Dayz 1.25
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Класс PluginDayzPlayerDebug_Weapons

Закрытые члены

int FindAbilityConfig (int pAction, int pActionT)
 
void PluginDayzPlayerDebug_Weapons (Widget pMainWnd)
 
void ~PluginDayzPlayerDebug_Weapons ()
 
void CreateModuleWidgets ()
 
void DestroyModuleWidgets ()
 
void Tick ()
 
void WeaponsInit (Weapon_Base w)
 
void WeaponsStartAction ()
 
bool OnClick (Widget w, int x, int y, int button)
 buttons clicks
 
bool IsWeaponChange (out string pNewWeapon, out int pHideSlot, out int pShowSlot)
 
void CommandHandler ()
 

Закрытые данные

Widget m_MainWnd
 
TextListboxWidget m_Selector
 
ButtonWidget m_ButtonStart
 
TextWidget m_WidgetActionRunning
 
TextWidget m_WidgetActionEvents
 
Weapon_Base m_CurrentWeapon
 
EditBoxWidget m_SetInitStateI
 
ButtonWidget m_SetInitStateB
 
ButtonWidget m_WeaponChange
 
ButtonWidget m_WeaponHide
 
EditBoxWidget m_WeaponSlotH
 
EditBoxWidget m_WeaponSlotS
 
EditBoxWidget m_WeaponActionProgressStart
 
EditBoxWidget m_WeaponActionProgressEnd
 
int m_CH_WeapAction = -1
 
int m_CH_WeapActionType = -1
 
int m_CH_LastWeapAction = -1
 
int m_CH_LastWeapActionType = -1
 
float m_CH_WeapActionProgressStart = 0
 
float m_CH_WeapActionProgressEnd = 1
 
string m_CH_WeaponChangeI
 
int m_CH_WeaponChangeSlotH = -1
 
int m_CH_WeaponChangeSlotS = -1
 
ref array< ref PluginDayzPlayerDebug_AbilityConfigm_AbilityConfig
 

Подробное описание

Конструктор(ы)

◆ PluginDayzPlayerDebug_Weapons()

void PluginDayzPlayerDebug_Weapons ( Widget pMainWnd)
inlineprivate
182 {
184
186
189 if (player)
190 {
191 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
192 hcw.DebugResetEvents();
193 }
194 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
Definition DayZPlayerImplement.c:111
Definition human.c:987
Definition EntityAI.c:95
Widget m_MainWnd
Definition PluginDayzPlayerDebug_Weapons.c:54
void CreateModuleWidgets()
Definition PluginDayzPlayerDebug_Weapons.c:203
proto native CGame GetGame()

Перекрестные ссылки CreateModuleWidgets(), GetGame(), GetPlayer() и m_MainWnd.

◆ ~PluginDayzPlayerDebug_Weapons()

void ~PluginDayzPlayerDebug_Weapons ( )
inlineprivate
198 {
200 }
void DestroyModuleWidgets()
Definition PluginDayzPlayerDebug_Weapons.c:226

Перекрестные ссылки DestroyModuleWidgets().

Методы

◆ CommandHandler()

void CommandHandler ( )
inlineprivate
432 {
433
434 // last action again
435 if (KeyState(KeyCode.KC_MULTIPLY) == 1)
436 {
437 ClearKey(KeyCode.KC_MULTIPLY);
440
441 Print("DayzPlayerImplement_Weapons OnKC_MULTIPLY");
442 }
443
444
445 if (m_CH_WeapAction >= 0)
446 {
449
452 if (player != NULL)
453 {
454 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
457
458 Print("DayzPlayerImplement_Weapons::WeaponsStartAction2");
459
460 }
461
462 m_CH_WeapAction = -1;
463 }
464
465 }
int m_CH_LastWeapAction
Definition PluginDayzPlayerDebug_Weapons.c:73
int m_CH_WeapActionType
Definition PluginDayzPlayerDebug_Weapons.c:72
float m_CH_WeapActionProgressEnd
Definition PluginDayzPlayerDebug_Weapons.c:76
int m_CH_WeapAction
Definition PluginDayzPlayerDebug_Weapons.c:71
int m_CH_LastWeapActionType
Definition PluginDayzPlayerDebug_Weapons.c:74
float m_CH_WeapActionProgressStart
Definition PluginDayzPlayerDebug_Weapons.c:75
proto void Print(void var)
Prints content of variable to console/log.
proto native void ClearKey(KeyCode key)
KeyCode
Definition EnSystem.c:157
proto native int KeyState(KeyCode key)

Перекрестные ссылки ClearKey(), GetGame(), GetPlayer(), KeyState(), m_CH_LastWeapAction, m_CH_LastWeapActionType, m_CH_WeapAction, m_CH_WeapActionProgressEnd, m_CH_WeapActionProgressStart, m_CH_WeapActionType и Print().

◆ CreateModuleWidgets()

void CreateModuleWidgets ( )
inlineprivate
204 {
205 m_Selector = TextListboxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionSelector") );
206 m_ButtonStart = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionStart") );
207
208 m_WidgetActionRunning = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionRunning") );
209 m_WidgetActionEvents = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionEvents") );
210
211 m_SetInitStateI = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateI") );
212 m_SetInitStateB = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateB") );
213
214 m_WeaponChange = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapChange") );
215 m_WeaponHide = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapHide") );
216 m_WeaponSlotH = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotH") );
217 m_WeaponSlotS = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotS") );
218 m_WeaponActionProgressStart = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressStart") );
219 m_WeaponActionProgressEnd = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressEnd") );
220
221
222 m_WidgetActionEvents.SetText("Events:");
223
224 }
Definition EnWidgets.c:354
TextListboxWidget m_Selector
Definition PluginDayzPlayerDebug_Weapons.c:56
ButtonWidget m_SetInitStateB
Definition PluginDayzPlayerDebug_Weapons.c:62
EditBoxWidget m_WeaponSlotS
Definition PluginDayzPlayerDebug_Weapons.c:66
EditBoxWidget m_WeaponActionProgressStart
Definition PluginDayzPlayerDebug_Weapons.c:67
EditBoxWidget m_WeaponActionProgressEnd
Definition PluginDayzPlayerDebug_Weapons.c:68
TextWidget m_WidgetActionRunning
Definition PluginDayzPlayerDebug_Weapons.c:58
ButtonWidget m_ButtonStart
Definition PluginDayzPlayerDebug_Weapons.c:57
ButtonWidget m_WeaponChange
Definition PluginDayzPlayerDebug_Weapons.c:63
EditBoxWidget m_SetInitStateI
Definition PluginDayzPlayerDebug_Weapons.c:61
EditBoxWidget m_WeaponSlotH
Definition PluginDayzPlayerDebug_Weapons.c:65
TextWidget m_WidgetActionEvents
Definition PluginDayzPlayerDebug_Weapons.c:59
ButtonWidget m_WeaponHide
Definition PluginDayzPlayerDebug_Weapons.c:64
Definition EnWidgets.c:220

Перекрестные ссылки m_ButtonStart, m_MainWnd, m_Selector, m_SetInitStateB, m_SetInitStateI, m_WeaponActionProgressEnd, m_WeaponActionProgressStart, m_WeaponChange, m_WeaponHide, m_WeaponSlotH, m_WeaponSlotS, m_WidgetActionEvents и m_WidgetActionRunning.

Используется в PluginDayzPlayerDebug_Weapons().

◆ DestroyModuleWidgets()

void DestroyModuleWidgets ( )
inlineprivate
227 {
228 }

Используется в ~PluginDayzPlayerDebug_Weapons().

◆ FindAbilityConfig()

int FindAbilityConfig ( int pAction,
int pActionT )
inlineprivate
165 {
166 int l = m_AbilityConfig.Count();
167 for (int i = 0; i < l; i++)
168 {
170 {
171 return i;
172 }
173 }
174 return -1;
175 }
int m_iAction
Definition PluginDayzPlayerDebug_Weapons.c:54
int m_iActionT
Definition PluginDayzPlayerDebug_Weapons.c:55
ref array< ref PluginDayzPlayerDebug_AbilityConfig > m_AbilityConfig
Definition PluginDayzPlayerDebug_Weapons.c:86

Перекрестные ссылки m_AbilityConfig, m_iAction и m_iActionT.

Используется в WeaponsInit().

◆ IsWeaponChange()

bool IsWeaponChange ( out string pNewWeapon,
out int pHideSlot,
out int pShowSlot )
inlineprivate
411 {
412 if (m_CH_WeaponChangeSlotH == -1)
413 {
414 return false;
415 }
416
420
423
424 return true;
425 }
int m_CH_WeaponChangeSlotS
Definition PluginDayzPlayerDebug_Weapons.c:80
int m_CH_WeaponChangeSlotH
Definition PluginDayzPlayerDebug_Weapons.c:79
string m_CH_WeaponChangeI
Definition PluginDayzPlayerDebug_Weapons.c:78

Перекрестные ссылки m_CH_WeaponChangeI, m_CH_WeaponChangeSlotH и m_CH_WeaponChangeSlotS.

◆ OnClick()

bool OnClick ( Widget w,
int x,
int y,
int button )
inlineprivate

buttons clicks

356 {
357 if (w == m_ButtonStart)
358 {
360 return true;
361 }
362 else if (w == m_SetInitStateB)
363 {
364 int frameI = m_SetInitStateI.GetText().ToInt();
365
367
368 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
369 hcw.SetInitState(frameI);
370 }
371 else if (w == m_WeaponChange)
372 {
373 Print("Weapon Change pressed");
374
376 if (d == null)
377 {
378 Print("No dispatcher - cannot get selected weapon");
379 return false;
380 }
381
383 if (p == null)
384 {
385 Print("No selected object");
386 return false;
387 }
388
390 Print(p1.param1);
391
392 m_CH_WeaponChangeI = p1.param1;
393 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
394 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
395 }
396 else if (w == m_WeaponHide)
397 {
399 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
400 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
401 }
402
403
404 return false;
405 }
Dispatcher GetDispatcher()
Definition Dispatcher.c:20
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
Definition Dispatcher.c:11
Definition Dispatcher.c:14
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
void WeaponsStartAction()
Definition PluginDayzPlayerDebug_Weapons.c:329

Перекрестные ссылки CALL_ID_SCR_CNSL_GETSELECTEDITEM, GetDispatcher(), GetGame(), GetPlayer(), m_ButtonStart, m_CH_WeaponChangeI, m_CH_WeaponChangeSlotH, m_CH_WeaponChangeSlotS, m_SetInitStateB, m_SetInitStateI, m_WeaponChange, m_WeaponHide, m_WeaponSlotH, m_WeaponSlotS, Print() и WeaponsStartAction().

◆ Tick()

void Tick ( )
inlineprivate

update running action

237 {
239 if (!player)
240 {
241 return;
242 }
243
244 if (player)
245 {
246 EntityAI entityInHands = player.GetHumanInventory().GetEntityInHands();
249 {
250 if (m_CurrentWeapon != w)
251 WeaponsInit(w);
252 }
253 else
254 {
255 m_Selector.ClearItems();
256 }
257 }
258
260 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
261
262 string text = "Action: " + hcw.GetRunningAction().ToString() + " " + hcw.GetRunningActionType().ToString();
263 m_WidgetActionRunning.SetText(text);
264
265
266 int aEvent = hcw.DebugIsEvent();
267 if (aEvent != -1)
268 {
269 string eventStr = "Event: ";
270 eventStr = eventStr + aEvent.ToString() + " ";
271 while(true)
272 {
273 aEvent = hcw.DebugIsEvent();
274 if (aEvent == -1)
275 {
276 break;
277 }
278
279 Print("Event: " + aEvent.ToString());
280
281 eventStr += aEvent.ToString();
282 eventStr += " ";
283 }
284
286 }
287 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition Building.c:6
void WeaponsInit(Weapon_Base w)
Definition PluginDayzPlayerDebug_Weapons.c:294
Weapon_Base m_CurrentWeapon
Definition PluginDayzPlayerDebug_Weapons.c:60
shorthand
Definition BoltActionRifle_Base.c:6
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), GetGame(), GetPlayer(), m_CurrentWeapon, m_Selector, m_WidgetActionEvents, m_WidgetActionRunning, Print() и WeaponsInit().

◆ WeaponsInit()

void WeaponsInit ( Weapon_Base w)
inlineprivate

select weapon abilities

295 {
296
297 m_Selector.ClearItems();
298
300 int abilityCount = w.GetAbilityCount();
301
302 for (int i = 0; i < abilityCount; ++i)
303 {
304 AbilityRecord rec = w.GetAbility(i);
305 int abConfigIndex = FindAbilityConfig(rec.m_action, rec.m_actionType);
306 if (abConfigIndex != -1)
307 {
309 }
310 }
311
312 m_Selector.AddItem("=========== All - not safe =========", NULL, 0);
313
314
315 // if (abilityCount == 0)
316 {
317 int l = m_AbilityConfig.Count();
318 for (int a = 0; a < l; a++)
319 {
321 }
322 }
323
325 }
string m_Name
Definition PluginDayzPlayerDebug_Weapons.c:42
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
Definition PluginDayzPlayerDebug_Weapons.c:36
pair ( action, actionType )
Definition Weapon_Base.c:5
int FindAbilityConfig(int pAction, int pActionT)
Definition PluginDayzPlayerDebug_Weapons.c:164

Перекрестные ссылки FindAbilityConfig(), m_AbilityConfig, m_CurrentWeapon, m_iAction, m_iActionT, m_Name, m_Selector и PluginDayzPlayerWeaponsDebugUserData().

Используется в Tick().

◆ WeaponsStartAction()

void WeaponsStartAction ( )
inlineprivate
330 {
331 int row = m_Selector.GetSelectedRow();
332 if (row == -1)
333 {
334 return;
335 }
336
338 m_Selector.GetItemData(row, 0, userData);
339 if (userData)
340 {
341 m_CH_WeapAction = userData.GetAction();
342 m_CH_WeapActionType = userData.GetActionType();
345
346 Print("DayzPlayerImplement_Weapons::WeaponsStartAction");
347 }
348 }
Definition PluginDayzPlayerDebug_Weapons.c:6

Перекрестные ссылки m_CH_WeapAction, m_CH_WeapActionProgressEnd, m_CH_WeapActionProgressStart, m_CH_WeapActionType, m_Selector, m_WeaponActionProgressEnd, m_WeaponActionProgressStart и Print().

Используется в OnClick().

Поля

◆ m_AbilityConfig

87 {
88 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET),
89 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET),
90 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET),
91 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET),
92 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN),
93 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN),
94 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip NoBullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_NOBULLET),
95 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip Bullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_BULLET),
96
97 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED),
98 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload NoMag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED),
99 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED),
100 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED),
101 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED),
102 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED),
103 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload NoMag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED),
104 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload Mag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED),
105
106 PluginDayzPlayerDebug_AbilityConfig("Pistol Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH),
107 PluginDayzPlayerDebug_AbilityConfig("Rifle Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH),
108
109 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET),
110 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET),
111 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET),
112 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET),
113
114 PluginDayzPlayerDebug_AbilityConfig("Mechanism Opened", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED),
115 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED),
116 PluginDayzPlayerDebug_AbilityConfig("Mechanism Spec", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL),
117 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed Uncocked", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED),
118
119 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED),
120 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED),
121 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_OPENED),
122 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED),
123
124 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets Start", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_START),
125 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_END),
126
127 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED),
128 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed keep bullet", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP),
129 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED),
130 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE),
131
132 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Uncocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED),
133 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Cocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED),
134
135 PluginDayzPlayerDebug_AbilityConfig("Chamb 1", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1),
136 PluginDayzPlayerDebug_AbilityConfig("Chamb 2", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2),
137 PluginDayzPlayerDebug_AbilityConfig("Chamb 3", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3),
138 PluginDayzPlayerDebug_AbilityConfig("Chamb 4", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4),
139
140 PluginDayzPlayerDebug_AbilityConfig("Crossbow Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED),
141 PluginDayzPlayerDebug_AbilityConfig("Crossbow Close", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED),
142 PluginDayzPlayerDebug_AbilityConfig("Crossbow Full", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_FULL),
143
144 PluginDayzPlayerDebug_AbilityConfig("INTERRUPT", WeaponActions.INTERRUPT, -1),
145
146
147 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Opened", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_OPENED),
148 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Closed", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_CLOSED),
149
150 PluginDayzPlayerDebug_AbilityConfig("Unjamming Start", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START),
151 PluginDayzPlayerDebug_AbilityConfig("Unjamming End", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END),
152 PluginDayzPlayerDebug_AbilityConfig("Unjamming Interrupt", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT),
153
156 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Cocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED),
157 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Uncocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED),
160
161 };
class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)
Definition PluginDayzPlayerDebug_Weapons.c:35
WeaponActionReloadClipTypes
Definition human.c:854
WeaponActionChamberingTypes
Definition human.c:869
WeaponActions
actions
Definition human.c:809
WeaponActionChamberingLoaderTypes
Definition human.c:899
WeaponActionReloadTypes
Definition human.c:825
WeaponActionUnjammingTypes
Definition human.c:905
WeaponActionFireTypes
Definition human.c:913

Используется в FindAbilityConfig() и WeaponsInit().

◆ m_ButtonStart

ButtonWidget m_ButtonStart
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_CH_LastWeapAction

int m_CH_LastWeapAction = -1
private

Используется в CommandHandler().

◆ m_CH_LastWeapActionType

int m_CH_LastWeapActionType = -1
private

Используется в CommandHandler().

◆ m_CH_WeapAction

int m_CH_WeapAction = -1
private

Используется в CommandHandler() и WeaponsStartAction().

◆ m_CH_WeapActionProgressEnd

float m_CH_WeapActionProgressEnd = 1
private

Используется в CommandHandler() и WeaponsStartAction().

◆ m_CH_WeapActionProgressStart

float m_CH_WeapActionProgressStart = 0
private

Используется в CommandHandler() и WeaponsStartAction().

◆ m_CH_WeapActionType

int m_CH_WeapActionType = -1
private

Используется в CommandHandler() и WeaponsStartAction().

◆ m_CH_WeaponChangeI

string m_CH_WeaponChangeI
private

Используется в IsWeaponChange() и OnClick().

◆ m_CH_WeaponChangeSlotH

int m_CH_WeaponChangeSlotH = -1
private

Используется в IsWeaponChange() и OnClick().

◆ m_CH_WeaponChangeSlotS

int m_CH_WeaponChangeSlotS = -1
private

Используется в IsWeaponChange() и OnClick().

◆ m_CurrentWeapon

Weapon_Base m_CurrentWeapon
private

Используется в Tick() и WeaponsInit().

◆ m_MainWnd

Widget m_MainWnd
private

Используется в CreateModuleWidgets() и PluginDayzPlayerDebug_Weapons().

◆ m_Selector

TextListboxWidget m_Selector
private

◆ m_SetInitStateB

ButtonWidget m_SetInitStateB
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_SetInitStateI

EditBoxWidget m_SetInitStateI
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_WeaponActionProgressEnd

EditBoxWidget m_WeaponActionProgressEnd
private

Используется в CreateModuleWidgets() и WeaponsStartAction().

◆ m_WeaponActionProgressStart

EditBoxWidget m_WeaponActionProgressStart
private

Используется в CreateModuleWidgets() и WeaponsStartAction().

◆ m_WeaponChange

ButtonWidget m_WeaponChange
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_WeaponHide

ButtonWidget m_WeaponHide
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_WeaponSlotH

EditBoxWidget m_WeaponSlotH
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_WeaponSlotS

EditBoxWidget m_WeaponSlotS
private

Используется в CreateModuleWidgets() и OnClick().

◆ m_WidgetActionEvents

TextWidget m_WidgetActionEvents
private

Используется в CreateModuleWidgets() и Tick().

◆ m_WidgetActionRunning

TextWidget m_WidgetActionRunning
private

Используется в CreateModuleWidgets() и Tick().


Объявления и описания членов класса находятся в файле: