DayZ 1.27
DayZ Explorer by KGB
 
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+ Граф наследования:IEntity:

Защищенные члены

Event methods

Event method stubs. Reimplement these in inherited entities to receive event calls

void EOnTouch (IEntity other, int extra)
 EntityEvent.TOUCH.
 
void EOnInit (IEntity other, int extra)
 EntityEvent.INIT.
 
void EOnExtra (IEntity other, int extra)
 EntityEvent.EXTRA.
 
void EOnNotVisible (IEntity other, int extra)
 EntityEvent.NOTVISIBLE.
 
void EOnFrame (IEntity other, float timeSlice)
 EntityEvent.FRAME.
 
int EOnVisible (IEntity other, int extra)
 EntityEvent.VISIBLE.
 
void EOnPostFrame (IEntity other, int extra)
 EntityEvent.POSTFRAME.
 
void EOnWorldProcess (IEntity other, int extra)
 EntityEvent.WORLDPROCESS.
 
void EOnAnimEvent (IEntity other, AnimEvent extra)
 EntityEvent.ANIMEVENT.
 
void EOnSoundEvent (IEntity other, SoundEvent extra)
 EntityEvent.SOUNDEVENT.
 
void EOnSimulate (IEntity other, float dt)
 EntityEvent.SIMULATE.
 
void EOnPostSimulate (IEntity other, float timeSlice)
 EntityEvent.POSTSIMULATE.
 
void EOnJointBreak (IEntity other, int extra)
 EntityEvent.JOINTBREAK.
 
void EOnPhysicsMove (IEntity other, int extra)
 EntityEvent.PHYSICSMOVE.
 
void EOnContact (IEntity other, Contact extra)
 EntityEvent.CONTACT.
 
void EOnUser0 (IEntity other, int extra)
 EntityEvent.EV_USER+0.
 
void EOnUser1 (IEntity other, int extra)
 EntityEvent.EV_USER+1.
 
void EOnEnter (IEntity other, int extra)
 EntityEvent.ENTER.
 
void EOnLeave (IEntity other, int extra)
 EntityEvent.LEAVE.
 
void EOnUser4 (IEntity other, int extra)
 EntityEvent.EV_USER+4.
 
void EOnDummy020 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy021 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy022 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy023 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy024 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy025 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy026 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy027 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy028 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy029 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy030 (IEntity other, int extra)
 Placeholder.
 
void EOnDummy031 (IEntity other, int extra)
 Placeholder.
 
Transformation methods

Setting and getting of entity transformation

proto external void GetTransform (out vector mat[])
 Returns transformation of Entity. It returns only so much vectors as array is big.
 
proto external void GetRenderTransform (out vector mat[])
 Returns render transformation of Entity. Must pass in vector array size of 4.
 
proto external void GetLocalTransform (out vector mat[])
 Returns local transformation of Entity. It returns only so much vectors as array is big.
 
proto native external vector GetTransformAxis (int axis)
 Returns one row of Entity transformation matrix.
 
proto native external void SetTransform (vector mat[4])
 Sets entity transformation.
 
proto native external vector GetOrigin ()
 Returns origin of Entity.
 
proto external vector GetLocalPosition ()
 Returns local position of Entity.
 
proto native external vector GetYawPitchRoll ()
 Returns orientation of Entity in world space (Yaw, Pitch, Roll)
 
proto native external vector GetAngles ()
 Same as GetYawPitchRoll, but returns rotation vector around X, Y and Z axis.
 
proto native external vector GetLocalYawPitchRoll ()
 Returns local orientation when it's in hierarchy (Yaw, Pitch, Roll)
 
proto native external vector GetLocalAngles ()
 Same as GetLocalYawPitchRoll, but returns rotation vector around X, Y and Z axis.
 
proto native external void SetYawPitchRoll (vector angles)
 Sets angles for entity (Yaw, Pitch, Roll)
 
proto native external void SetAngles (vector angles)
 Same as SetYawPitchRoll, but sets rotation around X, Y and Z axis.
 
proto native external void SetOrigin (vector orig)
 Sets origin for entity.
 
proto native external float GetScale ()
 
proto native external void SetScale (float scale)
 
proto native external vector VectorToParent (vector vec)
 Transforms local vector to world space.
 
proto native external vector CoordToParent (vector coord)
 Transforms local position to world space.
 
proto native external vector VectorToLocal (vector vec)
 Transforms world space vector to local space.
 
proto native external vector CoordToLocal (vector coord)
 Transforms world space position to local space.
 
Name/ID methods
proto native int GetID ()
 Return unique entity ID.
 
proto native void SetID (int id)
 Set unique entity ID.
 
proto native void SetName (string name)
 
proto native external owned string GetName ()
 
Hierarchy methods

Scene hierarchy management

proto native external bool AddChild (notnull IEntity child, int pivot, bool positionOnly=false)
 Adds child entity to this entity.
 
proto native external bool RemoveChild (notnull IEntity child, bool keepTransform=false)
 Removes child entity from hierarchy.
 
proto native bool IsHierarchyPositionOnly ()
 Returns if the hierarchy component was created with positionOnly.
 
proto native int GetHierarchyPivot ()
 Returns the hierarchy component pivot.
 
proto native IEntity GetParent ()
 Returns pointer to parent Entity in hierarchy.
 
proto native IEntity GetChildren ()
 Returns pointer to first child Entity in hierarchy.
 
proto native IEntity GetSibling ()
 Returns pointer to next child Entity on the same hierarchy.
 
proto external void GetBounds (out vector mins, out vector maxs)
 Returns local bounding box of model on Entity.
 
proto external void GetWorldBounds (out vector mins, out vector maxs)
 Returns quantized world-bound-box of Entity.
 
Simulation/handling properties

Flags that affects simulation and entity handling behavior

proto native external EntityFlags GetFlags ()
 Returns Entity flags.
 
proto native external bool IsFlagSet (EntityFlags flags)
 Test if one or more of specified flags are set.
 
proto native external EntityFlags SetFlags (EntityFlags flags, bool recursively)
 Sets Entity flags. It's OR operation, not rewrite. Returns previous flags.
 
proto native external EntityFlags ClearFlags (EntityFlags flags, bool recursively)
 Clear Entity flags. Returns cleared flags.
 
proto native external EntityEvent GetEventMask ()
 Returns current event mask.
 
proto native external EntityEvent SetEventMask (EntityEvent e)
 Sets event mask.
 
proto native external EntityEvent ClearEventMask (EntityEvent e)
 Clears event mask.
 
proto external volatile void SendEvent (notnull IEntity actor, EntityEvent e, void extra)
 Dynamic event invokation. Parameters are the same as in IEntity::EOnXXXX() methods.
 
Visual component methods

Manipulation with visual component - model, particle effect etc

proto native external void SetObject (vobject object, string options)
 
proto native vobject GetVObject ()
 Returns visual object set to this Entity. No reference is added.
 
proto native external int Animate (float speed, int loop)
 Updates animation (either xob, or particle, whatever)
 
proto native external int AnimateEx (float speed, int loop, out vector lin, out vector ang)
 Updates animation (either xob, or particle, whatever)
 
proto native external int SetCameraMask (int mask)
 Sets visibility mask for cameras, where Entity will be rendered.
 
proto native external void FilterNextTrace ()
 When called, the Entity is excluded from consequent TraceMove/TraceLine.
 
proto native external int Update ()
 

Закрытые члены

void ~Object ()
 
void Object ()
 
bool CanBeSkinned ()
 
void Delete ()
 Delete this object in next frame.
 
proto native void AddProxyPhysics (string proxySelectionName)
 
proto native void RemoveProxyPhysics (string proxySelectionName)
 
void OnEnterTrigger (ScriptedEntity trigger)
 Object entered trigger.
 
void OnLeaveTrigger (ScriptedEntity trigger)
 Object left trigger.
 
proto native bool GetLODS (notnull out array< LOD > lods)
 Retrieve all LODS.
 
proto native owned string GetLODName (LOD lod)
 Retrieve LOD name.
 
proto native vector GetBoundingCenter ()
 
LOD GetLODByName (string name)
 Retrieve LOD by given name.
 
TStringArray GetHiddenSelections ()
 Returns the hiddenSelections array from the object's config.
 
TStringArray GetHiddenSelectionsTextures ()
 Returns the hiddenSelectionsTextures array from the object's config.
 
TStringArray GetHiddenSelectionsMaterials ()
 Returns the hiddenSelectionsMaterials array from the object's config.
 
void Explode (int damageType, string ammoType="")
 Creates an explosion on this object by its ammoType in config.
 
void SynchExplosion ()
 
void OnExplodeClient ()
 Called on clients when this object explodes.
 
void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
proto native owned string GetActionComponentName (int componentIndex, string geometry="")
 returns action component name by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
 
proto native owned vector GetActionComponentPosition (int componentIndex, string geometry="")
 returns action component position by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
 
proto native owned int GetActionComponentNameList (int componentIndex, TStringArray nameList, string geometry="")
 outputs action component name list by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode). Returns -1 (not found), 0 (found default component only), or 1 (found named component)
 
proto native bool IsActionComponentPartOfSelection (int componentIndex, string selectionName, string geometry="")
 return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
 
proto void GetActionComponentsForSelectionName (int level, string selectionName, TIntArray componentIndices)
 outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
 
proto vector GetActionComponentCenter (int level, int componentIndex)
 The center of the component, in model space.
 
proto vector GetActionComponentCenterOOB (int level, int componentIndex)
 The center of the component, in model space.
 
proto void GetActionComponentMinMax (int level, int componentIndex, out vector min, out vector max)
 The AABB of the component.
 
proto native bool ToDelete ()
 Flag to determine this object is marked to be deleted soon.
 
proto native bool IsPendingDeletion ()
 
proto native int GetGeometryLevel ()
 Native functions for getting the level used for calculating the pivot.
 
proto native int GetFireGeometryLevel ()
 
proto native int GetViewGeometryLevel ()
 
proto native int GetMemoryLevel ()
 
proto int GetBonePivot (int level, int component)
 Get the pivot point of the bone from the component index in the LOD, level can be geometry, fire, view or memory.
 
proto native void GetBonePivotsForAnimationSource (int level, string animationSource, out TIntArray pivots)
 Get the pivots assigned to the animation source at the specified LOD.
 
proto native vector GetBonePositionLS (int pivot)
 returns local space, model space, world space position of the bone
 
proto native vector GetBonePositionMS (int pivot)
 
proto native vector GetBonePositionWS (int pivot)
 
proto native void GetBoneRotationLS (int pivot, out float quaternion[4])
 returns local space, model space, world space orientation (quaternion) of a bone
 
proto native void GetBoneRotationMS (int pivot, out float quaternion[4])
 
proto native void GetBoneRotationWS (int pivot, out float quaternion[4])
 
proto native void GetBoneTransformLS (int pivot, out vector transform[4])
 returns local space, model space, world space transformations of a bone
 
proto native void GetBoneTransformMS (int pivot, out vector transform[4])
 
proto native void GetBoneTransformWS (int pivot, out vector transform[4])
 
proto native void GetTightlyPackedCorners (ETransformationAxis axis, out vector corners[4])
 Get corner positions in worldspace aligned to the orientation of the object (currently only TOP/BOTTOM supported)
 
proto native vector GetPosition ()
 Retrieve position.
 
proto native vector GetWorldPosition ()
 
proto native void SetPosition (vector vPos)
 Set position.
 
proto native void PlaceOnSurface ()
 Place object on surface.
 
proto native vector GetOrientation ()
 Retrieve orientation (yaw, pitch, roll) in degrees
 
proto native void SetOrientation (vector vOrientation)
 Set orientation (yaw, pitch, roll) in degrees
 
proto native vector GetDirection ()
 Retrieve direction vector.
 
proto native void SetDirection (vector vPos)
 Set direction of object.
 
proto native vector GetDirectionUp ()
 Retrieve direction up vector.
 
proto native vector GetDirectionAside ()
 Retrieve direction aside vector.
 
proto native vector GetLocalPos (vector vPos)
 Calculate local position of other entity to this entity.
 
proto native vector GetGlobalPos (vector vPos)
 Calculate global position to this entity from local position.
 
proto native vector GetSpeed ()
 Retrieve object's speed in global space.
 
proto native vector GetModelSpeed ()
 Retrieve object's speed in local space.
 
proto native bool CanAffectPathgraph ()
 Returns true if object's geometry can affect pathgraph generation.
 
proto native void SetAffectPathgraph (bool fromConfig, bool affect)
 Sets if object's geometry affects pathgraph generation. If first parameter is true, it ignores second parameter and sets affecting pathgraph by parameter set in object's config.
 
proto float ClippingInfo (out vector minMax[2])
 Get Clipping info.
 
proto native bool GetCollisionBox (out vector minMax[2])
 Gets collision bounding box.
 
proto native float GetCollisionRadius ()
 Gets collision radius (bounding sphere)
 
proto native float GetDamage ()
 Get total damage (clipped to range 0..1)
 
proto native void GetSelectionList (out TStringArray selectionList)
 
float GetSurfaceNoise ()
 Returns noise multiplier of surface under object.
 
string GetSurfaceType ()
 Returns type of surface under object.
 
bool HasSelection (string selection)
 Returns true if the given selection was found in the p3d file. False if otherwise.
 
bool HasAnimation (string anim_name)
 Searches object's config for the given animation name. Returns true if it was found, or false if not.
 
proto native int GetMemoryPointIndex (string memoryPointName)
 If Returns true if this item has EnergyManager in its config. Otherwise returns false.
 
proto native vector GetMemoryPointPos (string memoryPointName)
 
proto native vector GetMemoryPointPosByIndex (int pointIndex)
 
proto native bool MemoryPointExists (string memoryPoint)
 
proto native void CreateDynamicPhysics (int interactionLayers)
 
proto native void EnableDynamicCCD (bool state)
 
proto native void SetDynamicPhysicsLifeTime (float lifeTime)
 
void OnTreeCutDown (EntityAI cutting_entity)
 Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare hands.
 
string GetType ()
 Get config class of object.
 
string GetDisplayName ()
 Get display name of entity.
 
bool DisplayNameRuinAttach ()
 
string GetModelName ()
 Returns name of the model of this object without the '.p3d' suffix.
 
proto native owned string GetShapeName ()
 Return path and name of the model.
 
int Release ()
 
bool IsKindOf (string type)
 Check config class name of the object.
 
bool IsAlive ()
 
bool IsMan ()
 Returns if this entity is Man.
 
bool IsDayZCreature ()
 Checks if this instance is of type DayZCreature.
 
bool IsEntityAI ()
 Returns if this entity is EntityAI.
 
bool IsStaticTransmitter ()
 Returns if this entity is Static Transmitter.
 
bool IsTransmitter ()
 Returns if this entity is a non-static Transmitter.
 
bool IsItemBase ()
 Returns if this entity is ItemBase.
 
bool IsContainer ()
 
bool IsMagazine ()
 Returns if this entity is Magazine.
 
bool IsAmmoPile ()
 Returns if this entity is Ammo Pile.
 
bool IsInventoryItem ()
 Returns if this entity is InventoryItem.
 
bool IsClothing ()
 Returns if this entity is Clothing.
 
bool IsFireplace ()
 Returns if this entity is fireplacebase.
 
bool IsTree ()
 Returns if this entity is tree.
 
bool IsRock ()
 Returns if this entity is rock.
 
bool IsWoodBase ()
 Returns whether object is PlanBase.
 
bool IsBush ()
 Returns if this entity is bush.
 
bool IsCuttable ()
 
bool IsPeltBase ()
 Returns if this entity is Pelt_Base.
 
bool IsWeapon ()
 Returns if this entity is Weapon.
 
bool IsMeleeWeapon ()
 returns if this entity is Melee Weapon
 
bool IsBuilding ()
 Returns if this entity is Building.
 
EWaterSourceObjectType GetWaterSourceObjectType ()
 
int GetLiquidSourceType ()
 
bool IsWell ()
 
bool ShootsExplosiveAmmo ()
 Returns if this entity is a weapon which can shoot explosive ammo.
 
bool IsFuelStation ()
 Returns if this entity is Fuel Station (extends Building)
 
bool IsTransport ()
 Returns if this entity is transport.
 
bool IsElectricAppliance ()
 Returns if this is an appliance, that can be plugged into electric circuit (== not energy source)
 
bool CanUseConstruction ()
 Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower)
 
bool CanUseConstructionBuild ()
 Returns if this entity can be built, specifically.
 
bool CanUseHandConstruction ()
 Returns if this entity can be constructed without tools.
 
bool IsBeingBackstabbed ()
 
void SetBeingBackstabbed (int backstabType)
 
bool IsFood ()
 Returns if this entity if a food item.
 
bool IsFruit ()
 
bool IsMeat ()
 
bool IsCorpse ()
 
bool IsMushroom ()
 
bool IsHealthVisible ()
 Returns if the health of this entity should be displayed (widgets, inventory)
 
bool ShowZonesHealth ()
 Returns true if the health of damage zones should be displayed (instead of global HP of the entity) ( action widgets)
 
bool IsParticle ()
 
bool IsItemTent ()
 
bool IsScriptedLight ()
 
bool IsHologram ()
 
bool HasProxyParts ()
 
bool CanObstruct ()
 
bool CanProxyObstruct ()
 
bool CanProxyObstructSelf ()
 can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'
 
bool CanBeIgnoredByDroppedItem ()
 
bool CanBeAutoDeleted ()
 
bool DisableVicinityIcon ()
 Disables icon in the vicinity, useful for large, immovable items, that are not buildings.
 
proto void GetNetworkID (out int lowBits, out int highBits)
 
string GetNetworkIDString ()
 
override string GetDebugName ()
 
proto string GetDebugNameNative ()
 native GetDebugName which is internally overloaded where needed
 
void RPC (int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
 Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.
 
void RPCSingleParam (int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=NULL)
 Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.
 
void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 Called after remote procedure call is recieved for this object.
 
vector GetSelectionPositionOld (string name)
 
vector GetSelectionPositionLS (string name)
 
vector GetSelectionPositionMS (string name)
 
vector GetSelectionPositionWS (string name)
 
vector ModelToWorld (vector modelPos)
 
vector WorldToModel (vector worldPos)
 
proto string ConfigGetString (string entryName)
 
proto string ConfigGetStringRaw (string entryName)
 Get a raw strings from config entry.
 
proto int ConfigGetInt (string entryName)
 
bool ConfigGetBool (string entryName)
 
proto float ConfigGetFloat (string entryName)
 
proto vector ConfigGetVector (string entryName)
 
proto native void ConfigGetTextArray (string entryName, out TStringArray values)
 Get array of strings from config entry.
 
proto native void ConfigGetTextArrayRaw (string entryName, out TStringArray values)
 Get array of raw strings from config entry.
 
proto native void ConfigGetFloatArray (string entryName, out TFloatArray values)
 Get array of floats from config entry.
 
proto native void ConfigGetIntArray (string entryName, out TIntArray values)
 Get array of integers from config entry.
 
proto native bool ConfigIsExisting (string entryName)
 Checks if given entry exists.
 
bool KindOf (string tag)
 Compares config class name to given string.
 
bool IsAnyInherited (array< typename > typenames)
 
proto native bool IsPlainObject ()
 Is this just static object without config? So we can avoid calling unnecessary methods.
 
proto native bool IsScenery ()
 Is this Scenery? (handy for excluding terain when it is not needed)
 
proto native bool HasDamageSystem ()
 Checks if object's DamageSystem has been initialized(despite the name, does not really reliably answer the question whether the object is configured to have damage system or not)
 
proto native bool IsDamageDestroyed ()
 Checks if object is destroyed.
 
proto native void SetDestructTime (float time)
 Sets the time over which to perform DestructTent/DestructTree.
 
proto native float GetHealth (string zoneName, string healthType)
 Returns current state of health.
 
proto native float GetHealth01 (string zoneName, string healthType)
 Returns current state of health in range <0, 1>.
 
proto native float GetMaxHealth (string zoneName, string healthType)
 Returns maximum value of health.
 
proto native void SetHealth (string zoneName, string healthType, float value)
 Sets current state of health.
 
proto native void SetFullHealth ()
 Sets full health to all zones and removes fatal damage when applicable.
 
proto native void AddHealth (string zoneName, string healthType, float value)
 Adds health.
 
proto native void DecreaseHealth (string zoneName, string healthType, float value)
 Decreases health.
 
proto native bool GetAdditionalHealthTypes (string zoneName, TStringArray outHealthTypes)
 List of additional health types in given zone.
 
void DecreaseHealth (string zoneName, string healthType, float value, bool auto_delete)
 Decreases health with the option of auto-deleting the object if its ruined.
 
float GetHealth ()
 Equivalent of GetHealth("", "");.
 
float GetHealth01 ()
 Equivalent of GetHealth01("", "");.
 
float GetMaxHealth ()
 Equivalent of GetMaxHealth("", "");.
 
void SetHealth (float health)
 Equivalent of SetHealth("", "", float value);.
 
void SetGlobalHealth (float health)
 Equivalent of SetHealth("", "", float value);.
 
void SetHealthLevel (int healthLevel, string zone="")
 Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the health value for the given health level, which means it will always be set to the max health as allowed by the given health level.
 
void AddHealthLevel (int healthLevelDelta, string zone="")
 Similar to 'SetHealthLevel', but allows to jump up/down 'healthLevelDelta' amount of health levels from the current one. Positive values cause health level increase, therefore damage the item, and vice-versa.
 
void SetHealth01 (string zoneName, string healthType, float coef)
 Sets health relative to its maximum.
 
void SetHealthMax (string zoneName="", string healthType="")
 Sets health to its maximum (zone or global)
 
void AddHealth (float add_health)
 Equivalent of AddHealth("", "", float value);.
 
void DecreaseHealth (float dec_health, bool auto_delete=true)
 Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.
 
void DecreaseHealthCoef (float dec_health_coef, bool auto_delete=true)
 Decreases health by the given coeficient.
 
proto native void ProcessDirectDamage (int damageType, EntityAI source, string componentName, string ammoName, vector modelPos, float damageCoef=1.0, int flags=0)
 Applies damage on object.
 
bool EEOnDamageCalculated (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 Event called from C++ right before damage is applied.
 
proto native void GetDamageZones (out TStringArray dmgZones)
 Obtains a list of nammes of all object's damage zones.
 
proto native vector GetDamageZonePos (string zoneName)
 Obtains middle position of damage zone based on it's name.
 
proto native owned string GetDamageZoneNameByComponentIndex (int componentIndex)
 Obtains name of damage zone based on index of specific component.
 
proto native int GetHealthLevel (string zone="")
 Returns global health level specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).
 
proto native int GetNumberOfHealthLevels (string zone="")
 Returns global number of health levels specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).
 
proto native float GetHealthLevelValue (int healthLevel, string zone="")
 Returns cutoff value for health level specified in object's config class parameter healthLevels.
 
proto native bool GetAllowDamage ()
 Returns if object can receive damage.
 
proto native void SetAllowDamage (bool val)
 Enable or disable object to receive damage.
 
proto native bool GetCanBeDestroyed ()
 Returns if object is destroyable.
 
proto native void SetCanBeDestroyed (bool val)
 Enable or disable destruction of object (after health is depleated)
 
bool IsRuined ()
 Returns whether the object is ruined (0 Health).
 
void OnSimulationEnabled ()
 Event called from C++ when simulation is enabled.
 
void OnSimulationDisabled ()
 Event called from C++ when simulation is disabled.
 
void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
SoundOnVehicle PlaySound (string sound_name, float range, bool create_local=true)
 Plays the given sound once on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.
 
SoundOnVehicle PlaySoundLoop (string sound_name, float range, bool create_local=true)
 Plays the given sound in loop on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.
 
bool PlaySoundSet (out EffectSound sound, string sound_set, float fade_in, float fade_out, bool loop=false)
 EffectSound - plays soundset on this object and returns state of the sound (true - played, false - not played)
 
bool PlaySoundSetLoop (out EffectSound sound, string sound_set, float fade_in, float fade_out)
 EffectSound - plays soundset on this object in loop and returns state of the sound (true - played, false - not played)
 
bool PlaySoundSetAtMemoryPointLoopedSafe (out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
 Same as PlaySoundSetAtMemoryPointLooped, only requests stoppage of the currently playing EffectSound if it already exists and playing, before playing the new sound.
 
bool PlaySoundSetAtMemoryPointLooped (out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
 
bool PlaySoundSetAtMemoryPoint (out EffectSound sound, string soundSet, string memoryPoint, bool looped=false, float play_fade_in=0, float stop_fade_out=0)
 
bool StopSoundSet (out EffectSound sound)
 EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing)
 
void PostAreaDamageActions ()
 
void PreAreaDamageActions ()
 
void SpawnDamageDealtEffect ()
 
void OnReceivedHit (ImpactEffectsData hitData)
 
void OnPlayerRecievedHit ()
 DEPRECATED.
 
bool HasNetworkID ()
 
bool NameOverride (out string output)
 
bool DescriptionOverride (out string output)
 
EntityAI ProcessMeleeItemDamage (int mode=0)
 
bool CanBeRepairedToPristine ()
 
vector GetCenter ()
 
void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
 
bool CanBeActionTarget ()
 
bool HasFixedActionTargetCursorPosition ()
 
void OnSpawnByObjectSpawner (ITEM_SpawnerObject item)
 
- 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 WidgetGetWidgetSet ()
 
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 ()
 

Закрытые статические члены

static string GetDebugName (Object o)
 

Дополнительные унаследованные члены

- Закрытые данные унаследованные от Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Подробное описание

Internal ancestor of all Entity implementations.

См. определение в файле EnEntity.c строка 164