );
394 proto native void SpawnLoot( string sEvName, vector vPos, float fAngle, int iCount = 1, float fRange = 1 );
395
410 proto native void SpawnDynamic( vector vPos, bool bShowCylinders = true, float fDefaultDistance = 0 );
425 proto native void SpawnVehicles( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 );
441 proto native void SpawnBuilding( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 );
442
456 proto native void SpawnEntity( string sClassName, vector vPos, float fRange, int iCount );
468 proto native Object SpawnSingleEntity( string sClassName, vector vPos );
483 proto native void SpawnRotation( string sClassName, vector vPos, float fRange, int iCount, int iFlags );
495 proto native void SpawnPerfTest( string sClassName, int iCount );
496
504 proto native void CleanMap();
505
514 proto native void EconomyLog( string sLogType );
515
527 proto native void EconomyMap( string sMapType );
537 proto native void EconomyOutput( string sOutputType, float fRange );
538
550 proto native void RadiusLifetimeIncrease( vector vCenter, float fRadius, float fValue );
561 proto native void RadiusLifetimeDecrease( vector vCenter, float fRadius, float fValue );
570 proto native void RadiusLifetimeReset( vector vCenter, float fRadius );
571
572
573
578
585 proto native int GetCEGlobalInt(string varName);
592 proto native float GetCEGlobalFloat(string varName);
599 proto native string GetCEGlobalString(string varName);
600
602
603
604
609
619 proto native bool AvoidPlayer(vector vPos, float fDistance); // return false when there is a player
630 proto native bool AvoidVehicle(vector vPos, float fDistance, string sDEName = "");
640 proto native int CountPlayersWithinRange(vector vPos, float fRange);
641
643
644
645
650
651 // "Loot Spawn Edit"
652 //{
654 proto native void LootSetSpawnVolumeVisualisation(ESpawnVolumeVis mode);
656 proto native void LootToggleSpawnSetup(bool mode);
658 proto native void LootToggleVolumeEditing(bool mode);
660 proto native void LootRetraceGroupPoints();
662 proto native void LootExportGroup();
664 proto native void LootExportAllGroups();
666 proto native void LootExportMap();
668 proto native void LootExportClusters();
669 //}
670
671 // "Loot Tool"
672 //{
674 proto native void LootDepleteLifetime();
676 proto native void LootSetDamageToOne();
678 proto native void LootDepleteAndDamage();
679 //}
680
681 // "Infected"
682 //{
684 proto native void InfectedToggleVisualisation(bool mode);
686 proto native void InfectedToggleZoneInfo(bool mode);
688 proto native void InfectedSpawn();
690 proto native void InfectedResetCleanup();
691 //}
692
693 // "Animal"
694 //{
696 proto native void AnimalToggleVisualisation(bool mode);
698 proto native void AnimalSpawn();
700 proto native void AnimalAmbientSpawn();
701 //}
702
704 proto native void ToggleVehicleAndWreckVisualisation(bool mode);
706 proto native void ToggleLootVisualisation(bool mode);
708 proto native void ToggleClusterVisualisation(bool mode);
709
711 proto native void ToggleDynamicEventStatus(bool mode);
713 proto native void ToggleDynamicEventVisualisation(bool mode);
715 proto native void DynamicEventSpawn();
717 proto native void DynamicEventExport();
718
720 proto native void ToggleOverallStats(bool mode);
721
723
724
725
730
731 proto native void PlatformStatTest();
732
733 proto native void LootToggleProxyEditing(bool mode);
734
735 proto native void OnUpdate();
736
738};
739
746proto native CEApi GetCEApi();
747
748// -------------------------------------------------------------------------
750{
751 private void CEItemProfile() {}
752 private void ~CEItemProfile() {}
753
754 proto native int GetNominal(); // nominal - how many items should be aproximately in map
755 proto native int GetMin(); // min - minimal count should be available in map
756
757 proto native float GetQuantityMin(); // min quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
758 proto native float GetQuantityMax(); // max quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
759
760 proto native float GetQuantity(); // random quantity (0.0 - 1.0)
761
762 proto native float GetLifetime(); // maximum lifetime in (seconds) - what is the idle before item abandoned at ground gets deleted
763 proto native float GetRestock(); // restock is oposite of lifetime - idle before item is allowed to respawn when required
764
765 proto native int GetCost(); // cost of item determines its 'value' for players (this serve as priority during respawn and cleanup operation)
766
767 proto native int GetUsageFlags(); // area usage flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
768 proto native int GetValueFlags(); // area value flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
769};
const string ALL_VEHICLE
All vehicles.
Определения CentralEconomy.c:140
class CEItemProfile CEApi
API to interact with Central Economy.
Определения CentralEconomy.c:229
const int ECE_NONE
Определения CentralEconomy.c:7
proto native bool AvoidPlayer(vector vPos, float fDistance)
Check if there is a player within a radius.
const int ECE_EQUIP_CARGO
Определения CentralEconomy.c:22
proto native void LootSetSpawnVolumeVisualisation(ESpawnVolumeVis mode)
"Spawn Volume Vis"
proto native void ToggleOverallStats(bool mode)
"Overall Stats"
proto native void LootExportClusters()
"<<< Export Clusters" / GetCEApi().ExportClusterData()
proto native void AnimalAmbientSpawn()
"Ambient Spawn"
proto native void LootSetDamageToOne()
"Set Damage = 1.0"
const string ALL_PROXY_ABANDONED
All abandoned loot spawns.
Определения CentralEconomy.c:154
proto native void EconomyLog(string sLogType)
Outputs debug file to storage/log/*.csv.
proto native CEApi GetCEApi()
Get the CE API.
const int ECE_AIRBORNE
Определения CentralEconomy.c:19
const int RF_NONE
Определения CentralEconomy.c:46
const int ECE_EQUIP
Определения CentralEconomy.c:23
proto native void EconomyMap(string sMapType)
Outputs debug file to storage/lmap/*.tga showing the current places this is spawned.
const int ECE_OBJECT_SWAP
Определения CentralEconomy.c:39
proto native void ToggleDynamicEventStatus(bool mode)
"Dynamic Events Status"
const int ECE_EQUIP_ATTACHMENTS
Определения CentralEconomy.c:21
proto native void RadiusLifetimeIncrease(vector vCenter, float fRadius, float fValue)
Process lifetime increase within radius by value (sec)
proto native void RadiusLifetimeReset(vector vCenter, float fRadius)
Process lifetime reset to default value from DB within radius.
proto native void LootToggleSpawnSetup(bool mode)
"Setup Vis"
const string ALL_INFECTED
All infected.
Определения CentralEconomy.c:142
const string ALL_PROXY_DYNAMIC
All dynamic loot spawns.
Определения CentralEconomy.c:152
const string ALL_ANIMAL
All animals.
Определения CentralEconomy.c:144
proto native void SpawnVehicles(vector vPos, bool bShowCylinders=false, float fDefaultDistance=20)
Spawn all entities with vehicles category through CE.
const int ECE_NOSURFACEALIGN
Определения CentralEconomy.c:27
proto native bool SpawnAnalyze(string sClassName)
Will emulate the spawning of the item which is being looked at and generate images (....
const int ECE_LOCAL
Определения CentralEconomy.c:25
const int ECE_ROTATIONFLAGS
Определения CentralEconomy.c:16
const int RF_ORIGINAL
Определения CentralEconomy.c:64
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
proto native void SpawnBuilding(vector vPos, bool bShowCylinders=false, float fDefaultDistance=20)
Spawn all entities with building category through CE.
const int RF_FRONTBACK
Определения CentralEconomy.c:61
proto native void AnimalToggleVisualisation(bool mode)
"Animal Vis"
const int ECE_EQUIP_CONTAINER
Определения CentralEconomy.c:24
proto native void AnimalSpawn()
"Animal Spawn"
proto native void SpawnRotation(string sClassName, vector vPos, float fRange, int iCount, int iFlags)
Spawn an entity through CE.
proto native void LootDepleteLifetime()
"Deplete Lifetime"
proto native void ExportClusterData()
Generates "storage/export/mapgroupcluster.xml".
const int ECE_NOPERSISTENCY_WORLD
Определения CentralEconomy.c:31
class EconomyOutputStrings OCCUPIED
proto native void LootToggleProxyEditing(bool mode)
const int RF_FRONT
Определения CentralEconomy.c:48
const int ECE_SETUP
Определения CentralEconomy.c:9
proto native void SpawnPerfTest(string sClassName, int iCount)
Spawn an entity through CE, x amount of times in a grid.
proto native int GetCEGlobalInt(string varName)
Get int from globals.xml.
proto native void SpawnLoot(string sEvName, vector vPos, float fAngle, int iCount=1, float fRange=1)
Spawn an item through CE.
const int ECE_UPDATEPATHGRAPH
Определения CentralEconomy.c:13
const int RF_TOP
Определения CentralEconomy.c:49
proto native void InfectedResetCleanup()
"Reset Cleanup"
const int ECE_INITAI
Определения CentralEconomy.c:18
proto native void LootToggleVolumeEditing(bool mode)
"Edit Volume"
proto native void InfectedSpawn()
"Infected Spawn"
proto native void LootRetraceGroupPoints()
"Re-Trace Group Points"
proto native void ToggleDynamicEventVisualisation(bool mode)
"Dynamic Events Vis"
proto native void LootExportAllGroups()
"Export All Groups >>>>" / GetCEApi.ExportProxyProto();
class EconomyOutputStrings OFF
const string ALL_PROXY_STATIC
All static loot spawns.
Определения CentralEconomy.c:150
proto native void LootExportGroup()
"Export Group >>"
const int ECE_KEEPHEIGHT
Определения CentralEconomy.c:28
const string ALL_PROXY
All proxies.
Определения CentralEconomy.c:148
proto native void DynamicEventSpawn()
"Dynamic Events Spawn"
proto native int CountPlayersWithinRange(vector vPos, float fRange)
Check if there is a vehicle within a radius.
proto native void InfectedToggleZoneInfo(bool mode)
"Infected Zone Info"
proto native Object SpawnSingleEntity(string sClassName, vector vPos)
Spawn an entity through CE.
const int RF_LEFTRIGHT
Определения CentralEconomy.c:60
const int RF_IGNORE
Определения CentralEconomy.c:57
const string Category
Определения CentralEconomy.c:13
proto native void LootDepleteAndDamage()
"Damage + Deplete"
const string ALL_LOOT
All loot.
Определения CentralEconomy.c:138
const int RF_RANDOMROT
Определения CentralEconomy.c:63
const int ECE_OBJECT_SPAWNER
Определения CentralEconomy.c:15
proto native void ToggleClusterVisualisation(bool mode)
"Cluster Vis"
proto native void SpawnDynamic(vector vPos, bool bShowCylinders=true, float fDefaultDistance=0)
Spawn all entities with dynamic category through CE.
proto native void MarkCloseProxy(float fRadius, bool bAllSelections)
Invalidates loot spawn points which are closer than the radius supplied.
const int RF_DECORRECTION
Определения CentralEconomy.c:65
proto native void TimeShift(float fShift)
Subtracts the supplied value from the current lifetime of all items in the world.
proto native void CleanMap()
Queue up the depleting of lifetime of everything in the world.
proto native string GetCEGlobalString(string varName)
Get string from globals.xml.
proto native void ExportSpawnData()
Regenerates "storage/spawnpoints.bin" if necessary.
const int ECE_CENTER
Определения CentralEconomy.c:11
proto native void ExportProxyData(vector vCenter=vector.Zero, float fRadius=0)
Generates "storage/export/mapgrouppos.xml".
const int RF_LEFT
Определения CentralEconomy.c:50
const int RF_RIGHT
Определения CentralEconomy.c:51
const int RF_TOPBOTTOM
Определения CentralEconomy.c:59
const int ECE_DYNAMIC_PERSISTENCY
Определения CentralEconomy.c:33
proto native void SpawnEntity(string sClassName, vector vPos, float fRange, int iCount)
Spawn an entity through CE.
proto native void LootExportMap()
"<<< Export Map" / GetCEApi.ExportProxyData(vector.Zero, 0);
const string ALL_ALL
Everything.
Определения CentralEconomy.c:136
class EconomyOutputStrings ADAPTIVE
const int ECE_NOLIFETIME
Определения CentralEconomy.c:30
proto native void SpawnDE(string sEvName, vector vPos, float fAngle=-1)
Force spawn specific dynamic event.
const int ECE_TRACE
Определения CentralEconomy.c:10
proto native void InfectedToggleVisualisation(bool mode)
"Infected Vis"
proto native float GetCEGlobalFloat(string varName)
Get float from globals.xml.
proto native void PlatformStatTest()
const int ECE_IN_INVENTORY
Определения CentralEconomy.c:37
proto native void ToggleLootVisualisation(bool mode)
"Loot Vis"
proto native void SpawnDEEx(string sEvName, vector vPos, float fAngle, int uFlags)
Force spawn specific dynamic event.
proto native void RadiusLifetimeDecrease(vector vCenter, float fRadius, float fValue)
Process lifetime decrease within radius by value (sec)
proto native void EconomyOutput(string sOutputType, float fRange)
Outputs debug logs into server log or rpt.
proto native void ExportProxyProto()
Generates "storage/export/mapgroupproto.xml".
const string Tag
Определения CentralEconomy.c:14
const int ECE_FULL
Определения CentralEconomy.c:41
proto native Entity SpawnGroup(string sGroupName, vector vPos, float fAngle=-1)
Force spawn specific prototype group + loot at position.
const string ALL_PLAYER
All players.
Определения CentralEconomy.c:146
const int RF_DEFAULT
Определения CentralEconomy.c:66
const int RF_ALL
Определения CentralEconomy.c:55
void ~EconomyMapStrings()
proto native void OverrideLifeTime(float fLifeTime)
Fills in the Debug Lifetime, which will be used for any new DE spawned.
class EconomyOutputStrings VOLUME
const int ECE_NOPERSISTENCY_CHAR
Определения CentralEconomy.c:32
void ~CEApi()
Определения CentralEconomy.c:230
const int RF_BACK
Определения CentralEconomy.c:52
const int ECE_CREATEPHYSICS
Определения CentralEconomy.c:17
proto native void ListCloseProxy(float fRadius)
Outputs a list of all loot points closer than specified radius.
const int RF_BOTTOM
Определения CentralEconomy.c:53
proto native bool AvoidVehicle(vector vPos, float fDistance, string sDEName="")
Check if there is a vehicle within a radius.
proto native void ToggleVehicleAndWreckVisualisation(bool mode)
"Vehicle&Wreck Vis"
proto native void DynamicEventExport()
"Export Dyn Event >>"
class EconomyLogCategories EconomyMapStrings()
Special strings for CEApi.EconomyMap.
proto native void RemoveCloseProxy()
Removes all invalid points.
proto native float GetQuantityMin()
proto native float GetQuantityMax()
proto native int GetValueFlags()
proto native int GetNominal()
void ~CEItemProfile()
Определения CentralEconomy.c:752
proto native float GetRestock()
proto native float GetQuantity()
proto native int GetMin()
void CEItemProfile()
Определения CentralEconomy.c:751
proto native float GetLifetime()
proto native int GetCost()
proto native int GetUsageFlags()
const string UniqueLoot
Определения CentralEconomy.c:80
const string Container
Определения CentralEconomy.c:78
const string Category
Определения CentralEconomy.c:85
const string SAreaflags
Определения CentralEconomy.c:89
const string Economy
Определения CentralEconomy.c:75
const string SetupFail
Определения CentralEconomy.c:82
const string EconomyRespawn
Определения CentralEconomy.c:76
const string MapGroup
Определения CentralEconomy.c:91
const string MapComplete
Определения CentralEconomy.c:92
const string SCrafted
Определения CentralEconomy.c:90
const string Storage
Определения CentralEconomy.c:83
const string Matrix
Определения CentralEconomy.c:79
const string STag
Определения CentralEconomy.c:88
const string Bind
Определения CentralEconomy.c:81
const string InfectedZone
Определения CentralEconomy.c:93
const string RespawnQueue
Определения CentralEconomy.c:77
const string Tag
Определения CentralEconomy.c:86
const string SCategory
Определения CentralEconomy.c:87
const string Classes
Определения CentralEconomy.c:84
const string ABANDONED
Lists loot spawns that have been marked as abandoned.
Определения CentralEconomy.c:183
const string LINKS
Lists stats regarding which loot spawn) that are linked together and how many there are.
Определения CentralEconomy.c:168
const string LOOT_SIZE
Lists the maxlootsize of all CE items.
Определения CentralEconomy.c:209
const string WORLD
Lists the number of objects inside of categories.
Определения CentralEconomy.c:199
const string CLOSE
Lists loot spawns that are not abandoned and within the supplied range (< fRange, not equal)
Определения CentralEconomy.c:194
const string STATUS
Lists overall CE stats.
Определения CentralEconomy.c:204
const string SUSPICIOUS
Lists loot spawns that have more loot than their maximum + 4.
Определения CentralEconomy.c:173
const string DE_CLOSE_POINT
Lists DE spawns that have positions that are within supplied range (< fRange, not equal)
Определения CentralEconomy.c:178
const string EMPTY
Lists loot spawns that are not abandoned but have no loot.
Определения CentralEconomy.c:188
Определения Camera.c:2
Определения ObjectTyped.c:2
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.
proto native void OnUpdate()
Определения 3_Game/DayZ/tools/tools.c:349