Dayz 1.25
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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 <br>
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 ()
 
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.
 
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 ()
 
- 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 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.

Конструктор(ы)

◆ ~Object()

void ~Object ( )
private

Методы

◆ AddArrow()

void AddArrow ( Object arrow,
int componentIndex,
vector closeBonePosWS,
vector closeBoneRotWS )
inlineprivate
1376 {
1380
1381 if (pivot == -1)
1382 {
1384 }
1385 else
1386 {
1388 }
1389
1390 float scale = GetScale();
1391 scale = 1 / (scale * scale);
1392
1393 arrow.GetTransform(arrowTransMat);
1395
1396 // orthogonalize matrix - parent might be skewed
1398
1399 arrowTransMat[3] = arrowTransMat[3] * scale;
1400
1401 arrow.SetTransform(arrowTransMat);
1402
1404 }
proto native int GetFireGeometryLevel()
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,...
proto native void GetBoneTransformWS(int pivot, out vector transform[4])
Definition EnMath3D.c:28
Definition EntityAI.c:95
Definition EnConvert.c:106
proto native external float GetScale()
proto native external bool AddChild(notnull IEntity child, int pivot, bool positionOnly=false)
Adds child entity to this entity.
proto external void GetTransform(out vector mat[])
Returns transformation of Entity. It returns only so much vectors as array is big.
static proto void MatrixOrthogonalize4(vector mat[4])
Orthogonalizes matrix.
static proto void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Invert-transforms matrix.

Перекрестные ссылки AddChild(), Math3D::MatrixInvMultiply4() и Math3D::MatrixOrthogonalize4().

◆ AddHealth() [1/2]

void AddHealth ( float add_health)
inlineprivate

Equivalent of AddHealth("", "", float value);.

1107 {
1108 AddHealth("", "", add_health);
1109 }
proto native void AddHealth(string zoneName, string healthType, float value)
Adds health.

◆ AddHealth() [2/2]

proto native void AddHealth ( string zoneName,
string healthType,
float value )
private

Adds health.

Аргументы
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

◆ AddHealthLevel()

void AddHealthLevel ( int healthLevelDelta,
string zone = "" )
inlineprivate

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.

1089 {
1093 }
proto native int GetHealthLevel(string zone="")
Returns global health level specified in object's config class parameter healthLevels (range is usual...
proto native int GetNumberOfHealthLevels(string zone="")
Returns global number of health levels specified in object's config class parameter healthLevels (ran...
void SetHealthLevel(int healthLevel, string zone="")
Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the ...
Definition Object.c:1083
Definition EnMath.c:7
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.

Перекрестные ссылки Math::Clamp().

◆ AddProxyPhysics()

proto native void AddProxyPhysics ( string proxySelectionName)
private

◆ CanAffectPathgraph()

proto native bool CanAffectPathgraph ( )
private

Returns true if object's geometry can affect pathgraph generation.

◆ CanBeActionTarget()

bool CanBeActionTarget ( )
inlineprivate
1407 {
1408 return !IsHologram();
1409 }
bool IsHologram()
Definition Object.c:763

Перекрестные ссылки IsHologram().

◆ CanBeAutoDeleted()

bool CanBeAutoDeleted ( )
inlineprivate
795 {
796 return true;
797 }

◆ CanBeIgnoredByDroppedItem()

bool CanBeIgnoredByDroppedItem ( )
inlineprivate
790 {
791 return IsBush() || IsTree() || IsMan() || IsDayZCreature() || IsItemBase();
792 }
bool IsBush()
Returns if this entity is bush.
Definition Object.c:616
bool IsDayZCreature()
Checks if this instance is of type DayZCreature.
Definition Object.c:532
bool IsItemBase()
Returns if this entity is ItemBase.
Definition Object.c:556
bool IsTree()
Returns if this entity is tree.
Definition Object.c:598
bool IsMan()
Returns if this entity is Man.
Definition Object.c:526

Перекрестные ссылки IsDayZCreature() и IsItemBase().

◆ CanBeRepairedToPristine()

bool CanBeRepairedToPristine ( )
inlineprivate
1353 {
1354 return false;
1355 }

◆ CanBeSkinned()

bool CanBeSkinned ( )
inlineprivate
70 {
71 return false;
72 }

◆ CanObstruct()

bool CanObstruct ( )
inlineprivate
774 {
775 return IsPlainObject() && !IsScenery();
776 }
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)

◆ CanProxyObstruct()

bool CanProxyObstruct ( )
inlineprivate
779 {
780 return HasProxyParts() || CanUseConstruction();
781 }
bool HasProxyParts()
Definition Object.c:768
bool CanUseConstruction()
Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower)
Definition Object.c:686

Перекрестные ссылки CanUseConstruction().

◆ CanProxyObstructSelf()

bool CanProxyObstructSelf ( )
inlineprivate

can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'

785 {
786 return false;
787 }

◆ CanUseConstruction()

bool CanUseConstruction ( )
inlineprivate

Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower)

687 {
688 return false;
689 }

◆ CanUseConstructionBuild()

bool CanUseConstructionBuild ( )
inlineprivate

Returns if this entity can be built, specifically.

693 {
694 return false;
695 }

◆ CanUseHandConstruction()

bool CanUseHandConstruction ( )
inlineprivate

Returns if this entity can be constructed without tools.

699 {
700 return false;
701 }

◆ ClippingInfo()

proto float ClippingInfo ( out vector minMax[2])
private

Get Clipping info.

Аргументы
minMaxarray[2] of vectors, into minMax[0] is returned min, into minMax[1] is returned max
Возвращает
radius of bounding box
float radius = GetGame().GetPlayer().ClippingInfo(minMax);
Print(radius);
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.

◆ ConfigGetBool()

bool ConfigGetBool ( string entryName)
inlineprivate
893 {
894 return (ConfigGetInt(entryName) == 1);
895 }
proto int ConfigGetInt(string entryName)

◆ ConfigGetFloat()

proto float ConfigGetFloat ( string entryName)
private

◆ ConfigGetFloatArray()

proto native void ConfigGetFloatArray ( string entryName,
out TFloatArray values )
private

Get array of floats from config entry.

Аргументы
entryName
valueoutput

◆ ConfigGetInt()

proto int ConfigGetInt ( string entryName)
private

◆ ConfigGetIntArray()

proto native void ConfigGetIntArray ( string entryName,
out TIntArray values )
private

Get array of integers from config entry.

Аргументы
entryName
valueoutput

◆ ConfigGetString()

proto string ConfigGetString ( string entryName)
private

◆ ConfigGetStringRaw()

proto string ConfigGetStringRaw ( string entryName)
private

Get a raw strings from config entry.

Аргументы
entryName
Возвращает
value output string
Заметки
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetTextArray()

proto native void ConfigGetTextArray ( string entryName,
out TStringArray values )
private

Get array of strings from config entry.

Аргументы
entryName
valueoutput

◆ ConfigGetTextArrayRaw()

proto native void ConfigGetTextArrayRaw ( string entryName,
out TStringArray values )
private

Get array of raw strings from config entry.

Аргументы
entryName
valueoutput in raw format (localization keys '$STR_' are not translated).
Заметки
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetVector()

proto vector ConfigGetVector ( string entryName)
private

◆ ConfigIsExisting()

proto native bool ConfigIsExisting ( string entryName)
private

Checks if given entry exists.

Аргументы
entryName

◆ CreateDynamicPhysics()

proto native void CreateDynamicPhysics ( int interactionLayers)
private

◆ DecreaseHealth() [1/3]

void DecreaseHealth ( float dec_health,
bool auto_delete = true )
inlineprivate

Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.

1112 {
1114 }
proto native void DecreaseHealth(string zoneName, string healthType, float value)
Decreases health.

◆ DecreaseHealth() [2/3]

proto native void DecreaseHealth ( string zoneName,
string healthType,
float value )
private

Decreases health.

Аргументы
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

◆ DecreaseHealth() [3/3]

void DecreaseHealth ( string zoneName,
string healthType,
float value,
bool auto_delete )
inlineprivate

Decreases health with the option of auto-deleting the object if its ruined.

Аргументы
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health
1046 {
1048
1050
1051 if ( auto_delete && result_health <= 0 )
1052 {
1053 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(GetGame().ObjectDelete, this);
1054 }
1055 }
float GetHealth()
Equivalent of GetHealth("", "");.
Definition Object.c:1058
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM и GetGame().

◆ DecreaseHealthCoef()

void DecreaseHealthCoef ( float dec_health_coef,
bool auto_delete = true )
inlineprivate

Decreases health by the given coeficient.

1117 {
1118 float current_health = GetHealth();
1122 }
float GetHealth01()
Equivalent of GetHealth01("", "");.
Definition Object.c:1063
float GetMaxHealth()
Equivalent of GetMaxHealth("", "");.
Definition Object.c:1068

◆ Delete()

void Delete ( )
inlineprivate

Delete this object in next frame.

Возвращает
void
ItemBase item = GetGame().GetPlayer().CreateInInventory("GrenadeRGD5");
item.Delete();
Definition InventoryItem.c:731
83 {
84 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(GetGame().ObjectDelete, this);
85 }

Перекрестные ссылки CALL_CATEGORY_SYSTEM и GetGame().

◆ DescriptionOverride()

bool DescriptionOverride ( out string output)
inlineprivate
1346 {
1347 return false;
1348 }

◆ DisableVicinityIcon()

bool DisableVicinityIcon ( )
inlineprivate

Disables icon in the vicinity, useful for large, immovable items, that are not buildings.

801 {
802 return false;
803 }

◆ DisplayNameRuinAttach()

bool DisplayNameRuinAttach ( )
inlineprivate
495 {
496 return false;
497 }

◆ EEOnDamageCalculated()

bool EEOnDamageCalculated ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprivate

Event called from C++ right before damage is applied.

Возвращает
whether to apply the damage or not
1141 {
1142 return true;
1143 }

◆ EnableDynamicCCD()

proto native void EnableDynamicCCD ( bool state)
private

◆ Explode()

void Explode ( int damageType,
string ammoType = "" )
inlineprivate

Creates an explosion on this object by its ammoType in config.

145 {
146 if (ammoType == "")
147 ammoType = ConfigGetString("ammoType");
148
149 if (ammoType == "")
150 ammoType = "Dummy_Heavy";
151
152 if ( GetGame().IsServer() )
153 {
155 DamageSystem.ExplosionDamage(EntityAI.Cast(this), null, ammoType, GetPosition(), damageType);
156 }
157 }
Definition Building.c:6
void SynchExplosion()
Definition Object.c:159
proto native vector GetPosition()
Retrieve position.
proto string ConfigGetString(string entryName)

Перекрестные ссылки GetGame() и GetPosition.

◆ GetActionComponentCenter()

proto vector GetActionComponentCenter ( int level,
int componentIndex )
private

The center of the component, in model space.

◆ GetActionComponentCenterOOB()

proto vector GetActionComponentCenterOOB ( int level,
int componentIndex )
private

The center of the component, in model space.

◆ GetActionComponentMinMax()

proto void GetActionComponentMinMax ( int level,
int componentIndex,
out vector min,
out vector max )
private

The AABB of the component.

◆ GetActionComponentName()

proto native owned string GetActionComponentName ( int componentIndex,
string geometry = "" )
private

returns action component name by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActionComponentNameList()

proto native owned int GetActionComponentNameList ( int componentIndex,
TStringArray nameList,
string geometry = "" )
private

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)

◆ GetActionComponentPosition()

proto native owned vector GetActionComponentPosition ( int componentIndex,
string geometry = "" )
private

returns action component position by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActionComponentsForSelectionName()

proto void GetActionComponentsForSelectionName ( int level,
string selectionName,
TIntArray componentIndices )
private

outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActions()

void GetActions ( typename action_input_type ,
out array< ActionBase_Basic > actions )
inlineprivate
1227 {
1228 }

◆ GetAllowDamage()

proto native bool GetAllowDamage ( )
private

Returns if object can receive damage.

◆ GetBonePivot()

proto int GetBonePivot ( int level,
int component )
private

Get the pivot point of the bone from the component index in the LOD, level can be geometry, fire, view or memory.

◆ GetBonePivotsForAnimationSource()

proto native void GetBonePivotsForAnimationSource ( int level,
string animationSource,
out TIntArray pivots )
private

Get the pivots assigned to the animation source at the specified LOD.

◆ GetBonePositionLS()

proto native vector GetBonePositionLS ( int pivot)
private

returns local space, model space, world space position of the bone

◆ GetBonePositionMS()

proto native vector GetBonePositionMS ( int pivot)
private

◆ GetBonePositionWS()

proto native vector GetBonePositionWS ( int pivot)
private

◆ GetBoneRotationLS()

proto native void GetBoneRotationLS ( int pivot,
out float quaternion[4] )
private

returns local space, model space, world space orientation (quaternion) of a bone

◆ GetBoneRotationMS()

proto native void GetBoneRotationMS ( int pivot,
out float quaternion[4] )
private

◆ GetBoneRotationWS()

proto native void GetBoneRotationWS ( int pivot,
out float quaternion[4] )
private

◆ GetBoneTransformLS()

proto native void GetBoneTransformLS ( int pivot,
out vector transform[4] )
private

returns local space, model space, world space transformations of a bone

◆ GetBoneTransformMS()

proto native void GetBoneTransformMS ( int pivot,
out vector transform[4] )
private

◆ GetBoneTransformWS()

proto native void GetBoneTransformWS ( int pivot,
out vector transform[4] )
private

◆ GetBoundingCenter()

proto native vector GetBoundingCenter ( )
private

◆ GetCanBeDestroyed()

proto native bool GetCanBeDestroyed ( )
private

Returns if object is destroyable.

◆ GetCenter()

vector GetCenter ( )
inlineprivate
1358 {
1359 if ( MemoryPointExists("ce_center") )
1360 {
1361 //Print("CE_CENTER found");
1362 return ModelToWorld( GetMemoryPointPos("ce_center") );
1363 }
1364 else
1365 {
1366 //Print("CE_CENTER DOING A BAMBOOZLE => not found");
1367 return GetPosition() + Vector(0, 0.2, 0);
1368 }
1369 }
proto native bool MemoryPointExists(string memoryPoint)
vector ModelToWorld(vector modelPos)
Definition Object.c:871
proto native vector GetMemoryPointPos(string memoryPointName)
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки GetPosition и Vector().

◆ GetCollisionBox()

proto native bool GetCollisionBox ( out vector minMax[2])
private

Gets collision bounding box.

Аргументы
minMaxarray[2] of vectors, into minMax[0] is returned min, into minMax[1] is returned max
Возвращает
true if collision box exists, false otherwise
Print("has box");
PlayerBase GetPlayer()
Definition ModifierBase.c:47
proto native bool GetCollisionBox(out vector minMax[2])
Gets collision bounding box.

◆ GetCollisionRadius()

proto native float GetCollisionRadius ( )
private

Gets collision radius (bounding sphere)

Возвращает
bounding sphere radius

◆ GetDamage()

proto native float GetDamage ( )
private

Get total damage (clipped to range 0..1)

◆ GetDamageZoneNameByComponentIndex()

proto native owned string GetDamageZoneNameByComponentIndex ( int componentIndex)
private

Obtains name of damage zone based on index of specific component.

Аргументы
indexof the component

◆ GetDamageZonePos()

proto native vector GetDamageZonePos ( string zoneName)
private

Obtains middle position of damage zone based on it's name.

Аргументы
nameof the damage zone

◆ GetDamageZones()

proto native void GetDamageZones ( out TStringArray dmgZones)
private

Obtains a list of nammes of all object's damage zones.

Аргументы
listof names

◆ GetDebugName() [1/2]

override string GetDebugName ( )
inlineprivate
817 {
818 return GetDebugNameNative();
819 }
proto string GetDebugNameNative()
native GetDebugName which is internally overloaded where needed

Перекрестные ссылки GetDebugNameNative().

◆ GetDebugName() [2/2]

static string GetDebugName ( Object o)
inlinestaticprivate
822 {
823 if (o)
824 return o.GetDebugName();
825 return "null";
826 }

◆ GetDebugNameNative()

proto string GetDebugNameNative ( )
private

native GetDebugName which is internally overloaded where needed

◆ GetDirection()

proto native vector GetDirection ( )
private

Retrieve direction vector.

◆ GetDirectionAside()

proto native vector GetDirectionAside ( )
private

Retrieve direction aside vector.

◆ GetDirectionUp()

proto native vector GetDirectionUp ( )
private

Retrieve direction up vector.

◆ GetDisplayName()

string GetDisplayName ( )
inlineprivate

Get display name of entity.

480 {
481 string tmp;
482 if (NameOverride(tmp))
483 {
484 tmp = Widget.TranslateString(tmp);
485 }
486 else
487 {
488 GetGame().ObjectGetDisplayName(this, tmp);
489 }
490 return tmp;
491 }
bool NameOverride(out string output)
Definition Object.c:1340
Definition EnWidgets.c:190

Перекрестные ссылки GetGame().

◆ GetFireGeometryLevel()

proto native int GetFireGeometryLevel ( )
private

◆ GetGeometryLevel()

proto native int GetGeometryLevel ( )
private

Native functions for getting the level used for calculating the pivot.

◆ GetGlobalPos()

proto native vector GetGlobalPos ( vector vPos)
private

Calculate global position to this entity from local position.

◆ GetHealth() [1/2]

float GetHealth ( )
inlineprivate

Equivalent of GetHealth("", "");.

1059 {
1060 return GetHealth("", "");
1061 }

◆ GetHealth() [2/2]

proto native float GetHealth ( string zoneName,
string healthType )
private

Returns current state of health.

Аргументы
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

◆ GetHealth01() [1/2]

float GetHealth01 ( )
inlineprivate

Equivalent of GetHealth01("", "");.

1064 {
1065 return GetHealth01("", "");
1066 }

◆ GetHealth01() [2/2]

proto native float GetHealth01 ( string zoneName,
string healthType )
private

Returns current state of health in range <0, 1>.

Аргументы
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

◆ GetHealthLevel()

proto native int GetHealthLevel ( string zone = "")
private

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).

Аргументы
zoneNameif empty string, returns state of global health level

◆ GetHealthLevelValue()

proto native float GetHealthLevelValue ( int healthLevel,
string zone = "" )
private

Returns cutoff value for health level specified in object's config class parameter healthLevels.

Аргументы
zoneNameif empty string, returns number of global health levels
healthLevelthe health level to get the value from

◆ GetHiddenSelections()

TStringArray GetHiddenSelections ( )
inlineprivate

Returns the hiddenSelections array from the object's config.

127 {
129 }
Definition HiddenSelectionsData.c:2
static array< string > GetHiddenSelectionsConfig(string type)
Definition HiddenSelectionsData.c:38
string GetType()
Get config class of object.
Definition Object.c:470

Перекрестные ссылки HiddenSelectionsData::GetHiddenSelectionsConfig() и GetType().

◆ GetHiddenSelectionsMaterials()

TStringArray GetHiddenSelectionsMaterials ( )
inlineprivate

Returns the hiddenSelectionsMaterials array from the object's config.

139 {
141 }
static array< string > GetHiddenSelectionsMaterialsConfig(string type)
Definition HiddenSelectionsData.c:52

Перекрестные ссылки HiddenSelectionsData::GetHiddenSelectionsMaterialsConfig() и GetType().

◆ GetHiddenSelectionsTextures()

TStringArray GetHiddenSelectionsTextures ( )
inlineprivate

Returns the hiddenSelectionsTextures array from the object's config.

133 {
135 }
static array< string > GetHiddenSelectionsTexturesConfig(string type)
Definition HiddenSelectionsData.c:45

Перекрестные ссылки HiddenSelectionsData::GetHiddenSelectionsTexturesConfig() и GetType().

◆ GetLocalPos()

proto native vector GetLocalPos ( vector vPos)
private

Calculate local position of other entity to this entity.

◆ GetLODByName()

LOD GetLODByName ( string name)
inlineprivate

Retrieve LOD by given name.

107 {
109 GetLODS( lods );
110
111 for ( int i = 0; i < lods.Count(); ++i )
112 {
113 string lod_name = GetLODName( lods.Get( i ) );
114 lod_name.ToLower();
115 name.ToLower();
116 if ( lod_name == name )
117 {
118 return lods.Get( i );
119 }
120 }
121
122 return NULL;
123 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native owned string GetLODName(LOD lod)
Retrieve LOD name.
proto native bool GetLODS(notnull out array< LOD > lods)
Retrieve all LODS

Перекрестные ссылки name.

◆ GetLODName()

proto native owned string GetLODName ( LOD lod)
private

Retrieve LOD name.

◆ GetLODS()

proto native bool GetLODS ( notnull out array< LOD > lods)
private

Retrieve all LODS

◆ GetMaxHealth() [1/2]

float GetMaxHealth ( )
inlineprivate

Equivalent of GetMaxHealth("", "");.

1069 {
1070 return GetMaxHealth("", "");
1071 }

◆ GetMaxHealth() [2/2]

proto native float GetMaxHealth ( string zoneName,
string healthType )
private

Returns maximum value of health.

Аргументы
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

◆ GetMemoryLevel()

proto native int GetMemoryLevel ( )
private

◆ GetMemoryPointIndex()

proto native int GetMemoryPointIndex ( string memoryPointName)
private

If Returns true if this item has EnergyManager in its config. Otherwise returns false.

◆ GetMemoryPointPos()

proto native vector GetMemoryPointPos ( string memoryPointName)
private

◆ GetMemoryPointPosByIndex()

proto native vector GetMemoryPointPosByIndex ( int pointIndex)
private

◆ GetModelName()

string GetModelName ( )
inlineprivate

Returns name of the model of this object without the '.p3d' suffix.

501 {
502 return GetGame().GetModelName(GetType());
503 }

Перекрестные ссылки GetGame() и GetType().

◆ GetModelSpeed()

proto native vector GetModelSpeed ( )
private

Retrieve object's speed in local space.

◆ GetNetworkID()

proto void GetNetworkID ( out int lowBits,
out int highBits )
private

Returns low and high bits of networkID. This id is shared between client and server for whole server-client session.

◆ GetNetworkIDString()

string GetNetworkIDString ( )
inlineprivate
810 {
811 int low, high;
813 return high.ToString() + low.ToString();
814 }
proto void GetNetworkID(out int lowBits, out int highBits)

◆ GetNumberOfHealthLevels()

proto native int GetNumberOfHealthLevels ( string zone = "")
private

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).

Аргументы
zoneNameif empty string, returns number of global health levels

◆ GetOrientation()

proto native vector GetOrientation ( )
private

Retrieve orientation (yaw, pitch, roll) in degrees

Возвращает
vector of yaw, pitch and roll angles (x = yaw, y = pitch, z = roll)

◆ GetPosition()

proto native vector GetPosition ( )
private

Retrieve position.

◆ GetSelectionList()

proto native void GetSelectionList ( out TStringArray selectionList)
private

◆ GetSelectionPositionLS()

vector GetSelectionPositionLS ( string name)
inlineprivate
856 {
857 return GetGame().ObjectGetSelectionPositionLS(this, name);
858 }

Перекрестные ссылки GetGame() и name.

◆ GetSelectionPositionMS()

vector GetSelectionPositionMS ( string name)
inlineprivate
861 {
862 return GetGame().ObjectGetSelectionPositionMS(this, name);
863 }

Перекрестные ссылки GetGame() и name.

◆ GetSelectionPositionOld()

vector GetSelectionPositionOld ( string name)
inlineprivate
851 {
852 return GetGame().ObjectGetSelectionPosition(this, name);
853 }

Перекрестные ссылки GetGame() и name.

◆ GetSelectionPositionWS()

vector GetSelectionPositionWS ( string name)
inlineprivate
866 {
867 return GetGame().ObjectGetSelectionPositionWS(this, name);
868 }

Перекрестные ссылки GetGame() и name.

◆ GetShapeName()

proto native owned string GetShapeName ( )
private

Return path and name of the model.

◆ GetSpeed()

proto native vector GetSpeed ( )
private

Retrieve object's speed in global space.

◆ GetSurfaceNoise()

float GetSurfaceNoise ( )
inlineprivate

Returns noise multiplier of surface under object.

392 {
394 return GetGame().SurfaceGetNoiseMultiplier(NULL, position, -1);
395 }

Перекрестные ссылки GetGame() и GetPosition.

◆ GetSurfaceType()

string GetSurfaceType ( )
inlineprivate

Returns type of surface under object.

399 {
400 string surface_type;
401 int liquid_type;
402
403 GetGame().SurfaceUnderObject(this, surface_type,liquid_type);
404// Print(surface_type);
405// Print(liquid_type);
406
407 return surface_type;
408 }

Перекрестные ссылки GetGame().

◆ GetTightlyPackedCorners()

proto native void GetTightlyPackedCorners ( ETransformationAxis axis,
out vector corners[4] )
private

Get corner positions in worldspace aligned to the orientation of the object (currently only TOP/BOTTOM supported)

Аргументы
axisThe axis the object is aligned to
cornersarray[4] of vector, each a corner aligned to the axis ({0,0}, {0,1}, {1,0}, {1,1})
Возвращает
true if collision box exists, false otherwise

◆ GetType()

string GetType ( )
inlineprivate

Get config class of object.

471 {
472 string ret;
473 GetGame().ObjectGetType(this, ret);
474
475 return ret;
476 }

Перекрестные ссылки GetGame().

◆ GetViewGeometryLevel()

proto native int GetViewGeometryLevel ( )
private

◆ GetWaterSourceObjectType()

EWaterSourceObjectType GetWaterSourceObjectType ( )
inlineprivate
651 {
652 return EWaterSourceObjectType.NONE;
653 }
EWaterSourceObjectType
Definition EWaterSourceObjectType.c:2

◆ GetWorldPosition()

proto native vector GetWorldPosition ( )
private

Returns world position. This function takes proxy transformation into account.

◆ HasAnimation()

bool HasAnimation ( string anim_name)
inlineprivate

Searches object's config for the given animation name. Returns true if it was found, or false if not.

429 {
430 string cfg_path_vehicles = "CfgVehicles " + GetType() + " ";
432 {
433 return true;
434 }
435
436 string cfg_path_weapons = "CfgWeapons " + GetType() + " ";
438 {
439 return true;
440 }
441
442 string cfg_path_magazines = "CfgMagazines " + GetType() + " ";
444 {
445 return true;
446 }
447
448 return false;
449 }
proto native bool ConfigIsExisting(string entryName)
Checks if given entry exists.

Перекрестные ссылки GetGame() и GetType().

◆ HasDamageSystem()

proto native bool HasDamageSystem ( )
private

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)

◆ HasFixedActionTargetCursorPosition()

bool HasFixedActionTargetCursorPosition ( )
inlineprivate
1412 {
1413 return false;
1414 }

◆ HasNetworkID()

bool HasNetworkID ( )
inlineprivate
1333 {
1334 int lo = 0;
1335 int hi = 0;
1336 GetNetworkID(lo, hi);
1337 return lo | hi;
1338 }

◆ HasProxyParts()

bool HasProxyParts ( )
inlineprivate
769 {
770 return false;
771 }

◆ HasSelection()

bool HasSelection ( string selection)
inlineprivate

Returns true if the given selection was found in the p3d file. False if otherwise.

412 {
415
416 for ( int i = 0; i < selections.Count(); ++i )
417 {
418 if ( selections.Get( i ) == selection )
419 {
420 return true;
421 }
422 }
423
424 return false;
425 }
proto native void GetSelectionList(out TStringArray selectionList)
array< string > TStringArray
Definition EnScript.c:685

◆ IsActionComponentPartOfSelection()

proto native bool IsActionComponentPartOfSelection ( int componentIndex,
string selectionName,
string geometry = "" )
private

return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ IsAlive()

bool IsAlive ( )
inlineprivate
521 {
522 return !IsDamageDestroyed();
523 }
proto native bool IsDamageDestroyed()
Checks if object is destroyed.

Перекрестные ссылки IsDamageDestroyed().

◆ IsAmmoPile()

bool IsAmmoPile ( )
inlineprivate

Returns if this entity is Ammo Pile.

575 {
576 return false;
577 }

◆ IsAnyInherited()

bool IsAnyInherited ( array< typename > typenames)
inlineprivate
957 {
958 bool ret;
959 for( int i = 0; i < typenames.Count(); i++ )
960 {
961 ret = ret || this.IsInherited( typenames.Get(i) );
962 }
963 return ret;
964 }

◆ IsBeingBackstabbed()

bool IsBeingBackstabbed ( )
inlineprivate
704 {
705 return false;
706 }

◆ IsBuilding()

bool IsBuilding ( )
inlineprivate

Returns if this entity is Building.

646 {
647 return false;
648 }

◆ IsBush()

bool IsBush ( )
inlineprivate

Returns if this entity is bush.

617 {
618 return false;
619 }

◆ IsClothing()

bool IsClothing ( )
inlineprivate

Returns if this entity is Clothing.

587 {
588 return false;
589 }

◆ IsContainer()

bool IsContainer ( )
inlineprivate
563 {
564 return false;
565 }

◆ IsCorpse()

bool IsCorpse ( )
inlineprivate
727 {
728 return false;
729 }

◆ IsCuttable()

bool IsCuttable ( )
inlineprivate
622 {
623 return false;
624 }

◆ IsDamageDestroyed()

proto native bool IsDamageDestroyed ( )
private

Checks if object is destroyed.

◆ IsDayZCreature()

bool IsDayZCreature ( )
inlineprivate

Checks if this instance is of type DayZCreature.

533 {
534 return false;
535 }

◆ IsElectricAppliance()

bool IsElectricAppliance ( )
inlineprivate

Returns if this is an appliance, that can be plugged into electric circuit (== not energy source)

681 {
682 return false;
683 }

◆ IsEntityAI()

bool IsEntityAI ( )
inlineprivate

Returns if this entity is EntityAI.

539 {
540 return false;
541 }

◆ IsFireplace()

bool IsFireplace ( )
inlineprivate

Returns if this entity is fireplacebase.

593 {
594 return false;
595 }

◆ IsFood()

bool IsFood ( )
inlineprivate

Returns if this entity if a food item.

712 {
713 return ( IsFruit() || IsMeat() || IsCorpse() || IsMushroom() );
714 }
bool IsCorpse()
Definition Object.c:726
bool IsMushroom()
Definition Object.c:731
bool IsFruit()
Definition Object.c:716
bool IsMeat()
Definition Object.c:721

Перекрестные ссылки IsCorpse(), IsFruit(), IsMeat() и IsMushroom().

◆ IsFruit()

bool IsFruit ( )
inlineprivate
717 {
718 return false;
719 }

◆ IsFuelStation()

bool IsFuelStation ( )
inlineprivate

Returns if this entity is Fuel Station (extends Building)

669 {
670 return false;
671 }

◆ IsHealthVisible()

bool IsHealthVisible ( )
inlineprivate

Returns if the health of this entity should be displayed (widgets, inventory)

738 {
739 return true;
740 }

◆ IsHologram()

bool IsHologram ( )
inlineprivate
764 {
765 return false;
766 }

◆ IsInventoryItem()

bool IsInventoryItem ( )
inlineprivate

Returns if this entity is InventoryItem.

581 {
582 return false;
583 }

◆ IsItemBase()

bool IsItemBase ( )
inlineprivate

Returns if this entity is ItemBase.

557 {
558 return false;
559 }

◆ IsItemTent()

bool IsItemTent ( )
inlineprivate
754 {
755 return false;
756 }

◆ IsKindOf()

bool IsKindOf ( string type)
inlineprivate

Check config class name of the object.

515 {
516 return GetGame().ObjectIsKindOf(this, type);
517 }

Перекрестные ссылки GetGame().

◆ IsMagazine()

bool IsMagazine ( )
inlineprivate

Returns if this entity is Magazine.

569 {
570 return false;
571 }

◆ IsMan()

bool IsMan ( )
inlineprivate

Returns if this entity is Man.

527 {
528 return false;
529 }

◆ IsMeat()

bool IsMeat ( )
inlineprivate
722 {
723 return false;
724 }

◆ IsMeleeWeapon()

bool IsMeleeWeapon ( )
inlineprivate

returns if this entity is Melee Weapon

640 {
641 return false;
642 }

◆ IsMushroom()

bool IsMushroom ( )
inlineprivate
732 {
733 return false;
734 }

◆ IsParticle()

bool IsParticle ( )
inlineprivate
749 {
750 return false;
751 }

◆ IsPeltBase()

bool IsPeltBase ( )
inlineprivate

Returns if this entity is Pelt_Base.

628 {
629 return false;
630 }

◆ IsPendingDeletion()

proto native bool IsPendingDeletion ( )
private

Determine whether this object is in the deletion ProcessDirectDamage Is useful in the case where a parent is being deleted, since the children will be deleted first So to know if something was removed or detached from it's parent, use this check to see if it is because the parent is being deleted

◆ IsPlainObject()

proto native bool IsPlainObject ( )
private

Is this just static object without config? So we can avoid calling unnecessary methods.

◆ IsRock()

bool IsRock ( )
inlineprivate

Returns if this entity is rock.

605 {
606 return false;
607 }

◆ IsRuined()

bool IsRuined ( )
inlineprivate

Returns whether the object is ruined (0 Health).

Возвращает
bool true = item has 0 Health or less
if ( item.IsRuined() )
{
Print("Object is ruined!");
}
1216 {
1217 return IsDamageDestroyed();
1218 }

Перекрестные ссылки IsDamageDestroyed().

◆ IsScenery()

proto native bool IsScenery ( )
private

Is this Scenery? (handy for excluding terain when it is not needed)

◆ IsScriptedLight()

bool IsScriptedLight ( )
inlineprivate
759 {
760 return false;
761 }

◆ IsStaticTransmitter()

bool IsStaticTransmitter ( )
inlineprivate

Returns if this entity is Static Transmitter.

545 {
546 return false;
547 }

◆ IsTransmitter()

bool IsTransmitter ( )
inlineprivate

Returns if this entity is a non-static Transmitter.

551 {
552 return false;
553 }

◆ IsTransport()

bool IsTransport ( )
inlineprivate

Returns if this entity is transport.

675 {
676 return false;
677 }

◆ IsTree()

bool IsTree ( )
inlineprivate

Returns if this entity is tree.

599 {
600 return false;
601 }

◆ IsWeapon()

bool IsWeapon ( )
inlineprivate

Returns if this entity is Weapon.

634 {
635 return false;
636 }

◆ IsWell()

bool IsWell ( )
inlineprivate

Returns if this entity is Well (extends Building) DEPRECATED by GetWaterSourceObjectType

658 {
659 return false;
660 }

◆ IsWoodBase()

bool IsWoodBase ( )
inlineprivate

Returns whether object is PlanBase.

611 {
612 return false;
613 }

◆ KindOf()

bool KindOf ( string tag)
inlineprivate

Compares config class name to given string.

938 {
939 bool found = false;
940 string item_name = this.GetType();
942 ConfigGetTextArray("cfgVehicles " + item_name + " itemInfo", item_tag_array);
943
944 int array_size = item_tag_array.Count();
945 for (int i = 0; i < array_size; i++)
946 {
947 if ( item_tag_array.Get(i) == tag )
948 {
949 found = true;
950 break;
951 }
952 }
953 return found;
954 }
proto native void ConfigGetTextArray(string entryName, out TStringArray values)
Get array of strings from config entry.

Перекрестные ссылки GetType().

◆ MemoryPointExists()

proto native bool MemoryPointExists ( string memoryPoint)
private

◆ ModelToWorld()

vector ModelToWorld ( vector modelPos)
inlineprivate
872 {
873 return GetGame().ObjectModelToWorld(this, modelPos);
874 }

Перекрестные ссылки GetGame().

◆ NameOverride()

bool NameOverride ( out string output)
inlineprivate
1341 {
1342 return false;
1343 }

◆ Object()

void Object ( )
private

◆ OnEnterTrigger()

void OnEnterTrigger ( ScriptedEntity trigger)
inlineprivate

Object entered trigger.

92{}

◆ OnExplodeClient()

void OnExplodeClient ( )
inlineprivate

Called on clients when this object explodes.

174 {
175 string ammoType = ConfigGetString("ammoType");
176
177 if (ammoType == "")
178 ammoType = "Dummy_Heavy";
179
180 vector pos = GetPosition();
181
182 // Handle spawn of particle if one is configured in config
184
185 // Handle spawn of Effect if one is configured in config
187 }
Static data holder for certain ammo config values.
Definition AmmoEffects.c:6
static bool PlayAmmoEffect(string ammoType, vector pos)
Attempt to play the ammo effect at pos if found, returns true on success.
Definition AmmoEffects.c:93
static bool PlayAmmoParticle(string ammoType, vector pos)
Attempt to play the ammo particle at pos if found, returns true on success.
Definition AmmoEffects.c:46

Перекрестные ссылки GetPosition, AmmoEffects::PlayAmmoEffect() и AmmoEffects::PlayAmmoParticle().

◆ OnExplosionEffects()

void OnExplosionEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
float energyFactor,
float explosionFactor,
bool isWater,
string ammoType )
inlineprivate
189{ }

◆ OnLeaveTrigger()

void OnLeaveTrigger ( ScriptedEntity trigger)
inlineprivate

Object left trigger.

95{}

◆ OnPlayerRecievedHit()

void OnPlayerRecievedHit ( )
private

DEPRECATED.

◆ OnReceivedHit()

void OnReceivedHit ( ImpactEffectsData hitData)
private

◆ OnRPC()

void OnRPC ( PlayerIdentity sender,
int rpc_type,
ParamsReadContext ctx )
private

Called after remote procedure call is recieved for this object.

Аргументы
rpc_typeuser defined identification of RPC
ctxread context for params

◆ OnSimulationDisabled()

void OnSimulationDisabled ( )
inlineprivate

Event called from C++ when simulation is disabled.

1224{}

◆ OnSimulationEnabled()

void OnSimulationEnabled ( )
inlineprivate

Event called from C++ when simulation is enabled.

1221{}

◆ OnTreeCutDown()

void OnTreeCutDown ( EntityAI cutting_entity)
private

Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare hands.

◆ PlaceOnSurface()

proto native void PlaceOnSurface ( )
private

Place object on surface.

◆ PlaySound()

SoundOnVehicle PlaySound ( string sound_name,
float range,
bool create_local = true )
inlineprivate

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.

1232 {
1233 return GetGame().CreateSoundOnObject(this, sound_name, range, false, create_local);
1234 }

Перекрестные ссылки GetGame().

◆ PlaySoundLoop()

SoundOnVehicle PlaySoundLoop ( string sound_name,
float range,
bool create_local = true )
inlineprivate

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.

1238 {
1239 return GetGame().CreateSoundOnObject(this, sound_name, range, true, create_local);
1240 }

Перекрестные ссылки GetGame().

◆ PlaySoundSet()

bool PlaySoundSet ( out EffectSound sound,
string sound_set,
float fade_in,
float fade_out,
bool loop = false )
inlineprivate

EffectSound - plays soundset on this object and returns state of the sound (true - played, false - not played)

1244 {
1245 if ( GetGame() && !GetGame().IsDedicatedServer() )
1246 {
1247 if ( sound )
1248 {
1249 if ( loop )
1250 {
1251 return true;
1252 }
1253 else
1254 {
1255 StopSoundSet( sound ); //auto stop for non-looped sounds
1256 }
1257 }
1258
1260 sound.SetAutodestroy( true );
1261
1262 return true;
1263 }
1264
1265 return false;
1266 }
bool StopSoundSet(out EffectSound sound)
EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing)
Definition Object.c:1310
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Definition EffectManager.c:243

Перекрестные ссылки GetGame() и SEffectManager::PlaySoundOnObject().

◆ PlaySoundSetAtMemoryPoint()

bool PlaySoundSetAtMemoryPoint ( out EffectSound sound,
string soundSet,
string memoryPoint,
bool looped = false,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate
1291 {
1292 vector pos;
1293
1295 {
1297 pos = ModelToWorld(pos);
1298 }
1299 else
1300 {
1301 ErrorEx(string.Format("Memory point %1 not found when playing soundset %2 at memory point location", memoryPoint, soundSet));
1302 return false;
1303 }
1304
1306 return true;
1307 }
static EffectSound PlaySoundEnviroment(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound, updating environment variables.
Definition EffectManager.c:224
enum ShapeType ErrorEx

Перекрестные ссылки ErrorEx и SEffectManager::PlaySoundEnviroment().

◆ PlaySoundSetAtMemoryPointLooped()

bool PlaySoundSetAtMemoryPointLooped ( out EffectSound sound,
string soundSet,
string memoryPoint,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate
1285 {
1287 }
bool PlaySoundSetAtMemoryPoint(out EffectSound sound, string soundSet, string memoryPoint, bool looped=false, float play_fade_in=0, float stop_fade_out=0)
Definition Object.c:1290

◆ PlaySoundSetAtMemoryPointLoopedSafe()

bool PlaySoundSetAtMemoryPointLoopedSafe ( out EffectSound sound,
string soundSet,
string memoryPoint,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate

Same as PlaySoundSetAtMemoryPointLooped, only requests stoppage of the currently playing EffectSound if it already exists and playing, before playing the new sound.

1276 {
1277 if (sound && sound.IsPlaying())
1278 {
1279 sound.SoundStop();
1280 }
1282 }
bool PlaySoundSetAtMemoryPointLooped(out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
Definition Object.c:1284

◆ PlaySoundSetLoop()

bool PlaySoundSetLoop ( out EffectSound sound,
string sound_set,
float fade_in,
float fade_out )
inlineprivate

EffectSound - plays soundset on this object in loop and returns state of the sound (true - played, false - not played)

1270 {
1271 return PlaySoundSet( sound, sound_set, fade_in, fade_out, true );
1272 }
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,...
Definition Object.c:1243

◆ PostAreaDamageActions()

void PostAreaDamageActions ( )
private

◆ PreAreaDamageActions()

void PreAreaDamageActions ( )
private

◆ ProcessDirectDamage()

proto native void ProcessDirectDamage ( int damageType,
EntityAI source,
string componentName,
string ammoName,
vector modelPos,
float damageCoef = 1.0,
int flags = 0 )
private

Applies damage on object.

Аргументы
damageTypeDT_CLOSE_COMBAT/DT_FIRE_ARM/DT_EXPLOSION/DT_CUSTOM
sourcesource of damage
componentNamewhich 'DamageZone' was hit (NOT a component name, actually!)
ammoNameammoType, which defines how much damage should be applied
directHitModelPoslocal position of hit
damageCoefmultiplier of applied damage
flagsenables/disables special behaviour depending on the flags used (ProcessDirectDamageFlags type)

◆ ProcessMeleeItemDamage()

EntityAI ProcessMeleeItemDamage ( int mode = 0)
inlineprivate
1350{}

◆ Release()

int Release ( )
inlineprivate
509 {
510 return GetGame().ObjectRelease(this);
511 }

Перекрестные ссылки GetGame().

◆ RemoveProxyPhysics()

proto native void RemoveProxyPhysics ( string proxySelectionName)
private

◆ RPC()

void RPC ( int rpc_type,
array< ref Param > params,
bool guaranteed,
PlayerIdentity recipient = NULL )
inlineprivate

Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.

833 {
835 }

Перекрестные ссылки GetGame().

◆ RPCSingleParam()

void RPCSingleParam ( int rpc_type,
Param param,
bool guaranteed,
PlayerIdentity recipient = NULL )
inlineprivate

Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.

839 {
840 GetGame().RPCSingleParam(this, rpc_type, param, guaranteed, recipient);
841 }

Перекрестные ссылки GetGame().

◆ SetAffectPathgraph()

proto native void SetAffectPathgraph ( bool fromConfig,
bool affect )
private

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.

◆ SetAllowDamage()

proto native void SetAllowDamage ( bool val)
private

Enable or disable object to receive damage.

Аргументы
enableor disable

◆ SetBeingBackstabbed()

void SetBeingBackstabbed ( int backstabType)
inlineprivate
708{}

◆ SetCanBeDestroyed()

proto native void SetCanBeDestroyed ( bool val)
private

Enable or disable destruction of object (after health is depleated)

Аргументы
enableor disable

◆ SetDestructTime()

proto native void SetDestructTime ( float time)
private

Sets the time over which to perform DestructTent/DestructTree.

Аргументы
timetime over which to perform DestructTent/DestructTree

◆ SetDirection()

proto native void SetDirection ( vector vPos)
private

Set direction of object.

Аргументы
vDirection,directionvector
Заметки
object up vector is always y-axis

◆ SetDynamicPhysicsLifeTime()

proto native void SetDynamicPhysicsLifeTime ( float lifeTime)
private

◆ SetFullHealth()

proto native void SetFullHealth ( )
private

Sets full health to all zones and removes fatal damage when applicable.

◆ SetGlobalHealth()

void SetGlobalHealth ( float health)
inlineprivate

Equivalent of SetHealth("", "", float value);.

1079 {
1080 SetHealth("", "", health);
1081 }
proto native void SetHealth(string zoneName, string healthType, float value)
Sets current state of health.

◆ SetHealth() [1/2]

void SetHealth ( float health)
inlineprivate

Equivalent of SetHealth("", "", float value);.

1074 {
1075 SetHealth("", "", health);
1076 }

◆ SetHealth() [2/2]

proto native void SetHealth ( string zoneName,
string healthType,
float value )
private

Sets current state of health.

Аргументы
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

◆ SetHealth01()

void SetHealth01 ( string zoneName,
string healthType,
float coef )
inlineprivate

Sets health relative to its maximum.

◆ SetHealthLevel()

void SetHealthLevel ( int healthLevel,
string zone = "" )
inlineprivate

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.

1084 {
1086 }
void SetHealth01(string zoneName, string healthType, float coef)
Sets health relative to its maximum.
Definition Object.c:1096
proto native float GetHealthLevelValue(int healthLevel, string zone="")
Returns cutoff value for health level specified in object's config class parameter healthLevels.

◆ SetHealthMax()

void SetHealthMax ( string zoneName = "",
string healthType = "" )
inlineprivate

Sets health to its maximum (zone or global)

◆ SetOrientation()

proto native void SetOrientation ( vector vOrientation)
private

Set orientation (yaw, pitch, roll) in degrees

Аргументы
vOrientation,vectorof yaw, pitch and roll angles (x = yaw, y = pitch, z = roll)

◆ SetPosition()

proto native void SetPosition ( vector vPos)
private

Set position.

◆ ShootsExplosiveAmmo()

bool ShootsExplosiveAmmo ( )
inlineprivate

Returns if this entity is a weapon which can shoot explosive ammo.

663 {
664 return false;
665 }

◆ ShowZonesHealth()

bool ShowZonesHealth ( )
inlineprivate

Returns true if the health of damage zones should be displayed (instead of global HP of the entity) ( action widgets)

744 {
745 return false;
746 }

◆ SpawnDamageDealtEffect()

void SpawnDamageDealtEffect ( )
private

◆ StopSoundSet()

bool StopSoundSet ( out EffectSound sound)
inlineprivate

EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing)

1311 {
1312 if ( sound && GetGame() && ( !GetGame().IsDedicatedServer() ) )
1313 {
1314 sound.SoundStop();
1315 sound = null;
1316
1317 return true;
1318 }
1319
1320 return false;
1321 }

Перекрестные ссылки GetGame().

◆ SynchExplosion()

void SynchExplosion ( )
inlineprivate
160 {
161 if ( GetGame().IsDedicatedServer() ) // Multiplayer server
162 {
164 GetGame().RPCSingleParam( this, ERPCs.RPC_EXPLODE_EVENT, p, true);
165 }
166 else if ( !GetGame().IsMultiplayer() ) // Singleplayer
167 {
169 }
170 }
ERPCs
Definition ERPCs.c:2
void OnExplodeClient()
Called on clients when this object explodes.
Definition Object.c:173

Перекрестные ссылки GetGame().

◆ ToDelete()

proto native bool ToDelete ( )
private

Flag to determine this object is marked to be deleted soon.

◆ WorldToModel()

vector WorldToModel ( vector worldPos)
inlineprivate
877 {
878 return GetGame().ObjectWorldToModel(this, worldPos);
879 }

Перекрестные ссылки GetGame().


Объявления и описания членов классов находятся в файлах: