Dayz 1.25
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Класс Managed

TODO doc. Подробнее...

+ Граф наследования:Managed:

Защищенные члены

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 ()
 

Защищенные данные

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
 

Закрытые члены

void IncreaseMaskUpdateCount ()
 
void ResetMaskUpdateCount ()
 
bool IsAnyEffectRunning ()
 
bool AreEffectsSuspended ()
 
void AddActiveEffects (array< int > effects)
 
void RemoveActiveEffects (array< int > effects)
 
void StopAllEffects ()
 
void AddSuspendRequest (int request_id)
 
void RemoveSuspendRequest (int request_id)
 
void ClearSuspendRequests ()
 
int GetSuspendRequestCount ()
 
void UpdateWidgets (int type=-1, float timeSlice=0, Param p=null, int handle=-1)
 
void Update (float timeSlice)
 
void OnVoiceEvent (float breathing_resistance01)
 
void SetBreathIntensityStamina (float stamina_cap, float stamina_current)
 
void RegisterGameplayEffectData (int id, Param p)
 

Закрытые статические члены

static void Init ()
 
static void Cleanup ()
 
static PPERequesterBase GetRequester (typename type)
 Returns an instance (singleton) of a requester based on typename.
 
static PPERequesterBase GetRequester (int index)
 Returns an instance (singleton) of a requester based on index.
 
static int GetRequesterID (typename type)
 Returns an ID of a requester type.
 
static GetRequesterTypename (int index)
 Returns a typename from a requester ID.
 
static int RegisterRequester (typename type)
 Registers new requester type.
 
static bool VerifyRequester (PPERequesterBase req)
 Verifies the instance.
 

Закрытые данные

int m_MaskWidgetUpdateCount
 
const int TYPE_HEALTH = 1
 
const int TYPE_BLOOD = 2
 
const float VALUE_CHECK_INTERVAL = 5
 
const float SENSITIVTY_PERCENTAGE = 1
 
const int BLOOD_THRESHOLD_LOW = 3000
 
PlayerBase m_Player
 
float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1
 
float m_LastHealthUpdate
 
float m_LastBloodUpdate
 
float m_HealthMaxValue
 
float m_BloodMaxValue
 
float m_BloodClient
 
float m_HealthClient
 
int m_AnimType
 
float m_HitDir
 
float m_HealthDamage
 
bool m_Fullbody
 
bool m_HasSource
 

Закрытые статические данные

static ref map< int, ref PPERequesterBasem_Instances
 
static bool m_Initialized = false
 
static int m_lastID = -1
 
static const int INVALID = -1
 
static const int REQ_INVENTORYBLUR = RegisterRequester(PPERequester_InventoryBlur)
 
static const int REQ_CONTROLLERDISCONNECT = RegisterRequester(PPERequester_ControllerDisconnectBlur)
 
static const int REQ_GLASSESSPORTBLACK = RegisterRequester(PPERequester_GlassesSportBlack)
 
static const int REQ_GLASSESSPORTBLUE = RegisterRequester(PPERequester_GlassesSportBlue)
 
static const int REQ_GLASSESSPORTGREEN = RegisterRequester(PPERequester_GlassesSportGreen)
 
static const int REQ_GLASSESSPORTORANGE = RegisterRequester(PPERequester_GlassesSportOrange)
 
static const int REQ_GLASSESAVIATOR = RegisterRequester(PPERequester_GlassesAviator)
 
static const int REQ_GLASSESDESIGNER = RegisterRequester(PPERequester_GlassesDesignerBlack)
 
static const int REQ_GLASSESTACTICAL = RegisterRequester(PPERequester_TacticalGoggles)
 
static const int REQ_MOTOHELMETBLACK = RegisterRequester(PPERequester_MotoHelmetBlack)
 
static const int REQ_GLASSESWELDING = RegisterRequester(PPERequester_WeldingMask)
 
static const int REQ_CAMERANV = RegisterRequester(PPERequester_CameraNV)
 
static const int REQ_CAMERAADS = RegisterRequester(PPERequester_CameraADS)
 
static const int REQ_BLOODLOSS = RegisterRequester(PPERequester_BloodLoss)
 
static const int REQ_DEATHEFFECTS = RegisterRequester(PPERequester_DeathDarkening)
 
static const int REQ_UNCONEFFECTS = RegisterRequester(PPERequester_UnconEffects)
 
static const int REQ_TUNELVISSION = RegisterRequester(PPERequester_TunnelVisionEffects)
 
static const int REQ_BURLAPSACK = RegisterRequester(PPERequester_BurlapSackEffects)
 
static const int REQ_INTROCHROMABB = RegisterRequester(PPERequester_IntroChromAbb)
 
static const int REQ_FEVEREFFECTS = RegisterRequester(PPERequester_FeverEffects)
 
static const int REQ_FLASHBANGEFFECTS = RegisterRequester(PPERequester_FlashbangEffects)
 
static const int REQ_SHOCKHITEFFECTS = RegisterRequester(PPERequester_ShockHitReaction)
 
static const int REQ_HEALTHHITEFFECTS = RegisterRequester(PPERequester_HealthHitReaction)
 
static const int REQ_MENUEFFECTS = RegisterRequester(PPERequester_MenuEffects)
 
static const int REQ_CONTROLLERBLUR = RegisterRequester(PPERequester_ControlsBlur)
 
static const int REQ_SERVERBROWSEREFFECTS = RegisterRequester(PPERequester_ServerBrowserBlur)
 
static const int REQ_TUTORIALEFFECTS = RegisterRequester(PPERequester_TutorialMenu)
 
static const int REQ_CONTAMINATEDAREA = RegisterRequester(PPERequester_ContaminatedAreaTint)
 
static const int REQ_SPOOKYAREA = RegisterRequester(PPERequester_SpookyAreaTint)
 
static const int REQ_PAINBLUR = RegisterRequester(PPERequester_PainBlur)
 
static const int REQ_UNDERGROUND = RegisterRequester(PPERUndergroundAcco)
 
static const int REQ_DROWNING = RegisterRequester(PPERequester_Drowning)
 
static ref PPERequesterRegistrations m_Registrations
 

Подробное описание

TODO doc.

generic metadata class

indicator wrapper for a specific bleeding source.

extendable type to allow for smarter hit data syncing

Requester bank contains all registered type instances as singletons. Creating new instances outside of bank might be a bad idea (and a way to memory leakage)

Конструктор(ы)

◆ ~IntroSceneCharacter()

void ~IntroSceneCharacter ( )
inlineprotected
25 {
27 }
void CharacterUnload()
Definition IntroSceneCharacter.c:344

Перекрестные ссылки CharacterUnload().

Методы

◆ AddActiveEffects()

void AddActiveEffects ( array< int > effects)
inlineprivate
10{}

◆ AddSuspendRequest()

void AddSuspendRequest ( int request_id)
inlineprivate
13{}

◆ AreEffectsSuspended()

bool AreEffectsSuspended ( )
inlineprivate
9{}

◆ BleedingIndicator()

void BleedingIndicator ( int source_ID,
int severity,
GameplayEffectsDataBleeding parent )
inlineprotected
32 {
33 m_Initialized = false;
36 m_ParentMetaData = parent;
42
43 switch (m_Severity)
44 {
46 {
51 break;
52 }
54 {
59 break;
60 }
62 {
67 break;
68 }
69
70 default:
71 {
75 Debug.Log("Unknown severity value!");
76 }
77#ifdef DIAG_DEVELOPER
79 {
83 }
84#endif
85 }
86
89 }
Definition BleedingIndicationConstants.c:2
static const float SEQUENCE_DURATION_MEDIUM
Definition BleedingIndicationConstants.c:37
static const int INDICATOR_SEVERITY_MEDIUM
Definition BleedingIndicationConstants.c:6
static const float SEQUENCE_DROP_DELAY_MIN_LOW
Definition BleedingIndicationConstants.c:27
static const float SEQUENCE_DROP_DELAY_MIN_HIGH
Definition BleedingIndicationConstants.c:53
static const float SEQUENCE_DURATION_LOW
Definition BleedingIndicationConstants.c:24
static const float SEQUENCE_DROP_AVERAGE_MEDIUM
Definition BleedingIndicationConstants.c:38
static const float SEQUENCE_DROP_DELAY_MAX_MEDIUM
Definition BleedingIndicationConstants.c:41
static const float SEQUENCE_DROP_AVERAGE_LOW
Definition BleedingIndicationConstants.c:25
static const float SEQUENCE_DROP_DELAY_MIN_MEDIUM
Definition BleedingIndicationConstants.c:40
static const int INDICATOR_SEVERITY_HIGH
Definition BleedingIndicationConstants.c:7
static const float SEQUENCE_DROP_DELAY_MAX_LOW
Definition BleedingIndicationConstants.c:28
static const float SEQUENCE_DROP_AVERAGE_HIGH
Definition BleedingIndicationConstants.c:51
static const float SEQUENCE_DROP_DELAY_MAX_HIGH
Definition BleedingIndicationConstants.c:54
static const float SEQUENCE_DURATION_HIGH
Definition BleedingIndicationConstants.c:50
static const int INDICATOR_SEVERITY_LOW
Definition BleedingIndicationConstants.c:5
static info (non-constants)
Definition BleedingIndicationStaticInfo.c:3
static float m_DbgSequenceDuration
Definition BleedingIndicationStaticInfo.c:7
static float m_DbgDropMinDelay
Definition BleedingIndicationStaticInfo.c:9
static float m_DbgDropMaxDelay
Definition BleedingIndicationStaticInfo.c:10
static bool m_DbgUseOverrideValues
Definition BleedingIndicationStaticInfo.c:5
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:136
float m_AverageFrequency
Definition BleedingIndicator.c:16
float m_DropSpawnMinDelay
Definition BleedingIndicator.c:22
int m_DropProbabilityRollsCount
Definition BleedingIndicator.c:25
ref set< int > m_CleanupQueue
Definition BleedingIndicator.c:29
ref set< ref BleedingIndicatorDropData > m_ActiveDrops
Definition BleedingIndicator.c:28
int m_CurrentDropProbabilityStep
Definition BleedingIndicator.c:24
static bool m_Initialized
Definition PPERequesterBank.c:7
array< float > m_DropProbabilityArray
Definition BleedingIndicator.c:14
float m_DropSpawnMaxDelay
Definition BleedingIndicator.c:23
int m_SourceID
Definition BleedingIndicator.c:12
float m_TimeElapsedTotal
Definition BleedingIndicator.c:19
int m_Severity
Definition BleedingIndicator.c:11
float m_TimeElapsedSequence
Definition BleedingIndicator.c:20
GameplayEffectsDataBleeding m_ParentMetaData
Definition BleedingIndicator.c:13
float m_SequenceDuration
Definition BleedingIndicator.c:18
Definition EntityAI.c:95

Перекрестные ссылки BleedingIndicationConstants::INDICATOR_SEVERITY_HIGH, BleedingIndicationConstants::INDICATOR_SEVERITY_LOW, BleedingIndicationConstants::INDICATOR_SEVERITY_MEDIUM, Debug::Log(), DbgBleedingIndicationStaticInfo::m_DbgDropMaxDelay, DbgBleedingIndicationStaticInfo::m_DbgDropMinDelay, DbgBleedingIndicationStaticInfo::m_DbgSequenceDuration, DbgBleedingIndicationStaticInfo::m_DbgUseOverrideValues, m_Initialized, BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_HIGH, BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_LOW, BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_MEDIUM, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MAX_HIGH, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MAX_LOW, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MAX_MEDIUM, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MIN_HIGH, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MIN_LOW, BleedingIndicationConstants::SEQUENCE_DROP_DELAY_MIN_MEDIUM, BleedingIndicationConstants::SEQUENCE_DURATION_HIGH, BleedingIndicationConstants::SEQUENCE_DURATION_LOW и BleedingIndicationConstants::SEQUENCE_DURATION_MEDIUM.

◆ CharacterLoad()

void CharacterLoad ( int character_id,
vector char_pos,
vector char_rot )
inlineprotected
357 {
358 if ( character_id == -1 )
359 {
360 Error("IntroSceneCharacter->CharacterLoad: character_id = "+ character_id +" Cant Load Character!!!");
361 return;
362 }
363
365
367
369
370 if ( m_CharacterObj )
371 {
372
373 m_CharacterObj.PlaceOnSurface();
374 m_CharacterObj.SetPosition(char_pos);
375 m_CharacterObj.SetOrientation(char_rot);
376 }
377 }
MenuData m_CharacterDta
Definition IntroSceneCharacter.c:5
PlayerBase m_CharacterObj
Definition IntroSceneCharacter.c:6
void SetCharacterID(int char_id)
Definition IntroSceneCharacter.c:41
proto native Man CreateCharacterPerson(int index)
Return Character person or null if character initialization failed (inventory load,...
Definition PlayerBaseClient.c:2
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки CharacterUnload(), MenuData::CreateCharacterPerson(), Error() и SetCharacterID().

Используется в CreateNewCharacterById().

◆ CharacterUnload()

void CharacterUnload ( )
inlineprotected
345 {
346 if ( m_CharacterObj )
347 {
348 g_Game.ObjectDelete(m_CharacterObj);
350 }
351 }
DayZGame g_Game
Definition DayZGame.c:3746

Перекрестные ссылки g_Game.

Используется в CharacterLoad(), CreateDefaultCharacter(), CreateNewCharacter() и ~IntroSceneCharacter().

◆ CheckBlood()

void CheckBlood ( )
inlineprotected
135 {
136 float blood_current = m_Player.GetHealth("","Blood");
137 //float blood_normalized = blood_current / m_BloodMaxValue;
142
143 if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
144 {
147 }
148 }
const int TYPE_BLOOD
Definition TransferValues.c:4
float m_BloodMaxValue
Definition TransferValues.c:20
PlayerBase m_Player
Definition TransferValues.c:10
const float SENSITIVTY_PERCENTAGE
Definition TransferValues.c:7
void SendValue(int value_type, float value)
Definition TransferValues.c:170
const int BLOOD_THRESHOLD_LOW
Definition TransferValues.c:9
float m_LastBloodUpdate
Definition TransferValues.c:14
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'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float AbsFloat(float f)
Returns absolute value.

Перекрестные ссылки Math::AbsFloat(), Math::Clamp(), Math::InverseLerp(), m_LastBloodUpdate, m_Player, SendValue() и SENSITIVTY_PERCENTAGE.

Используется в CheckValues().

◆ CheckHealth()

void CheckHealth ( )
inlineprotected
97 {
98 float health_current = m_Player.GetHealth("","Health");
102
103 if ( diff_abs > ( SENSITIVTY_PERCENTAGE / 100 ) )
104 {
107 }
108 }
const int TYPE_HEALTH
Definition TransferValues.c:3
float m_HealthMaxValue
Definition TransferValues.c:19
float m_LastHealthUpdate
Definition TransferValues.c:13

Перекрестные ссылки Math::AbsFloat(), m_HealthMaxValue, m_LastHealthUpdate, m_LastHealthUpdate, m_Player, SendValue() и SENSITIVTY_PERCENTAGE.

Используется в CheckValues().

◆ CheckValues()

void CheckValues ( )
inlineprotected
80 {
82 CheckBlood();
83 }
void CheckBlood()
Definition TransferValues.c:134
void CheckHealth()
Definition TransferValues.c:96

Перекрестные ссылки CheckBlood() и CheckHealth().

Используется в OnScheduledTick().

◆ Cleanup()

static void Cleanup ( )
inlinestaticprivate
58 {
59 if (m_Initialized)
60 {
61 delete m_Registrations;
62 m_Instances.Clear();
63 }
64 }
static ref map< int, ref PPERequesterBase > m_Instances
Definition PPERequesterBank.c:6
static ref PPERequesterRegistrations m_Registrations
Definition PPERequesterBank.c:45

Перекрестные ссылки m_Initialized, m_Instances и m_Registrations.

◆ ClearSuspendRequests()

void ClearSuspendRequests ( )
inlineprivate
15{}

◆ CreateDefaultCharacter()

void CreateDefaultCharacter ( )
inlineprotected
220 {
222 //m_CharacterDta.RequestGetDefaultCharacterData();
223 m_CharacterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
224 if (m_CharacterType != "")
225 {
227 }
228
230 {
231 m_CharacterObj.PlaceOnSurface();
232 m_CharacterObj.SetPosition(m_CharacterPos);
233 m_CharacterObj.SetOrientation(m_CharacterRot);
234 }
235 else
236 {
237 string default_name = Widget.TranslateString( GameConstants.DEFAULT_CHARACTER_NAME );
239 //m_CharacterDta.SetCharacterName(GameConstants.DEFAULT_CHARACTER_MENU_ID, default_name);
240 GetGame().GetMenuDefaultCharacterData().SetCharacterName(GameConstants.DEFAULT_CHARACTER_NAME);
241 }
242 }
Definition constants.c:615
vector m_CharacterPos
Definition IntroSceneCharacter.c:7
void CreateNewCharacter()
Definition IntroSceneCharacter.c:253
vector m_CharacterRot
Definition IntroSceneCharacter.c:8
string m_CharacterType
Definition IntroSceneCharacter.c:4
void CreateNewCharacterRandom()
Definition IntroSceneCharacter.c:179
Definition EnWidgets.c:190
proto native CGame GetGame()
const string DEFAULT_CHARACTER_NAME
Definition constants.c:841

Перекрестные ссылки CharacterUnload(), CreateNewCharacter(), CreateNewCharacterRandom(), GameConstants::DEFAULT_CHARACTER_NAME и GetGame().

Используется в CreateNewCharacterById().

◆ CreateNewCharacter()

void CreateNewCharacter ( )
inlineprotected
254 {
255 // Unload old character (if exist)
257
258 // Create Character
260
261 if (m_CharacterObj)
262 {
263 m_CharacterObj.PlaceOnSurface();
264 m_CharacterObj.SetOrientation(m_CharacterRot);
265 GetGame().GetMenuDefaultCharacterData().EquipDefaultCharacter(m_CharacterObj);
266 }
267
268 //Create New Random Character
269 SetupPlayerName( true );
270 }
const int ECE_PLACE_ON_SURFACE
Definition CentralEconomy.c:37
void SetupPlayerName(bool new_name)
Definition IntroSceneCharacter.c:382

Перекрестные ссылки CharacterUnload(), ECE_PLACE_ON_SURFACE, g_Game, GetGame() и SetupPlayerName().

Используется в CreateDefaultCharacter() и CreateNewCharacterByName().

◆ CreateNewCharacterById()

void CreateNewCharacterById ( int character_id)
inlineprotected
195 {
197 {
199 }
200 else
201 {
203 }
204 }
void CreateDefaultCharacter()
Definition IntroSceneCharacter.c:219
void CharacterLoad(int character_id, vector char_pos, vector char_rot)
Definition IntroSceneCharacter.c:356
const int DEFAULT_CHARACTER_MENU_ID
Definition constants.c:843

Перекрестные ссылки CharacterLoad(), CreateDefaultCharacter() и GameConstants::DEFAULT_CHARACTER_MENU_ID.

Используется в LoadCharacterData().

◆ CreateNewCharacterByName()

void CreateNewCharacterByName ( string character_name,
bool randomize_equip = true )
inlineprotected
210 {
212 GetGame().GetMenuDefaultCharacterData().SetCharacterType(m_CharacterType);
213 if (randomize_equip)
214 GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
215
217 }

Перекрестные ссылки CreateNewCharacter() и GetGame().

Используется в CreateNewCharacterRandom().

◆ CreateNewCharacterRandom()

void CreateNewCharacterRandom ( )
inlineprotected
180 {
181 // Select random gender
183
184 // Select random character skin (class name)
185 string char_name_random = m_Characters[GetCharacterGender()].GetRandomElement();
186
187 // Create new character
189 }
void CreateNewCharacterByName(string character_name, bool randomize_equip=true)
Definition IntroSceneCharacter.c:209
ref map< ECharGender, ref array< string > > m_Characters
Definition IntroSceneCharacter.c:15
ECharGender GetCharacterGender()
Definition IntroSceneCharacter.c:121
void SetCharacterGender(ECharGender gender)
Definition IntroSceneCharacter.c:105
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].

Перекрестные ссылки CreateNewCharacterByName(), GetCharacterGender(), Math::RandomInt() и SetCharacterGender().

Используется в CreateDefaultCharacter().

◆ DataInitialized()

bool DataInitialized ( )
inlineprotected
60 {
61 return true;
62 }

◆ ForceStop()

void ForceStop ( )
protected

◆ GameplayEffectsData()

void GameplayEffectsData ( array< ref Widget > input,
int type,
int user_override = -1 )
inlineprotected
14 {
16 m_Type = type;
18
19 if (user_override != -1)
20 {
22 }
23 }
int m_Type
Definition GEWidgetsMetaData.c:9
int m_WidgetSetIdentifier
Definition GEWidgetsMetaData.c:10
ref array< ref Widget > m_WidgetArray
Definition GEWidgetsMetaData.c:8

Перекрестные ссылки m_Type.

◆ GetBlood()

float GetBlood ( )
inlineprotected
86 {
87 return m_BloodClient;
88
89 }
float m_BloodClient
Definition TransferValues.c:22

Перекрестные ссылки m_BloodClient.

◆ GetCharacterGender()

ECharGender GetCharacterGender ( )
inlineprotected
122 {
123 return m_CharGender;
124 }
ECharGender m_CharGender
Definition IntroSceneCharacter.c:17

Перекрестные ссылки m_CharGender.

Используется в CreateNewCharacterRandom().

◆ GetCharacterID()

int GetCharacterID ( )
inlineprotected
50 {
51 return m_CharacterId;
52 }
int m_CharacterId
Definition IntroSceneCharacter.c:3

Перекрестные ссылки m_CharacterId.

◆ GetCharacterName()

string GetCharacterName ( )
inlineprotected
441 {
442 string character_name;
443 if (IsDefaultCharacter())
444 {
445 character_name = GetGame().GetMenuDefaultCharacterData().GetCharacterName();
446 }
447 else
448 {
450 }
451 return character_name;
452 }
bool IsDefaultCharacter()
Definition IntroSceneCharacter.c:29
proto void GetCharacterName(int index, out string name)

Перекрестные ссылки MenuData::GetCharacterName(), GetGame() и IsDefaultCharacter().

◆ GetCharacterNameById()

string GetCharacterNameById ( int char_id)
inlineprotected
427 {
428 string character_name;
430 {
431 character_name = GetGame().GetMenuDefaultCharacterData().GetCharacterName();
432 }
433 else
434 {
436 }
437 return character_name;
438 }

Перекрестные ссылки GameConstants::DEFAULT_CHARACTER_MENU_ID, MenuData::GetCharacterName() и GetGame().

◆ GetCharacterObj()

PlayerBase GetCharacterObj ( )
inlineprotected
58 {
59 return m_CharacterObj;
60 }

Перекрестные ссылки m_CharacterObj.

Используется в LoadCharacterData() и DayZIntroScene::ResetIntroCamera().

◆ GetCharGenderList()

TStringArray GetCharGenderList ( )
inlineprotected
66 {
67 return m_CharGenderList;
68 }
ref TStringArray m_CharGenderList
Definition IntroSceneCharacter.c:10

Перекрестные ссылки m_CharGenderList.

◆ GetCharList()

TStringArray GetCharList ( ECharGender gender)
inlineprotected
74 {
75 return m_Characters[gender];
76 }

◆ GetCharPantsList()

TStringArray GetCharPantsList ( )
inlineprotected
90 {
91 return m_CharPantsList;
92 }
ref TStringArray m_CharPantsList
Definition IntroSceneCharacter.c:12

Перекрестные ссылки m_CharPantsList.

◆ GetCharShirtsList()

TStringArray GetCharShirtsList ( )
inlineprotected
82 {
83 return m_CharShirtList;
84 }
ref TStringArray m_CharShirtList
Definition IntroSceneCharacter.c:11

Перекрестные ссылки m_CharShirtList.

◆ GetCharShoesList()

TStringArray GetCharShoesList ( )
inlineprotected
98 {
99 return m_CharShoesList;
100 }
ref TStringArray m_CharShoesList
Definition IntroSceneCharacter.c:13

Перекрестные ссылки m_CharShoesList.

◆ GetEndNow()

bool GetEndNow ( )
inlineprotected
257 {
258 return m_EndNow;
259 }
bool m_EndNow
Definition BleedingIndicator.c:7

Перекрестные ссылки m_EndNow.

◆ GetHealth()

float GetHealth ( )
inlineprotected
92 {
93 return m_HealthClient;
94 }
float m_HealthClient
Definition TransferValues.c:23

Перекрестные ссылки m_HealthClient.

◆ GetLastPlayedServer()

void GetLastPlayedServer ( int characterID,
out string address,
out string name,
out int port )
inlineprotected
245 {
249 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native int GetLastServerPort(int index)
proto void GetLastServerAddress(int index, out string address)
proto void GetLastServerName(int index, out string address)

Перекрестные ссылки MenuData::GetLastServerAddress(), MenuData::GetLastServerName(), MenuData::GetLastServerPort() и name.

◆ GetNextCharacterID()

int GetNextCharacterID ( )
inlineprotected
138 {
140
141 if ( count == 0 )
142 {
143 return -1;
144 }
145
146 if ( m_CharacterId + 1 < count )
147 {
148 return m_CharacterId + 1;
149 }
150 else
151 {
152 return -1;
153 }
154 }
proto native int GetCharactersCount()

Перекрестные ссылки MenuData::GetCharactersCount().

◆ GetPosition()

vector GetPosition ( )
inlineprotected
130 {
131 return m_CharacterObj.GetPosition();
132 }

Используется в DayZIntroScene::ResetIntroCamera().

◆ GetPrevCharacterID()

int GetPrevCharacterID ( )
inlineprotected
160 {
162
163 if ( count == 0 )
164 {
165 return -1;
166 }
167
168 if ( m_CharacterId > -1 )
169 {
170 return m_CharacterId - 1;
171 }
172
173 return count - 1;
174 }

Перекрестные ссылки MenuData::GetCharactersCount().

◆ GetRequester() [1/2]

static PPERequesterBase GetRequester ( int index)
inlinestaticprivate

Returns an instance (singleton) of a requester based on index.

Аргументы
indexint Index of the registered requester.
Возвращает
PPERequesterBase Requester singleton.
Заметки
Returns only already registered instances, does not register anything.
106 {
108
109 if (!ret)
110 {
111 Debug.Log("Requester idx '" + index + "' not found in bank! Register first in 'RegisterRequester' method.");
112 }
113 return ret;
114 }
Definition PPERequestPlatformsBase.c:3

Перекрестные ссылки Debug::Log() и m_Instances.

◆ GetRequester() [2/2]

static PPERequesterBase GetRequester ( typename type )
inlinestaticprivate

Returns an instance (singleton) of a requester based on typename.

Аргументы
typetypename Typename of the requester.
Возвращает
PPERequesterBase Requester singleton.
Заметки
Returns only already registered instances, does not register anything.
73 {
74 if (!type)
75 {
76 Error("Requested type is NULL!");
77 return null;
78 }
79
82 for (int i = 0; i < m_Instances.Count(); i++)
83 {
84 temp = m_Instances.GetElement(i);
85 if (temp.Type() == type)
86 {
88 break;
89 }
90 }
91
92 if (!ret)
93 {
94 Debug.Log("'" + type.ToString() + "' not found in bank! Register first in 'RegisterRequester' method.");
95 }
96 return ret;
97 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), Error(), Debug::Log() и m_Instances.

◆ GetRequesterID()

static int GetRequesterID ( typename type )
inlinestaticprivate

Returns an ID of a requester type.

Аргументы
typetypename Typename of the requester.
Возвращает
int Requester ID.
Заметки
Returns '-1' if not found.
123 {
124 int ret = -1;
126
127 for (int i = 0; i < m_Instances.Count(); i++)
128 {
129 temp = m_Instances.GetElement(i);
130 if (temp.Type() == type)
131 {
132 ret = m_Instances.GetKey(i);
133 }
134 }
135
136 if ( ret == -1 )
137 {
138 Debug.Log("Requester instance of the '" + type.ToString() + "' type not found in bank! Register first in 'RegisterRequester' method.");
139 }
140 return ret;
141 }

Перекрестные ссылки Debug::Log() и m_Instances.

◆ GetRequesterTypename()

static GetRequesterTypename ( int index)
inlinestaticprivate

Returns a typename from a requester ID.

Аргументы
indexint ID of the requester.
Возвращает
typename Requester typename.
149 {
150 typename ret;
152 if ( !temp )
153 {
154 Debug.Log("No requester exists under idx '" + index + "' in bank! Register first in 'RegisterRequester' method.");
155 }
156 else
157 {
158 ret = temp.Type();
159 }
160
161 return ret;
162 }

Перекрестные ссылки Debug::Log() и m_Instances.

◆ GetSeverity()

int GetSeverity ( )
inlineprotected
262 {
263 return m_Severity;
264 }

Перекрестные ссылки m_Severity.

◆ GetSuspendRequestCount()

int GetSuspendRequestCount ( )
inlineprivate
16{}

◆ GetWidgetSet()

array< ref Widget > GetWidgetSet ( )
inlineprotected
39 {
40 return m_WidgetArray;
41 }

◆ GetWidgetSetID()

int GetWidgetSetID ( )
inlineprotected
49 {
51 }

◆ GetWidgetSetType()

int GetWidgetSetType ( )
inlineprotected
44 {
45 return m_Type;
46 }

Перекрестные ссылки m_Type.

◆ HasDefinedHandle()

bool HasDefinedHandle ( )
inlineprotected

Returns 'true' if this class contains update info.

55 {
56 return false;
57 }

◆ IncreaseMaskUpdateCount()

void IncreaseMaskUpdateCount ( )
inlineprivate
int m_MaskWidgetUpdateCount
Definition GameplayEffectWidgets_base.c:3

◆ Init() [1/3]

static void Init ( )
inlinestaticprivate
48 {
50
51 if (!m_Instances)
53
54 m_Initialized = true;
55 }
class PPERequesterBank extends Managed PPERequesterRegistrations()
Mod this, if you wish to register custom requesters.
Definition PPERequesterBank.c:227

Перекрестные ссылки m_Initialized, m_Instances, m_Registrations и PPERequesterRegistrations().

Используется в TransferValues().

◆ Init() [2/3]

void Init ( )
inlineprotected
35 {
38 m_HealthMaxValue = m_Player.GetMaxHealth("", "Health");
39 m_BloodMaxValue = m_Player.GetMaxHealth("", "Blood");
40 m_BloodClient = 0;
42 }

Перекрестные ссылки m_HealthMaxValue, m_LastHealthUpdate и m_Player.

◆ Init() [3/3]

void Init ( array< ref Widget > input,
int type,
Widget layout_root,
int user_override = -1 )
inlineprotected
26 {
28 m_Type = type;
31
32 if (user_override != -1)
33 {
35 }
36 }
Widget m_LayoutRoot
Definition GEWidgetsMetaData.c:11

Перекрестные ссылки m_Type.

◆ InitIndicator()

void InitIndicator ( vector position)
inlineprotected
92 {
95 m_Initialized = true;
96 }
void ResetIndicator()
Definition BleedingIndicator.c:152
vector m_BasePosition
Definition BleedingIndicator.c:26

Перекрестные ссылки m_Initialized и ResetIndicator().

◆ IntroSceneCharacter()

void IntroSceneCharacter ( )
inlineprotected

◆ IsAnyEffectRunning()

bool IsAnyEffectRunning ( )
inlineprivate
8{}

◆ IsCharacterFemale()

bool IsCharacterFemale ( )
inlineprotected
114 {
115 return ( m_CharGender == ECharGender.Female );
116 }
ECharGender
Definition ECharGender.c:2

◆ IsDefaultCharacter()

bool IsDefaultCharacter ( )
inlineprotected

Перекрестные ссылки GameConstants::DEFAULT_CHARACTER_MENU_ID.

Используется в GetCharacterName() и SaveCharName().

◆ IsRunningDrops()

bool IsRunningDrops ( )
inlineprotected

Are any drops currently being animated?

124 {
125 return m_ActiveDropsCount > 0;
126 }
int m_ActiveDropsCount
Definition BleedingIndicator.c:10

Используется в Update().

◆ LoadCharacterData()

void LoadCharacterData ( vector char_pos,
vector char_rot,
bool default_char = false )
inlineprotected

Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.

293 {
294 m_CharacterDta = g_Game.GetMenuData();
297
299 {
302 }
303
304 // Load all avalible options for character creation; mostly legacy stuff
305 g_Game.ConfigGetTextArray("cfgCharacterCreation" + " gender", m_CharGenderList);
306 g_Game.ConfigGetTextArray("cfgCharacterCreation" + " top", m_CharShirtList);
307 g_Game.ConfigGetTextArray("cfgCharacterCreation" + " bottom", m_CharPantsList);
308 g_Game.ConfigGetTextArray("cfgCharacterCreation" + " shoe", m_CharShoesList);
309
310 // Init character table
311 m_Characters.Clear();
312 m_Characters.Insert( ECharGender.Male, new array<string> );
313 m_Characters.Insert( ECharGender.Female, new array<string> );
314
315 // Sort character by Gender
316 TStringArray characters = GetGame().ListAvailableCharacters();
317 for (int i = 0; i < characters.Count(); i++)
318 {
319 string char_cfg_name = characters.Get(i);
320 if ( GetGame().IsKindOf(char_cfg_name, "SurvivorMale_Base") )
321 {
322 m_Characters[ECharGender.Male].Insert( char_cfg_name );
323 }
324 else
325 {
326 m_Characters[ECharGender.Female].Insert( char_cfg_name );
327 }
328 }
329
330 CreateNewCharacterById(m_CharacterId/*, m_CharacterPos, m_CharacterRot*/);
331
332 if (GetCharacterObj() )
333 {
334 if ( GetCharacterObj().IsMale() )
336 else
338 }
339 }
PlayerBase GetCharacterObj()
Definition IntroSceneCharacter.c:57
void CreateNewCharacterById(int character_id)
Definition IntroSceneCharacter.c:194
proto native int GetLastPlayedCharacter()

Перекрестные ссылки CreateNewCharacterById(), g_Game, MenuData::GetCharacterName(), GetCharacterObj(), GetGame(), MenuData::GetLastPlayedCharacter() и SetCharacterGender().

◆ OnRPC()

void OnRPC ( ParamsReadContext ctx)
inlineprotected
191 {
193
196
198 }
Definition UtilityClasses.c:10
static ref Param2< int, float > PARAM2_INT_FLOAT
Definition UtilityClasses.c:17
void ReceiveValue(int value_type, float value)
Definition TransferValues.c:178

Перекрестные ссылки CachedObjectsParams::PARAM2_INT_FLOAT и ReceiveValue().

◆ OnScheduledTick()

void OnScheduledTick ( float deltatime)
inlineprotected
45 {
46 #ifdef DIAG_DEVELOPER
47 #ifndef SERVER
48 ShowDebugValues(DiagMenu.GetBool(DiagMenuIDs.TRANSFER_VALUES_SHOW));
49 #endif
50 #endif
51
52 if ( GetGame().IsClient() ) return;
53
55
57 {
59 }
61 {
62 /*
63 Print(m_TimeSinceLastTick.ToString());
64 Print(VALUE_CHECK_INTERVAL.ToString());
65 Print("--------------");
66 */
69
70 // send sync junctures if necessary
71 // TODO: !!!! event is sent too often, please fix it
72 /*
73 float damage = 1 - m_Player.GetHealth("", "") / 100;
74 DayZPlayerSyncJunctures.SendInjury(m_Player, true, damage);
75 */
76 }
77 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
Definition EnDebug.c:233
void SendInitValues()
Sends values on object creation.
Definition TransferValues.c:151
const float VALUE_CHECK_INTERVAL
Definition TransferValues.c:6
float m_TimeSinceLastTick
Definition TransferValues.c:11
void ShowDebugValues(bool show)
Definition TransferValues.c:200
void CheckValues()
Definition TransferValues.c:79
bool m_InitialSyncSent
Definition TransferValues.c:25
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.

Перекрестные ссылки CheckValues(), DiagMenu::GetBool(), GetGame(), m_TimeSinceLastTick, SendInitValues(), ShowDebugValues() и VALUE_CHECK_INTERVAL.

◆ OnVoiceEvent()

void OnVoiceEvent ( float breathing_resistance01)
inlineprivate
19{}

◆ ReceiveValue()

void ReceiveValue ( int value_type,
float value )
inlineprotected
179 {
180 if ( value_type == TYPE_HEALTH )
181 {
183 }
184 else if ( value_type == TYPE_BLOOD )
185 {
187 }
188 }

Используется в OnRPC().

◆ RegisterData()

void RegisterData ( Param p)
inlineprotected
65{}

◆ RegisterGameplayEffectData()

void RegisterGameplayEffectData ( int id,
Param p )
inlineprivate
22{}

◆ RegisterRequester()

static int RegisterRequester ( typename type )
inlinestaticprivate

Registers new requester type.

Заметки
Performed only on game start. New requesters can be registered in 'PPERequesterRegistrations'
169 {
170 if (!m_Instances)
172
173 if ( GetRequester(type) != null )
174 {
175 //Error("Trying to register an already existing requester type: " + type);
176 Debug.Log("Trying to register an already existing requester type: " + type);
177 return -1;
178 }
179
180 m_lastID++;
181
183 req = PPERequesterBase.Cast(type.Spawn());
184 req.SetRequesterIDX(m_lastID);
186
187 return m_lastID;
188 }
PPERUndergroundAcco GetRequester()
Definition UndergroundHandlerClient.c:54
static int m_lastID
Definition PPERequesterBank.c:9

Перекрестные ссылки GetRequester(), Debug::Log(), m_Instances и m_lastID.

◆ RemoveActiveEffects()

void RemoveActiveEffects ( array< int > effects)
inlineprivate
11{}

◆ RemoveSuspendRequest()

void RemoveSuspendRequest ( int request_id)
inlineprivate
14{}

◆ ResetIndicator()

void ResetIndicator ( )
inlineprotected
153 {
154 m_Terminating = false;
155 m_EndNow = false;
161 }
float m_LastDropSpawnTime
Definition BleedingIndicator.c:21
bool m_Terminating
Definition BleedingIndicator.c:6
int m_DropSpawnsQueued
Definition BleedingIndicator.c:9

Используется в InitIndicator().

◆ ResetMaskUpdateCount()

void ResetMaskUpdateCount ( )
inlineprivate

◆ ResetSequence()

void ResetSequence ( )
inlineprotected

Используется в Update().

◆ SaveCharName()

void SaveCharName ( string name)
inlineprotected
458 {
459 if (IsDefaultCharacter())
460 {
461 GetGame().GetMenuDefaultCharacterData().SetCharacterName(name);
462 }
463 else
464 {
466 }
468 }
proto native void SetCharacterName(int index, string newName)
proto native void SaveCharactersLocal()
Saves characters menu data to file.

Перекрестные ссылки GetGame(), IsDefaultCharacter(), name, MenuData::SaveCharactersLocal() и MenuData::SetCharacterName().

◆ SaveDefaultCharacter()

void SaveDefaultCharacter ( )
inlineprotected
474 {
475 //if (m_CharacterObj)
476 {
478 }
479 }
proto void RequestSetDefaultCharacterData()

Перекрестные ссылки MenuData::RequestSetDefaultCharacterData().

◆ SendInitValues()

void SendInitValues ( )
inlineprotected

Sends values on object creation.

152 {
153 m_InitialSyncSent = true;
154
155 //HP
156 float health_current = m_Player.GetHealth("","Health");
160
161 //Blood
162 float blood_current = m_Player.GetHealth("","Blood");
165 //Print("DbgBlood | SendInitValues | blood_normalized: " + blood_normalized);
168 }

Перекрестные ссылки Math::Clamp(), Math::InverseLerp(), m_HealthMaxValue, m_LastHealthUpdate, m_Player и SendValue().

Используется в OnScheduledTick().

◆ SendValue()

void SendValue ( int value_type,
float value )
inlineprotected
171 {
174
175 GetGame().RPCSingleParam(m_Player, ERPCs.RPC_DAMAGE_VALUE_SYNC, CachedObjectsParams.PARAM2_INT_FLOAT, true, m_Player.GetIdentity());
176 }
ERPCs
Definition ERPCs.c:2

Перекрестные ссылки GetGame(), m_Player и CachedObjectsParams::PARAM2_INT_FLOAT.

Используется в CheckBlood(), CheckHealth() и SendInitValues().

◆ SetAttachment()

void SetAttachment ( string type,
int slot )
inlineprotected
410 {
411 if ( !m_CharacterObj )
412 {
413 return;
414 }
415
416 g_Game.ObjectDelete(m_CharacterObj.GetInventory().FindAttachment(slot));
417
418 EntityAI entity = EntityAI.Cast( g_Game.CreateObjectEx(type, m_CharacterObj.GetPosition(), ECE_PLACE_ON_SURFACE) );
419
420 if (entity)
421 {
422 m_CharacterObj.LocalTakeEntityAsAttachmentEx(entity, slot);
423 }
424 }
Definition Building.c:6

Перекрестные ссылки ECE_PLACE_ON_SURFACE и g_Game.

◆ SetBreathIntensityStamina()

void SetBreathIntensityStamina ( float stamina_cap,
float stamina_current )
inlineprivate
20{}

◆ SetCharacterGender()

void SetCharacterGender ( ECharGender gender)
inlineprotected
106 {
108 }

Используется в CreateNewCharacterRandom() и LoadCharacterData().

◆ SetCharacterID()

void SetCharacterID ( int char_id)
inlineprotected
42 {
44 }

Используется в CharacterLoad().

◆ SetToDefaultCharacter()

void SetToDefaultCharacter ( )
inlineprotected

◆ SetupPlayerName()

void SetupPlayerName ( bool new_name)
inlineprotected
383 {
385
386#ifdef PLATFORM_CONSOLE
387 BiosUserManager user_manager = GetGame().GetUserManager();
388 if( user_manager )
389 {
390 BiosUser user = user_manager.GetSelectedUser();
391 if( user )
392 {
393 name = user.GetName();
394 }
395 }
396#else
397 if ( !new_name )
398 {
400 }
401#endif
402
403 g_Game.SetPlayerGameName(name);
404 }
Definition BiosUserManager.c:9
Definition BiosUserManager.c:17

Перекрестные ссылки GameConstants::DEFAULT_CHARACTER_NAME, g_Game, MenuData::GetCharacterName(), GetGame() и name.

Используется в CreateNewCharacter().

◆ ShowDebugValues()

void ShowDebugValues ( bool show)
inlineprotected
201 {
202 #ifdef DIAG_DEVELOPER
203 if ( show )
204 {
206 DbgUI.Begin("Values", 50, 50);
207
208 DbgUI.Text("Blood: " + m_BloodClient.ToString());
209 DbgUI.Text("Health: " + m_HealthClient.ToString());
210
211 DbgUI.End();
213 }
214 else
215 {
217 DbgUI.Begin("Values", 50, 50);
218 DbgUI.End();
220 }
221 #endif
222 }
Definition DbgUI.c:60
proto string ToString()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto void BeginCleanupScope()
static proto native void Text(string label)
static proto native void EndCleanupScope()
static proto native void End()

Перекрестные ссылки DbgUI::Begin(), DbgUI::BeginCleanupScope(), DbgUI::End(), DbgUI::EndCleanupScope(), DbgUI::Text() и float::ToString().

Используется в OnScheduledTick().

◆ StartRunningDrops()

void StartRunningDrops ( )
inlineprotected
113 {
115 m_IsRunning = true;
118
120 }
Param3 int
bool m_IsRunning
Definition BleedingIndicator.c:8
void TrySpawnNextDrop()
Definition BleedingIndicator.c:128

Перекрестные ссылки m_IsRunning и TrySpawnNextDrop().

Используется в Update().

◆ StopAllEffects()

void StopAllEffects ( )
inlineprivate
12{}

◆ StopIndicator()

void StopIndicator ( bool instant = false)
inlineprotected
99 {
100 if (!m_Terminating)
101 {
102 m_IsRunning = false;
103
104 if (instant)
105 {
106 m_EndNow = true;
107 }
108 m_Terminating = true;
109 }
110 }

Перекрестные ссылки m_IsRunning.

◆ TransferValues()

void TransferValues ( PlayerBase player)
inlineprotected
28 {
30 m_InitialSyncSent = false;
31 Init();
32 }
static void Init()
Definition PPERequesterBank.c:47

Перекрестные ссылки Init() и m_Player.

◆ TrySpawnNextDrop()

void TrySpawnNextDrop ( )
inlineprotected
129 {
131 if (Class.CastTo(dropImage,m_ParentMetaData.GetNextDropImage()) && !dropImage.IsVisible()) //IsVisible false means the drop is free to be used
132 {
134 data.SetBasePosition(m_BasePosition);
135 data.StartDrop();
136
137 m_ActiveDrops.Insert(data);
139 }
140
143 }
Definition BleedingDrop.c:3

Перекрестные ссылки Class::CastTo() и m_TimeElapsedTotal.

Используется в StartRunningDrops() и Update().

◆ Update() [1/3]

void Update ( float timeSlice)
inlineprivate
18{}

◆ Update() [2/3]

void Update ( float timeSlice)
inlineprotected
164 {
165 if ( !m_Initialized )
166 {
167 return;
168 }
169
170#ifdef DIAG_DEVELOPER
172 {
174 }
175#endif
177
178 //run drops, if possible
179 if (!m_Terminating)
180 {
181 if (m_IsRunning)
182 {
184 {
186 {
187 float rnd = Math.RandomFloat01();
189 {
191 }
192
194 }
195 }
196
199 {
201 }
202 else if (m_DropSpawnsQueued > 0) //spawn queued drop
203 {
205 {
207 }
208 }
210 {
211 TrySpawnNextDrop(); //guaranteed drop
212 m_CurrentDropProbabilityStep++; //substitutes a regular roll..
213 }
214 }
215 else //1st drop ignores delay
216 {
218 }
219 }
220
221 for (int i = 0; i < m_ActiveDropsCount; i++)
222 {
223 if (!m_EndNow)
224 {
225 //Simulate drops
226 m_ActiveDrops[i].Update(timeSlice);
227 }
228 else
229 {
230 m_ActiveDrops[i].StopDrop();
231 }
232
233 if (!m_ActiveDrops[i].IsRunning())
234 {
235 m_CleanupQueue.Insert(i);
236 }
237 }
238
239 //Cleanup drops
240 for (i = m_CleanupQueue.Count() - 1; i >= 0; i--)
241 {
244 }
245 m_CleanupQueue.Clear();
246
248 {
249 m_EndNow = true;
250 }
251
254 }
bool IsRunningDrops()
Are any drops currently being animated?
Definition BleedingIndicator.c:123
float m_SequenceTick
Definition BleedingIndicator.c:17
void ResetSequence()
Definition BleedingIndicator.c:145
void StartRunningDrops()
Definition BleedingIndicator.c:112
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:126
bool IsRunning()
Definition tools.c:264

Перекрестные ссылки IsRunning(), IsRunningDrops(), m_ActiveDropsCount, DbgBleedingIndicationStaticInfo::m_DbgSequenceDuration, DbgBleedingIndicationStaticInfo::m_DbgUseOverrideValues, m_DropProbabilityRollsCount, m_Initialized, m_IsRunning, m_LastDropSpawnTime, Math::RandomFloat01(), ResetSequence(), StartRunningDrops() и TrySpawnNextDrop().

◆ Update() [3/3]

void Update ( float timeSlice = 0,
Param p = null,
int handle = -1 )
inlineprotected
66{}

◆ UpdateVisibility()

void UpdateVisibility ( bool state)
inlineprotected
64{}

◆ UpdateWidgets()

void UpdateWidgets ( int type = -1,
float timeSlice = 0,
Param p = null,
int handle = -1 )
inlineprivate
17{}

◆ VerifyRequester()

static bool VerifyRequester ( PPERequesterBase req)
inlinestaticprivate

Verifies the instance.

192 {
193 if (!m_Initialized) //initial registrations are fair game
194 {
195 return true;
196 }
197
199 for (int i = 0; i < m_Instances.Count(); i++)
200 {
201 temp = m_Instances.GetElement(i);
202 if (temp == req)
203 {
204 return true;
205 }
206 }
207
208 //Error("Requester instance " + req + " not valid! Please use registered instances from PPERequesterBank.");
209 Debug.Log("Requester instance '" + req + "' not valid! Please use registered instances from PPERequesterBank.");
210 return false;
211 }

Перекрестные ссылки Debug::Log(), m_Initialized и m_Instances.

Поля

◆ BLOOD_THRESHOLD_LOW

const int BLOOD_THRESHOLD_LOW = 3000
private

◆ INVALID

const int INVALID = -1
staticprivate

◆ m_ActiveDrops

ref set<ref BleedingIndicatorDropData> m_ActiveDrops
protected

◆ m_ActiveDropsCount

int m_ActiveDropsCount
protected

Используется в Update().

◆ m_AnimType

int m_AnimType
private

◆ m_AverageFrequency

float m_AverageFrequency
protected

◆ m_BasePosition

vector m_BasePosition
protected

◆ m_BloodClient

float m_BloodClient
private

Используется в GetBlood().

◆ m_BloodMaxValue

float m_BloodMaxValue
private

◆ m_CharacterDta

MenuData m_CharacterDta
protected

◆ m_CharacterId

int m_CharacterId
protected

Используется в GetCharacterID().

◆ m_CharacterObj

PlayerBase m_CharacterObj
protected

Используется в GetCharacterObj().

◆ m_CharacterPos

vector m_CharacterPos
protected

◆ m_CharacterRot

vector m_CharacterRot
protected

◆ m_Characters

ref map<ECharGender, ref array<string> > m_Characters = new map<ECharGender, ref array<string>>
protected

◆ m_CharacterType

string m_CharacterType
protected

◆ m_CharGender

ECharGender m_CharGender
protected

Используется в GetCharacterGender().

◆ m_CharGenderList

ref TStringArray m_CharGenderList = new TStringArray
protected

Используется в GetCharGenderList().

◆ m_CharPantsList

ref TStringArray m_CharPantsList = new TStringArray
protected

Используется в GetCharPantsList().

◆ m_CharShirtList

ref TStringArray m_CharShirtList = new TStringArray
protected

Используется в GetCharShirtsList().

◆ m_CharShoesList

ref TStringArray m_CharShoesList = new TStringArray
protected

Используется в GetCharShoesList().

◆ m_CleanupQueue

ref set<int> m_CleanupQueue
protected

◆ m_CurrentDropProbabilityStep

int m_CurrentDropProbabilityStep
protected

◆ m_DropProbabilityArray

array<float> m_DropProbabilityArray
protected

◆ m_DropProbabilityRollsCount

int m_DropProbabilityRollsCount
protected

Используется в Update().

◆ m_DropSpawnMaxDelay

float m_DropSpawnMaxDelay
protected

◆ m_DropSpawnMinDelay

float m_DropSpawnMinDelay
protected

◆ m_DropSpawnsQueued

int m_DropSpawnsQueued
protected

◆ m_EndNow

bool m_EndNow = false
protected

Используется в GetEndNow().

◆ m_Fullbody

bool m_Fullbody
private

◆ m_HasSource

bool m_HasSource
private

◆ m_HealthClient

float m_HealthClient
private

Используется в GetHealth().

◆ m_HealthDamage

float m_HealthDamage
private

◆ m_HealthMaxValue

float m_HealthMaxValue
private

Используется в CheckHealth() и SendInitValues().

◆ m_HitDir

float m_HitDir
private

◆ m_Initialized [1/2]

bool m_Initialized = false
staticprivate

◆ m_Initialized [2/2]

bool m_Initialized
protected

◆ m_InitialSyncSent

bool m_InitialSyncSent
protected

◆ m_Instances

ref map<int,ref PPERequesterBase> m_Instances
staticprivate

◆ m_IsRunning

bool m_IsRunning = false
protected

◆ m_LastBloodUpdate

float m_LastBloodUpdate
private

Используется в CheckBlood().

◆ m_LastDropSpawnTime

float m_LastDropSpawnTime
protected

Используется в Update().

◆ m_LastHealthUpdate

float m_LastHealthUpdate
private

Используется в CheckHealth().

◆ m_lastID

int m_lastID = -1
staticprivate

◆ m_LayoutRoot

Widget m_LayoutRoot
protected

◆ m_MaskWidgetUpdateCount

int m_MaskWidgetUpdateCount
private

◆ m_ParentMetaData

GameplayEffectsDataBleeding m_ParentMetaData
protected

◆ m_Player

PlayerBase m_Player
private

◆ m_Registrations

ref PPERequesterRegistrations m_Registrations
staticprivate

◆ m_SequenceDuration

float m_SequenceDuration
protected

◆ m_SequenceTick

float m_SequenceTick
protected

◆ m_Severity

int m_Severity
protected

Используется в GetSeverity().

◆ m_SourceID

int m_SourceID
protected

◆ m_Terminating

bool m_Terminating = false
protected

◆ m_TimeElapsedSequence

float m_TimeElapsedSequence
protected

◆ m_TimeElapsedTotal

float m_TimeElapsedTotal
protected

Используется в TrySpawnNextDrop().

◆ m_TimeSinceLastTick

float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1
private

◆ m_Type

int m_Type
protected

◆ m_WidgetArray

ref array<ref Widget> m_WidgetArray
protected

◆ m_WidgetSetIdentifier

int m_WidgetSetIdentifier
protected

◆ REQ_BLOODLOSS

const int REQ_BLOODLOSS = RegisterRequester(PPERequester_BloodLoss)
staticprivate

◆ REQ_BURLAPSACK

const int REQ_BURLAPSACK = RegisterRequester(PPERequester_BurlapSackEffects)
staticprivate

◆ REQ_CAMERAADS

const int REQ_CAMERAADS = RegisterRequester(PPERequester_CameraADS)
staticprivate

◆ REQ_CAMERANV

const int REQ_CAMERANV = RegisterRequester(PPERequester_CameraNV)
staticprivate

◆ REQ_CONTAMINATEDAREA

const int REQ_CONTAMINATEDAREA = RegisterRequester(PPERequester_ContaminatedAreaTint)
staticprivate

◆ REQ_CONTROLLERBLUR

const int REQ_CONTROLLERBLUR = RegisterRequester(PPERequester_ControlsBlur)
staticprivate

◆ REQ_CONTROLLERDISCONNECT

const int REQ_CONTROLLERDISCONNECT = RegisterRequester(PPERequester_ControllerDisconnectBlur)
staticprivate

◆ REQ_DEATHEFFECTS

const int REQ_DEATHEFFECTS = RegisterRequester(PPERequester_DeathDarkening)
staticprivate

◆ REQ_DROWNING

const int REQ_DROWNING = RegisterRequester(PPERequester_Drowning)
staticprivate

◆ REQ_FEVEREFFECTS

const int REQ_FEVEREFFECTS = RegisterRequester(PPERequester_FeverEffects)
staticprivate

◆ REQ_FLASHBANGEFFECTS

const int REQ_FLASHBANGEFFECTS = RegisterRequester(PPERequester_FlashbangEffects)
staticprivate

◆ REQ_GLASSESAVIATOR

const int REQ_GLASSESAVIATOR = RegisterRequester(PPERequester_GlassesAviator)
staticprivate

◆ REQ_GLASSESDESIGNER

const int REQ_GLASSESDESIGNER = RegisterRequester(PPERequester_GlassesDesignerBlack)
staticprivate

◆ REQ_GLASSESSPORTBLACK

const int REQ_GLASSESSPORTBLACK = RegisterRequester(PPERequester_GlassesSportBlack)
staticprivate

◆ REQ_GLASSESSPORTBLUE

const int REQ_GLASSESSPORTBLUE = RegisterRequester(PPERequester_GlassesSportBlue)
staticprivate

◆ REQ_GLASSESSPORTGREEN

const int REQ_GLASSESSPORTGREEN = RegisterRequester(PPERequester_GlassesSportGreen)
staticprivate

◆ REQ_GLASSESSPORTORANGE

const int REQ_GLASSESSPORTORANGE = RegisterRequester(PPERequester_GlassesSportOrange)
staticprivate

◆ REQ_GLASSESTACTICAL

const int REQ_GLASSESTACTICAL = RegisterRequester(PPERequester_TacticalGoggles)
staticprivate

◆ REQ_GLASSESWELDING

const int REQ_GLASSESWELDING = RegisterRequester(PPERequester_WeldingMask)
staticprivate

◆ REQ_HEALTHHITEFFECTS

const int REQ_HEALTHHITEFFECTS = RegisterRequester(PPERequester_HealthHitReaction)
staticprivate

◆ REQ_INTROCHROMABB

const int REQ_INTROCHROMABB = RegisterRequester(PPERequester_IntroChromAbb)
staticprivate

◆ REQ_INVENTORYBLUR

const int REQ_INVENTORYBLUR = RegisterRequester(PPERequester_InventoryBlur)
staticprivate

◆ REQ_MENUEFFECTS

const int REQ_MENUEFFECTS = RegisterRequester(PPERequester_MenuEffects)
staticprivate

◆ REQ_MOTOHELMETBLACK

const int REQ_MOTOHELMETBLACK = RegisterRequester(PPERequester_MotoHelmetBlack)
staticprivate

◆ REQ_PAINBLUR

const int REQ_PAINBLUR = RegisterRequester(PPERequester_PainBlur)
staticprivate

◆ REQ_SERVERBROWSEREFFECTS

const int REQ_SERVERBROWSEREFFECTS = RegisterRequester(PPERequester_ServerBrowserBlur)
staticprivate

◆ REQ_SHOCKHITEFFECTS

const int REQ_SHOCKHITEFFECTS = RegisterRequester(PPERequester_ShockHitReaction)
staticprivate

◆ REQ_SPOOKYAREA

const int REQ_SPOOKYAREA = RegisterRequester(PPERequester_SpookyAreaTint)
staticprivate

◆ REQ_TUNELVISSION

const int REQ_TUNELVISSION = RegisterRequester(PPERequester_TunnelVisionEffects)
staticprivate

◆ REQ_TUTORIALEFFECTS

const int REQ_TUTORIALEFFECTS = RegisterRequester(PPERequester_TutorialMenu)
staticprivate

◆ REQ_UNCONEFFECTS

const int REQ_UNCONEFFECTS = RegisterRequester(PPERequester_UnconEffects)
staticprivate

◆ REQ_UNDERGROUND

const int REQ_UNDERGROUND = RegisterRequester(PPERUndergroundAcco)
staticprivate

◆ SENSITIVTY_PERCENTAGE

const float SENSITIVTY_PERCENTAGE = 1
private

◆ TYPE_BLOOD

const int TYPE_BLOOD = 2
private

◆ TYPE_HEALTH

const int TYPE_HEALTH = 1
private

◆ VALUE_CHECK_INTERVAL

const float VALUE_CHECK_INTERVAL = 5
private

Объявления и описания членов классов находятся в файлах: