Dayz 1.25
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Файл PluginDayzPlayerDebug_Weapons.c

См. исходные тексты.

Структуры данных

class  PluginDayzPlayerWeaponsDebugUserData
 
class  PluginDayzPlayerDebug_Weapons
 

Функции

class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig (string pName, int pAction, int pActionT)
 
void PluginDayzPlayerWeaponsDebugUserData (int pAction, int pActionType)
 
int GetAction ()
 
int GetActionType ()
 

Переменные

int m_iAction
 
int m_iActionT
 
string m_Name
 

Функции

◆ GetAction()

int GetAction ( )
53{
55
56 TextListboxWidget m_Selector;
57 ButtonWidget m_ButtonStart;
58 TextWidget m_WidgetActionRunning;
59 TextWidget m_WidgetActionEvents;
60 Weapon_Base m_CurrentWeapon;
61 EditBoxWidget m_SetInitStateI;
62 ButtonWidget m_SetInitStateB;
63 ButtonWidget m_WeaponChange;
64 ButtonWidget m_WeaponHide;
65 EditBoxWidget m_WeaponSlotH;
66 EditBoxWidget m_WeaponSlotS;
67 EditBoxWidget m_WeaponActionProgressStart;
68 EditBoxWidget m_WeaponActionProgressEnd;
69
70 // command handler properties
71 int m_CH_WeapAction = -1;
72 int m_CH_WeapActionType = -1;
73 int m_CH_LastWeapAction = -1;
74 int m_CH_LastWeapActionType = -1;
75 float m_CH_WeapActionProgressStart = 0;
76 float m_CH_WeapActionProgressEnd = 1;
77
78 string m_CH_WeaponChangeI;
79 int m_CH_WeaponChangeSlotH = -1;
80 int m_CH_WeaponChangeSlotS = -1;
81
82 //---------------------------------------------------
83 //
84
87 {
88 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET),
89 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET),
90 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET),
91 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET),
92 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN),
93 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN),
94 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip NoBullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_NOBULLET),
95 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip Bullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_BULLET),
96
97 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED),
98 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload NoMag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED),
99 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED),
100 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED),
101 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED),
102 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED),
103 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload NoMag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED),
104 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload Mag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED),
105
106 PluginDayzPlayerDebug_AbilityConfig("Pistol Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH),
107 PluginDayzPlayerDebug_AbilityConfig("Rifle Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH),
108
109 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET),
110 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET),
111 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET),
112 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET),
113
114 PluginDayzPlayerDebug_AbilityConfig("Mechanism Opened", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED),
115 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED),
116 PluginDayzPlayerDebug_AbilityConfig("Mechanism Spec", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL),
117 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed Uncocked", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED),
118
119 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED),
120 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED),
121 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_OPENED),
122 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED),
123
124 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets Start", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_START),
125 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_END),
126
127 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED),
128 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed keep bullet", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP),
129 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED),
130 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE),
131
132 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Uncocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED),
133 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Cocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED),
134
135 PluginDayzPlayerDebug_AbilityConfig("Chamb 1", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1),
136 PluginDayzPlayerDebug_AbilityConfig("Chamb 2", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2),
137 PluginDayzPlayerDebug_AbilityConfig("Chamb 3", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3),
138 PluginDayzPlayerDebug_AbilityConfig("Chamb 4", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4),
139
140 PluginDayzPlayerDebug_AbilityConfig("Crossbow Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED),
141 PluginDayzPlayerDebug_AbilityConfig("Crossbow Close", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED),
142 PluginDayzPlayerDebug_AbilityConfig("Crossbow Full", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_FULL),
143
144 PluginDayzPlayerDebug_AbilityConfig("INTERRUPT", WeaponActions.INTERRUPT, -1),
145
146
147 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Opened", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_OPENED),
148 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Closed", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_CLOSED),
149
150 PluginDayzPlayerDebug_AbilityConfig("Unjamming Start", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START),
151 PluginDayzPlayerDebug_AbilityConfig("Unjamming End", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END),
152 PluginDayzPlayerDebug_AbilityConfig("Unjamming Interrupt", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT),
153
156 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Cocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED),
157 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Uncocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED),
160
161 };
162
163
164 int FindAbilityConfig(int pAction, int pActionT)
165 {
166 int l = m_AbilityConfig.Count();
167 for (int i = 0; i < l; i++)
168 {
169 if (m_AbilityConfig[i].m_iAction == pAction && m_AbilityConfig[i].m_iActionT == pActionT)
170 {
171 return i;
172 }
173 }
174 return -1;
175 }
176
177
178 //---------------------------------------------------
179 // gui stuff
180
182 {
184
186
189 if (player)
190 {
191 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
192 hcw.DebugResetEvents();
193 }
194 }
195
196
198 {
200 }
201
202
204 {
205 m_Selector = TextListboxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionSelector") );
206 m_ButtonStart = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionStart") );
207
208 m_WidgetActionRunning = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionRunning") );
209 m_WidgetActionEvents = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionEvents") );
210
211 m_SetInitStateI = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateI") );
212 m_SetInitStateB = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateB") );
213
214 m_WeaponChange = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapChange") );
215 m_WeaponHide = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapHide") );
216 m_WeaponSlotH = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotH") );
217 m_WeaponSlotS = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotS") );
218 m_WeaponActionProgressStart = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressStart") );
219 m_WeaponActionProgressEnd = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressEnd") );
220
221
222 m_WidgetActionEvents.SetText("Events:");
223
224 }
225
227 {
228 }
229
230
231
232 //---------------------------------------------------
233 // main update
234
235
236 void Tick()
237 {
239 if (!player)
240 {
241 return;
242 }
243
244 if (player)
245 {
246 EntityAI entityInHands = player.GetHumanInventory().GetEntityInHands();
249 {
250 if (m_CurrentWeapon != w)
251 WeaponsInit(w);
252 }
253 else
254 {
255 m_Selector.ClearItems();
256 }
257 }
258
260 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
261
262 string text = "Action: " + hcw.GetRunningAction().ToString() + " " + hcw.GetRunningActionType().ToString();
263 m_WidgetActionRunning.SetText(text);
264
265
266 int aEvent = hcw.DebugIsEvent();
267 if (aEvent != -1)
268 {
269 string eventStr = "Event: ";
270 eventStr = eventStr + aEvent.ToString() + " ";
271 while(true)
272 {
273 aEvent = hcw.DebugIsEvent();
274 if (aEvent == -1)
275 {
276 break;
277 }
278
279 Print("Event: " + aEvent.ToString());
280
281 eventStr += aEvent.ToString();
282 eventStr += " ";
283 }
284
285 m_WidgetActionEvents.SetText(eventStr);
286 }
287 }
288
289
290
291 //---------------------------------------------------
292 // Actions
293
294 void WeaponsInit(Weapon_Base w)
295 {
296
297 m_Selector.ClearItems();
298
300 int abilityCount = w.GetAbilityCount();
301
302 for (int i = 0; i < abilityCount; ++i)
303 {
304 AbilityRecord rec = w.GetAbility(i);
305 int abConfigIndex = FindAbilityConfig(rec.m_action, rec.m_actionType);
306 if (abConfigIndex != -1)
307 {
308 m_Selector.AddItem(m_AbilityConfig[abConfigIndex].m_Name, new PluginDayzPlayerWeaponsDebugUserData(rec.m_action, rec.m_actionType), 0);
309 }
310 }
311
312 m_Selector.AddItem("=========== All - not safe =========", NULL, 0);
313
314
315 // if (abilityCount == 0)
316 {
317 int l = m_AbilityConfig.Count();
318 for (int a = 0; a < l; a++)
319 {
320 m_Selector.AddItem(m_AbilityConfig[a].m_Name, new PluginDayzPlayerWeaponsDebugUserData(m_AbilityConfig[a].m_iAction, m_AbilityConfig[a].m_iActionT), 0);
321 }
322 }
323
324 m_CurrentWeapon = w;
325 }
326
327
329 void WeaponsStartAction()
330 {
331 int row = m_Selector.GetSelectedRow();
332 if (row == -1)
333 {
334 return;
335 }
336
338 m_Selector.GetItemData(row, 0, userData);
339 if (userData)
340 {
341 m_CH_WeapAction = userData.GetAction();
342 m_CH_WeapActionType = userData.GetActionType();
343 m_CH_WeapActionProgressStart = m_WeaponActionProgressStart.GetText().ToFloat();
344 m_CH_WeapActionProgressEnd = m_WeaponActionProgressEnd.GetText().ToFloat();
345
346 Print("DayzPlayerImplement_Weapons::WeaponsStartAction");
347 }
348 }
349
350
351 //---------------------------------------------------
352 // window ui clicks
353
355 bool OnClick(Widget w, int x, int y, int button)
356 {
357 if (w == m_ButtonStart)
358 {
359 WeaponsStartAction();
360 return true;
361 }
362 else if (w == m_SetInitStateB)
363 {
364 int frameI = m_SetInitStateI.GetText().ToInt();
365
367
368 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
369 hcw.SetInitState(frameI);
370 }
371 else if (w == m_WeaponChange)
372 {
373 Print("Weapon Change pressed");
374
376 if (d == null)
377 {
378 Print("No dispatcher - cannot get selected weapon");
379 return false;
380 }
381
383 if (p == null)
384 {
385 Print("No selected object");
386 return false;
387 }
388
390 Print(p1.param1);
391
392 m_CH_WeaponChangeI = p1.param1;
393 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
394 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
395 }
396 else if (w == m_WeaponHide)
397 {
398 m_CH_WeaponChangeI = "";
399 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
400 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
401 }
402
403
404 return false;
405 }
406
407 //---------------------------------------------------
408 // Global handler to handle commands from player
409
410 bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
411 {
412 if (m_CH_WeaponChangeSlotH == -1)
413 {
414 return false;
415 }
416
417 pNewWeapon = m_CH_WeaponChangeI;
418 pHideSlot = m_CH_WeaponChangeSlotH;
419 pShowSlot = m_CH_WeaponChangeSlotS;
420
421 m_CH_WeaponChangeSlotH = -1;
422 m_CH_WeaponChangeSlotS = -1;
423
424 return true;
425 }
426
427
428 //---------------------------------------------------
429 // Global handler to handle commands from player
430
431 void CommandHandler()
432 {
433
434 // last action again
435 if (KeyState(KeyCode.KC_MULTIPLY) == 1)
436 {
437 ClearKey(KeyCode.KC_MULTIPLY);
438 m_CH_WeapAction = m_CH_LastWeapAction;
439 m_CH_WeapActionType = m_CH_LastWeapActionType;
440
441 Print("DayzPlayerImplement_Weapons OnKC_MULTIPLY");
442 }
443
444
445 if (m_CH_WeapAction >= 0)
446 {
447 m_CH_LastWeapAction = m_CH_WeapAction;
448 m_CH_LastWeapActionType = m_CH_WeapActionType;
449
452 if (player != NULL)
453 {
454 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
455 hcw.SetActionProgressParams(m_CH_WeapActionProgressStart, m_CH_WeapActionProgressEnd);
456 hcw.StartAction(m_CH_WeapAction, m_CH_WeapActionType);
457
458 Print("DayzPlayerImplement_Weapons::WeaponsStartAction2");
459
460 }
461
462 m_CH_WeapAction = -1;
463 }
464
465 }
466}
override bool OnClick(Widget w, int x, int y, int button)
buttons clicks
Definition DayZGame.c:146
Dispatcher GetDispatcher()
Definition Dispatcher.c:20
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
Definition Dispatcher.c:11
Icon x
Icon y
PlayerBase GetPlayer()
Definition ModifierBase.c:47
bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
Definition PluginDayzPlayerDebug.c:1037
Widget m_MainWnd
Definition PluginDayzPlayerDebug.c:206
void CommandHandler()
Definition PluginDayzPlayerDebug.c:1051
void DestroyModuleWidgets()
Definition PluginDayzPlayerDebug.c:524
void CreateModuleWidgets()
Definition PluginDayzPlayerDebug.c:448
int m_iAction
Definition PluginDayzPlayerDebug_Weapons.c:54
string m_Name
Definition PluginDayzPlayerDebug_Weapons.c:42
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
Definition PluginDayzPlayerDebug_Weapons.c:36
int m_iActionT
Definition PluginDayzPlayerDebug_Weapons.c:55
class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)
Definition PluginDayzPlayerDebug_Weapons.c:35
void Tick()
Definition SoundEvents.c:107
pair ( action, actionType )
Definition Weapon_Base.c:5
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition DayZPlayerImplement.c:111
Definition Dispatcher.c:14
Definition EnWidgets.c:354
Definition Building.c:6
Definition human.c:987
Definition EntityAI.c:95
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Definition PluginDayzPlayerDebug_Weapons.c:53
Definition PluginDayzPlayerDebug_Weapons.c:6
Definition EnWidgets.c:220
shorthand
Definition BoltActionRifle_Base.c:6
Definition EnWidgets.c:190
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native void ClearKey(KeyCode key)
KeyCode
Definition EnSystem.c:157
proto native int KeyState(KeyCode key)
WeaponActionReloadClipTypes
Definition human.c:854
WeaponActionChamberingTypes
Definition human.c:869
WeaponActions
actions
Definition human.c:809
WeaponActionChamberingLoaderTypes
Definition human.c:899
WeaponActionReloadTypes
Definition human.c:825
WeaponActionUnjammingTypes
Definition human.c:905
WeaponActionFireTypes
Definition human.c:913

◆ GetActionType()

int GetActionType ( )

◆ PluginDayzPlayerDebug_AbilityConfig()

class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig ( string pName,
int pAction,
int pActionT )
36 {
37 m_Name = pName;
40 }

◆ PluginDayzPlayerWeaponsDebugUserData()

void PluginDayzPlayerWeaponsDebugUserData ( int pAction,
int pActionType )
36 {
37 m_Name = pName;
40 }

Перекрестные ссылки m_iAction, m_iActionT и m_Name.

Используется в PluginDayzPlayerDebug_Weapons::WeaponsInit().

Переменные

◆ m_iAction

◆ m_iActionT

◆ m_Name

string m_Name

Используется в PluginDayzPlayerDebug_Weapons::WeaponsInit().