DayZ 1.30
DayZ Explorer by KGB
 
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Object.c
См. документацию.
8
9class ObjectSnapCallback
10{
14
17
19
22
26 void OnSetup()
27 {
28 }
29
32 void OnDebug(vector p0, vector p1, bool hasHit, bool found)
33 {
34 }
35
41 {
42 return false;
43 }
44
49 bool OnQuery(Object other)
50 {
51 return true;
52 }
53
58 bool OnCollide(Object other)
59 {
60 return true;
61 }
62};
63
64class Object extends IEntity
65{
66 private void ~Object();
67 private void Object();
68
70 {
71 return false;
72 }
73
82 void Delete()
83 {
84 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).Call(g_Game.ObjectDelete, this);
85 }
86
87 proto native void AddProxyPhysics(string proxySelectionName);
88
89 proto native void RemoveProxyPhysics(string proxySelectionName);
90
93
96
98 proto native bool GetLODS(notnull out array<LOD> lods);
99
101 proto native owned string GetLODName(LOD lod);
102
103 proto native vector GetBoundingCenter();
104
107 {
108 array<LOD> lods = new array<LOD>;
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 }
124
130
136
142
144 void Explode(int damageType, string ammoType = "")
145 {
146 if (ammoType == "")
147 ammoType = ConfigGetString("ammoType");
148
149 if (ammoType == "")
150 ammoType = "Dummy_Heavy";
151
152 if ( g_Game.IsServer() )
153 {
155 DamageSystem.ExplosionDamage(EntityAI.Cast(this), null, ammoType, GetPosition(), damageType);
156 }
157 }
158
160 {
161 if ( g_Game.IsDedicatedServer() ) // Multiplayer server
162 {
163 Param1<EntityAI> p = new Param1<EntityAI>(null);
164 g_Game.RPCSingleParam( this, ERPCs.RPC_EXPLODE_EVENT, p, true);
165 }
166 else if ( !g_Game.IsMultiplayer() ) // Singleplayer
167 {
169 }
170 }
171
174 {
175 string ammoType = ConfigGetString("ammoType");
176
177 if (ammoType == "")
178 ammoType = "Dummy_Heavy";
179
180 vector pos = GetPosition();
181 }
182
183 void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType) { }
184
186 proto native owned string GetActionComponentName(int componentIndex, string geometry = "");
187
189 proto native owned vector GetActionComponentPosition(int componentIndex, string geometry = "");
190
192 proto native owned int GetActionComponentNameList(int componentIndex, TStringArray nameList, string geometry = "");
193
195 proto native bool IsActionComponentPartOfSelection(int componentIndex, string selectionName, string geometry = "");
196
198 proto void GetActionComponentsForSelectionName(int level, string selectionName, TIntArray componentIndices);
199
201 proto vector GetActionComponentCenter(int level, int componentIndex);
202
204 proto vector GetActionComponentCenterOOB(int level, int componentIndex);
205
207 proto void GetActionComponentMinMax(int level, int componentIndex, out vector min, out vector max);
208
210 proto native bool ToDelete();
211
215 proto native bool IsPendingDeletion();
216
218 proto native int GetGeometryLevel();
219 proto native int GetFireGeometryLevel();
220 proto native int GetViewGeometryLevel();
221 proto native int GetMemoryLevel();
222
223#ifdef DEVELOPER
225 proto bool ToBonePivot(out int pivot, int level, int bone);
226 proto bool FromBonePivot(int pivot, out int level, out int bone);
227#endif
228
230 proto int GetBonePivot(int level, int component);
231
233 proto native void GetBonePivotsForAnimationSource(int level, string animationSource, out TIntArray pivots);
234
236 proto native vector GetBonePositionLS(int pivot);
237 proto native vector GetBonePositionMS(int pivot);
238 proto native vector GetBonePositionWS(int pivot);
239
241 proto native void GetBoneRotationLS(int pivot, out float quaternion[4]);
242 proto native void GetBoneRotationMS(int pivot, out float quaternion[4]);
243 proto native void GetBoneRotationWS(int pivot, out float quaternion[4]);
244
246 proto native void GetBoneTransformLS(int pivot, out vector transform[4]);
247 proto native void GetBoneTransformMS(int pivot, out vector transform[4]);
248 proto native void GetBoneTransformWS(int pivot, out vector transform[4]);
249
256 proto native void GetTightlyPackedCorners(ETransformationAxis axis, out vector corners[4]);
257
258#ifdef DIAG_DEVELOPER
259 void DebugDrawTightlyPackedCorners(ETransformationAxis axis, int color)
260 {
261#ifndef SERVER
262 vector points[2];
263 vector corners[4];
264
265 GetTightlyPackedCorners(axis, corners);
266
267 points[0] = corners[0];
268 points[1] = corners[1];
269 Shape.CreateLines(color, ShapeFlags.TRANSP | ShapeFlags.ONCE | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER, points, 2);
270
271 points[0] = corners[1];
272 points[1] = corners[3];
273 Shape.CreateLines(color, ShapeFlags.TRANSP | ShapeFlags.ONCE | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER, points, 2);
274
275 points[0] = corners[3];
276 points[1] = corners[2];
277 Shape.CreateLines(color, ShapeFlags.TRANSP | ShapeFlags.ONCE | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER, points, 2);
278
279 points[0] = corners[2];
280 points[1] = corners[0];
281 Shape.CreateLines(color, ShapeFlags.TRANSP | ShapeFlags.ONCE | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER, points, 2);
282#endif
283 }
284#endif
285
287 proto native vector GetPosition();
288
291 proto native vector GetWorldPosition();
292
294 proto native void SetPosition(vector vPos);
295
299 proto native void PlaceOnSurface();
300
305 proto native vector GetOrientation();
306
311 proto native void SetOrientation(vector vOrientation);
312
314 proto native vector GetDirection();
315
321 proto native void SetDirection(vector vPos);
322
324 proto native vector GetDirectionUp();
325
327 proto native vector GetDirectionAside();
328
330 proto native vector GetLocalPos(vector vPos);
332 proto native vector GetGlobalPos(vector vPos);
333
335 proto native vector GetSpeed();
336
338 proto native vector GetModelSpeed();
339
341 proto native bool CanAffectPathgraph();
342
344 proto native void SetAffectPathgraph(bool fromConfig, bool affect);
345
346
358 proto float ClippingInfo(out vector minMax[2]);
359
370 proto native bool GetCollisionBox(out vector minMax[2]);
371
376 proto native float GetCollisionRadius();
377
379 proto native float GetDamage();
380
381
382 proto native void GetSelectionList(out TStringArray selectionList);
383
386 {
388 return g_Game.SurfaceGetNoiseMultiplier(NULL, position, -1);
389 }
390
393 {
394 string surface_type;
395 int liquid_type;
396
397 g_Game.SurfaceUnderObject(this, surface_type,liquid_type);
398// Print(surface_type);
399// Print(liquid_type);
400
401 return surface_type;
402 }
403
405 bool HasSelection( string selection )
406 {
407 TStringArray selections = new TStringArray;
408 GetSelectionList( selections );
409
410 for ( int i = 0; i < selections.Count(); ++i )
411 {
412 if ( selections.Get( i ) == selection )
413 {
414 return true;
415 }
416 }
417
418 return false;
419 }
420
422 bool HasAnimation( string anim_name )
423 {
424 string cfg_path_vehicles = "CfgVehicles " + GetType() + " ";
425 if ( g_Game.ConfigIsExisting (cfg_path_vehicles) && g_Game.ConfigIsExisting (cfg_path_vehicles + "AnimationSources " + anim_name) )
426 {
427 return true;
428 }
429
430 string cfg_path_weapons = "CfgWeapons " + GetType() + " ";
431 if ( g_Game.ConfigIsExisting (cfg_path_weapons) && g_Game.ConfigIsExisting (cfg_path_weapons + "AnimationSources " + anim_name) )
432 {
433 return true;
434 }
435
436 string cfg_path_magazines = "CfgMagazines " + GetType() + " ";
437 if ( g_Game.ConfigIsExisting (cfg_path_magazines) && g_Game.ConfigIsExisting (cfg_path_magazines + "AnimationSources " + anim_name) )
438 {
439 return true;
440 }
441
442 return false;
443 }
444
446 /*bool HasEnergyManager()
447 {
448 return false;
449 }*/
450
451 proto native int GetMemoryPointIndex(string memoryPointName);
452 proto native vector GetMemoryPointPos(string memoryPointName);
453 proto native vector GetMemoryPointPosByIndex(int pointIndex);
454 proto native bool MemoryPointExists(string memoryPoint);
455
456 proto native void CreateDynamicPhysics(int interactionLayers);
457 proto native void EnableDynamicCCD(bool state);
458 proto native void SetDynamicPhysicsLifeTime(float lifeTime);
459
461 void OnTreeCutDown(EntityAI cutting_entity);
462
464 proto native EntityType GetEntityType();
465
467 string GetType()
468 {
469 string ret;
470 g_Game.ObjectGetType(this, ret);
471
472 return ret;
473 }
474
477 {
478 string tmp;
479 if (NameOverride(tmp))
480 {
481 tmp = Widget.TranslateString(tmp);
482 }
483 else
484 {
485 g_Game.ObjectGetDisplayName(this, tmp);
486 }
487 return tmp;
488 }
489
490 //Used to specify this object will always display it's own name when attached to another object
492 {
493 return false;
494 }
495
498 {
499 return g_Game.GetModelName(GetType());
500 }
501
503 proto native owned string GetShapeName();
504
506 {
507 return g_Game.ObjectRelease(this);
508 }
509
511 bool IsKindOf(string type)
512 {
513 return g_Game.ObjectIsKindOf(this, type);
514 }
515
516 // Check alive state
517 bool IsAlive()
518 {
519 return !IsDamageDestroyed();
520 }
521
523 bool IsMan()
524 {
525 return false;
526 }
527
530 {
531 return false;
532 }
533
536 {
537 return false;
538 }
539
542 {
543 return false;
544 }
545
548 {
549 return false;
550 }
551
554 {
555 return false;
556 }
557
558 //Returns true for protector cases and similar items. Usually can be nested in other cargo while full, unlike clothing..
560 {
561 return false;
562 }
563
566 {
567 return false;
568 }
569
572 {
573 return false;
574 }
575
578 {
579 return false;
580 }
581
584 {
585 return false;
586 }
587
590 {
591 return false;
592 }
593
595 bool IsTree()
596 {
597 return false;
598 }
599
601 bool IsRock()
602 {
603 return false;
604 }
605
608 {
609 return false;
610 }
611
613 bool IsBush()
614 {
615 return false;
616 }
617
619 {
620 return false;
621 }
622
625 {
626 return false;
627 }
628
630 bool IsWeapon()
631 {
632 return false;
633 }
634
637 {
638 return false;
639 }
640
643 {
644 return false;
645 }
646
651
656
658 {
659 return LIQUID_NONE;
660 }
661
664 bool IsWell()
665 {
667 }
668
669 bool ShootsExplosiveAmmo()//placed on Object so that we can optimize early checks in DayZGame without casting
670 {
671 return false;
672 }
673
675 {
676 return false;
677 }
678
681 {
682 return false;
683 }
684
687 {
688 return false;
689 }
690
693 {
694 return false;
695 }
696
699 {
700 return false;
701 }
702
705 {
706 return false;
707 }
708
711 {
712 return false;
713 }
714
716 {
717 return false;
718 }
719
720 void SetBeingBackstabbed(int backstabType){}
721
723 bool IsFood()
724 {
725 return ( IsFruit() || IsMeat() || IsCorpse() || IsMushroom() );
726 }
727
728 bool IsFruit()
729 {
730 return false;
731 }
732
733 bool IsMeat()
734 {
735 return false;
736 }
737
738 bool IsCorpse()
739 {
740 return false;
741 }
742
744 {
745 return false;
746 }
747
750 {
751 return true;
752 }
753
756 {
757 return false;
758 }
759
761 {
762 return false;
763 }
764
766 {
767 return false;
768 }
769
771 {
772 return false;
773 }
774
776 {
777 return false;
778 }
779
781 {
782 return false;
783 }
784
786 {
787 return IsPlainObject() && !IsScenery();
788 }
789
791 {
792 return HasProxyParts() || CanUseConstruction();
793 }
794
797 {
798 return false;
799 }
800
802 {
803 return IsBush() || IsTree() || IsMan() || IsDayZCreature() || IsItemBase();
804 }
805
807 {
808 return true;
809 }
810
813 {
814 return false;
815 }
816
819 proto void GetNetworkID( out int lowBits, out int highBits );
820
822 {
823 int low, high;
824 GetNetworkID( low, high );
825 return high.ToString() + low.ToString();
826 }
827
828 override string GetDebugName()
829 {
830 return GetDebugNameNative();
831 }
832
833 static string GetDebugName(Object o)
834 {
835 if (o)
836 return o.GetDebugName();
837 return "null";
838 }
839
841 proto string GetDebugNameNative();
842
844 void RPC(int rpc_type, array<ref Param> params, bool guaranteed, PlayerIdentity recipient = NULL)
845 {
846 g_Game.RPC(this, rpc_type, params, guaranteed, recipient);
847 }
848
850 void RPCSingleParam(int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient = NULL)
851 {
852 g_Game.RPCSingleParam(this, rpc_type, param, guaranteed, recipient);
853 }
854
860 void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx);
861
866
872
873 proto vector ModelToWorld(vector modelPos);
874 proto vector WorldToModel(vector worldPos);
875
876 // config class API
877
878 proto string ConfigGetString(string entryName);
885 proto string ConfigGetStringRaw(string entryName);
886 proto int ConfigGetInt(string entryName);
887 bool ConfigGetBool(string entryName)
888 {
889 return (ConfigGetInt(entryName) == 1);
890 }
891
892 proto float ConfigGetFloat(string entryName);
893 proto vector ConfigGetVector(string entryName);
894 //proto ParamEntry ConfigGetEntry(string entryName);
895
901 proto native void ConfigGetTextArray(string entryName, out TStringArray values);
902
909 proto native void ConfigGetTextArrayRaw(string entryName, out TStringArray values);
910
916 proto native void ConfigGetFloatArray(string entryName, out TFloatArray values);
917
923 proto native void ConfigGetIntArray(string entryName, out TIntArray values);
924
929 proto native bool ConfigIsExisting(string entryName);
930
932 bool KindOf( string tag )
933 {
934 string item_name = this.GetType();
935 TStringArray item_tag_array = new TStringArray;
936 ConfigGetTextArray("cfgVehicles " + item_name + " itemInfo", item_tag_array);
937
938 int array_size = item_tag_array.Count();
939 for (int i = 0; i < array_size; i++)
940 {
941 if ( item_tag_array.Get(i) == tag )
942 {
943 return true;
944 }
945 }
946 return false;
947 }
948
950 {
951 int nTypenames = typenames.Count();
952 for( int i = 0; i < nTypenames; ++i )
953 {
954 if (IsInherited(typenames.Get(i)))
955 {
956 return true;
957 }
958 }
959 return false;
960 }
961
965 proto native bool IsPlainObject();
966
970 proto native bool IsScenery();
971
972 // Damage system
976 proto native bool HasDamageSystem();
977
981 proto native bool IsDamageDestroyed();
982
987 proto native void SetDestructTime(float time);
988
994 proto native float GetHealth(string zoneName, string healthType);
995
1001 proto native float GetHealth01(string zoneName, string healthType);
1002
1008 proto native float GetMaxHealth(string zoneName, string healthType);
1009
1015 proto native void SetHealth(string zoneName, string healthType, float value);
1016
1020 proto native void SetFullHealth();
1021
1027 proto native void AddHealth(string zoneName, string healthType, float value);
1028
1034 proto native void DecreaseHealth(string zoneName, string healthType, float value);
1035
1042 proto native bool GetAdditionalHealthTypes(string zoneName, TStringArray outHealthTypes);
1043
1049 void DecreaseHealth(string zoneName, string healthType, float value, bool auto_delete)
1050 {
1051 DecreaseHealth(zoneName, healthType, value);
1052
1053 if (auto_delete)
1054 {
1055 float result_health = GetHealth(zoneName, healthType);
1056 if (result_health <= 0)
1057 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).Call(g_Game.ObjectDelete, this);
1058 }
1059 }
1060
1063 {
1064 return GetHealth("", "");
1065 }
1066
1068 {
1069 return GetHealth01("", "");
1070 }
1071
1073 {
1074 return GetMaxHealth("", "");
1075 }
1076
1077 void SetHealth(float health)
1078 {
1079 SetHealth("", "", health);
1080 }
1081
1082 void SetGlobalHealth(float health)
1083 {
1084 SetHealth("", "", health);
1085 }
1086
1087 void SetHealthLevel(int healthLevel, string zone = "")
1088 {
1089 SetHealth01(zone,"", GetHealthLevelValue(healthLevel, zone));
1090 }
1091
1092 void AddHealthLevel(int healthLevelDelta, string zone = "")
1093 {
1094 int maxHealthLevel = GetNumberOfHealthLevels(zone) - 1;
1095 int newHealthLevel = Math.Clamp(GetHealthLevel(zone) + healthLevelDelta,0,maxHealthLevel);
1096 SetHealthLevel(newHealthLevel,zone);
1097 }
1098
1100 void SetHealth01(string zoneName, string healthType, float coef)
1101 {
1102 SetHealth(zoneName,healthType,(GetMaxHealth(zoneName,healthType)*coef));
1103 }
1104
1105 void SetHealthMax(string zoneName = "", string healthType = "")
1106 {
1107 SetHealth(zoneName,healthType,GetMaxHealth(zoneName,healthType));
1108 }
1109
1110 void AddHealth( float add_health)
1111 {
1112 AddHealth("", "", add_health);
1113 }
1114
1115 void DecreaseHealth(float dec_health, bool auto_delete = true)
1116 {
1117 DecreaseHealth("", "", dec_health, auto_delete);
1118 }
1119
1120 void DecreaseHealthCoef(float dec_health_coef, bool auto_delete = true)
1121 {
1122 float current_health = GetHealth();
1123 float final_health_coef = GetHealth01() - dec_health_coef;
1124 float final_health = GetMaxHealth() * final_health_coef;
1125 DecreaseHealth("", "", current_health - final_health);
1126 }
1127
1138 proto native void ProcessDirectDamage(int damageType, EntityAI source, string componentName, string ammoName, vector modelPos, float damageCoef = 1.0, int flags = 0);
1139
1144 bool EEOnDamageCalculated(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
1145 {
1146 return true;
1147 }
1148
1153 proto native void GetDamageZones(out TStringArray dmgZones);
1154
1159 proto native vector GetDamageZonePos(string zoneName);
1164 proto native owned string GetDamageZoneNameByComponentIndex(int componentIndex);
1165
1171 proto native int GetHealthLevel(string zone = "");
1172
1178 proto native int GetNumberOfHealthLevels(string zone = "");
1179
1185 proto native float GetHealthLevelValue(int healthLevel, string zone = "");
1186
1187
1191 proto native bool GetAllowDamage();
1196 proto native void SetAllowDamage(bool val);
1197
1201 proto native bool GetCanBeDestroyed();
1202
1207 proto native void SetCanBeDestroyed(bool val);
1208
1220 {
1221 return IsDamageDestroyed();
1222 }
1223
1226
1229
1230 void GetActions(typename action_input_type, out array<ActionBase_Basic> actions)
1231 {
1232 }
1233
1235 SoundOnVehicle PlaySound(string sound_name, float range, bool create_local = true)
1236 {
1237 return g_Game.CreateSoundOnObject(this, sound_name, range, false, create_local);
1238 }
1239
1241 SoundOnVehicle PlaySoundLoop(string sound_name, float range, bool create_local = true)
1242 {
1243 return g_Game.CreateSoundOnObject(this, sound_name, range, true, create_local);
1244 }
1245
1247 bool PlaySoundSet( out EffectSound sound, string sound_set, float fade_in, float fade_out, bool loop = false )
1248 {
1249 if ( g_Game && !g_Game.IsDedicatedServer() )
1250 {
1251 if ( sound )
1252 {
1253 if ( loop )
1254 {
1255 return true;
1256 }
1257 else
1258 {
1259 StopSoundSet( sound ); //auto stop for non-looped sounds
1260 }
1261 }
1262
1263 sound = SEffectManager.PlaySoundOnObject( sound_set, this, fade_in, fade_out, loop );
1264 sound.SetAutodestroy( true );
1265
1266 return true;
1267 }
1268
1269 return false;
1270 }
1271
1273 bool PlaySoundSetLoop( out EffectSound sound, string sound_set, float fade_in, float fade_out )
1274 {
1275 return PlaySoundSet( sound, sound_set, fade_in, fade_out, true );
1276 }
1277
1279 bool PlaySoundSetAtMemoryPointLoopedSafe(out EffectSound sound, string soundSet, string memoryPoint,float play_fade_in = 0, float stop_fade_out = 0)
1280 {
1281 if (sound && sound.IsPlaying())
1282 {
1283 sound.SoundStop();
1284 }
1285 return PlaySoundSetAtMemoryPointLooped(sound, soundSet, memoryPoint, play_fade_in, stop_fade_out);
1286 }
1287
1288 bool PlaySoundSetAtMemoryPointLooped(out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in = 0, float stop_fade_out = 0)
1289 {
1290 return PlaySoundSetAtMemoryPoint(sound, soundSet, memoryPoint, true, play_fade_in, stop_fade_out);
1291 }
1292
1293
1294 bool PlaySoundSetAtMemoryPoint(out EffectSound sound, string soundSet, string memoryPoint, bool looped = false, float play_fade_in = 0, float stop_fade_out = 0)
1295 {
1296 vector pos;
1297
1298 if (MemoryPointExists(memoryPoint))
1299 {
1300 pos = GetMemoryPointPos(memoryPoint);
1301 pos = ModelToWorld(pos);
1302 }
1303 else
1304 {
1305 ErrorEx(string.Format("Memory point %1 not found when playing soundset %2 at memory point location", memoryPoint, soundSet));
1306 return false;
1307 }
1308
1309 sound = SEffectManager.PlaySoundEnviroment(soundSet, pos, play_fade_in, stop_fade_out, looped);
1310 return true;
1311 }
1312
1314 bool StopSoundSet( out EffectSound sound )
1315 {
1316 if ( sound && g_Game && ( !g_Game.IsDedicatedServer() ) )
1317 {
1318 sound.SoundStop();
1319 sound = null;
1320
1321 return true;
1322 }
1323
1324 return false;
1325 }
1326
1329
1331 void OnReceivedHit(ImpactEffectsData hitData);
1332
1335
1337 {
1338 int lo = 0;
1339 int hi = 0;
1340 GetNetworkID(lo, hi);
1341 return lo | hi;
1342 }
1343
1344 bool NameOverride(out string output)
1345 {
1346 return false;
1347 }
1348
1349 bool DescriptionOverride(out string output)
1350 {
1351 return false;
1352 }
1353
1355
1357 {
1358 return false;
1359 }
1360
1362 {
1363 if ( MemoryPointExists("ce_center") )
1364 {
1365 //Print("CE_CENTER found");
1366 return ModelToWorld( GetMemoryPointPos("ce_center") );
1367 }
1368 else
1369 {
1370 //Print("CE_CENTER DOING A BAMBOOZLE => not found");
1371 return GetPosition() + Vector(0, 0.2, 0);
1372 }
1373 }
1374
1376 {
1377 return false;
1378 }
1379
1382
1383 #ifdef DEVELOPER
1384 void SetDebugItem();
1385 #endif
1386
1387 void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
1388 {
1389 int pivot = GetBonePivot(GetFireGeometryLevel(), componentIndex);
1390 vector parentTransMat[4];
1391 vector arrowTransMat[4];
1392
1393 if (pivot == -1)
1394 {
1395 GetTransform(parentTransMat);
1396 }
1397 else
1398 {
1399 GetBoneTransformWS(pivot, parentTransMat);
1400 }
1401
1402 float scale = GetScale();
1403 scale = 1 / (scale * scale);
1404
1405 arrow.GetTransform(arrowTransMat);
1406 Math3D.MatrixInvMultiply4(parentTransMat, arrowTransMat, arrowTransMat);
1407
1408 // orthogonalize matrix - parent might be skewed
1409 Math3D.MatrixOrthogonalize4(arrowTransMat);
1410
1411 arrowTransMat[3] = arrowTransMat[3] * scale;
1412
1413 arrow.SetTransform(arrowTransMat);
1414
1415 AddChild(arrow, pivot);
1416 }
1417
1419 {
1420 return !IsHologram();
1421 }
1422
1424 {
1425 return false;
1426 }
1427
1429
1431 {
1432 return !g_Game.IsMultiplayer();
1433 }
1434
1435 void Gizmo_SetWorldTransform(vector transform[4], bool finalize)
1436 {
1437 SetPosition(transform[3]);
1438 SetDirection(transform[2]);
1439
1440 SetTransform(transform);
1441
1442 // TODO: RPC or something when finalize == true to send the new transform to the server, don't forget to make 'Gizmo_IsSupported' return true
1443 }
1444
1446 {
1447 GetTransform(transform);
1448 }
1449
1451 {
1452 return true;
1453 }
1454
1456 {
1457 return true;
1458 }
1459
1460 //Debug
1461 //----------------------------------------------
1462 /*void DbgAddPxyPhy(string slot)
1463 {
1464 Print("AddProxyPhysics slot: " + slot);
1465 AddProxyPhysics(slot);
1466 }*/
1467};
eBleedingSourceType GetType()
bool IsDamageDestroyed(ActionTarget target)
Определения ActionBase.c:1275
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
override bool IsDayZCreature()
Определения DayZAnimal.c:55
DayZGame g_Game
Определения DayZGame.c:4074
string ammoType
Определения DustKickupEffects.c:24
vector position
Определения DustKickupEffects.c:20
ELiquidSourceObjectType
Определения ELiquidSourceObjectType.c:2
ERPCs
Определения ERPCs.c:2
ETransformationAxis
Определения ETransformationAxis.c:2
EWaterSourceObjectType
Определения EWaterSourceObjectType.c:2
override bool IsCorpse()
Определения Edible_Base.c:1484
override bool IsMeat()
Определения Edible_Base.c:1479
override bool IsFruit()
Определения Edible_Base.c:1489
override bool IsMushroom()
Определения Edible_Base.c:1494
GizmoTransformMode
Определения GizmoApi.c:2
GizmoSpaceMode
Определения GizmoApi.c:11
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
override bool IsHologram()
Определения ItemBase.c:920
override bool IsItemBase()
Определения ItemBase.c:2729
void OnDebug(vector p0, vector p1, bool hasHit, bool found)
Debug callback for rendering on the screen.
Определения Object.c:32
bool OnCollide(Object other)
Ray cast line test from owner to a tested position.
Определения Object.c:58
vector m_DirectionFunc
The size of the boundig box, centered.
Определения Object.c:18
enum ProcessDirectDamageFlags m_Owner
bool OnFirstContact(Object other)
Called for first layer contacts to determine if this object should be snapped around or default rv ra...
Определения Object.c:40
bool OnQuery(Object other)
Initial query around the owner position to see if an object should be processed in contact testing.
Определения Object.c:49
vector m_Offset
The direction of the owner in world space.
Определения Object.c:15
ProcessDirectDamageFlags
Определения Object.c:2
@ NO_ATTACHMENT_TRANSFER
Do not transfer damage to attachments.
Определения Object.c:4
@ ALL_TRANSFER
Определения Object.c:3
@ NO_GLOBAL_TRANSFER
Do not transfer damage to global.
Определения Object.c:5
@ NO_TRANSFER
NO_ATTACHMENT_TRANSFER | NO_GLOBAL_TRANSFER.
Определения Object.c:6
vector m_OwnerDirection
The position of the owner in world space.
Определения Object.c:13
vector m_Transform[4]
If 'OnDebug' is to be called.
Определения Object.c:21
bool m_DebugEnabled
How much should the direction be favoured.
Определения Object.c:20
vector m_OwnerPosition
The owner performing the snap callback.
Определения Object.c:12
vector m_Extents
The true center of the bounding box of the object to be dropped in model space.
Определения Object.c:16
void OnSetup()
The transformation currently being debugged.
Определения Object.c:26
proto string GetDebugNameNative()
Gets the debug name for the ParticleManager.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Определения EffectSound.c:607
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения EntityType.c:2
static array< string > GetHiddenSelectionsTexturesConfig(string type)
Определения HiddenSelectionsData.c:45
static array< string > GetHiddenSelectionsMaterialsConfig(string type)
Определения HiddenSelectionsData.c:52
static array< string > GetHiddenSelectionsConfig(string type)
Определения HiddenSelectionsData.c:38
proto native bool IsActionComponentPartOfSelection(int componentIndex, string selectionName, string geometry="")
return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" f...
proto native void GetBoneRotationWS(int pivot, out float quaternion[4])
proto native bool GetCollisionBox(out vector minMax[2])
Gets collision bounding box.
bool IsBeingBackstabbed()
Определения Object.c:715
bool IsFireplace()
Returns if this entity is fireplacebase.
Определения Object.c:589
bool DisplayNameRuinAttach()
Определения Object.c:491
void OnSimulationDisabled()
Event called from C++ when simulation is disabled.
Определения Object.c:1228
proto native void GetBoneRotationMS(int pivot, out float quaternion[4])
proto native void SetDestructTime(float time)
Sets the time over which to perform DestructTent/DestructTree.
proto native bool IsDamageDestroyed()
Checks if object is destroyed.
EWaterSourceObjectType GetWaterSourceObjectType()
Определения Object.c:647
proto native owned string GetShapeName()
Return path and name of the model.
proto native bool GetAdditionalHealthTypes(string zoneName, TStringArray outHealthTypes)
List of additional health types in given zone.
bool ShootsExplosiveAmmo()
Returns if this entity is a weapon which can shoot explosive ammo.
Определения Object.c:669
void OnTreeCutDown(EntityAI cutting_entity)
Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare ...
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>.
bool StopSoundSet(out EffectSound sound)
EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing)
Определения Object.c:1314
bool IsWell()
Определения Object.c:664
proto float ConfigGetFloat(string entryName)
bool IsEntityAI()
Returns if this entity is EntityAI.
Определения Object.c:535
proto native int GetMemoryLevel()
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 ...
Определения Object.c:1279
float GetHealth01()
Equivalent of GetHealth01("", "");.
Определения Object.c:1067
proto vector GetSelectionPositionOld(string name)
bool IsTransport()
Returns if this entity is transport.
Определения Object.c:686
bool IsMagazine()
Returns if this entity is Magazine.
Определения Object.c:565
LOD GetLODByName(string name)
Retrieve LOD by given name.
Определения Object.c:106
proto native void EnableDynamicCCD(bool state)
void RPCSingleParam(int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=NULL)
Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.
Определения Object.c:850
proto native vector GetWorldPosition()
proto vector GetSelectionPositionMS(string name)
proto string ConfigGetStringRaw(string entryName)
Get a raw strings from config entry.
bool IsInfluencedBySandstorm()
Определения Object.c:1375
proto native void SetAffectPathgraph(bool fromConfig, bool affect)
Sets if object's geometry affects pathgraph generation. If first parameter is true,...
proto native bool IsPlainObject()
Is this just static object without config? So we can avoid calling unnecessary methods.
proto float ClippingInfo(out vector minMax[2])
Get Clipping info.
proto native owned vector GetActionComponentPosition(int componentIndex, string geometry="")
returns action component position by given component index, 'geometry' can be "fire" or "view" (defau...
proto native void RemoveProxyPhysics(string proxySelectionName)
proto native void ConfigGetTextArrayRaw(string entryName, out TStringArray values)
Get array of raw strings from config entry.
bool IsAmmoPile()
Returns if this entity is Ammo Pile.
Определения Object.c:571
void PreAreaDamageActions()
void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
Определения Object.c:183
bool IsInventoryItem()
Returns if this entity is InventoryItem.
Определения Object.c:577
proto native void SetFullHealth()
Sets full health to all zones and removes fatal damage when applicable.
proto native void PlaceOnSurface()
Place object on surface.
bool IsContainer()
Определения Object.c:559
proto vector ModelToWorld(vector modelPos)
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 bool ConfigIsExisting(string entryName)
Checks if given entry exists.
bool IsFruit()
Определения Object.c:728
proto native void SetDirection(vector vPos)
Set direction of object.
vector GetCenter()
Определения Object.c:1361
bool IsCorpse()
Определения Object.c:738
bool HasNetworkID()
Определения Object.c:1336
void OnReceivedHit(ImpactEffectsData hitData)
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 int GetFireGeometryLevel()
proto native float GetHealthLevelValue(int healthLevel, string zone="")
Returns cutoff value for health level specified in object's config class parameter healthLevels.
int Release()
Определения Object.c:505
proto native float GetDamage()
Get total damage (clipped to range 0..1)
proto native vector GetSpeed()
Retrieve object's speed in global space.
bool CanUseConstructionBuild()
Returns true if the build action can be used on this.
Определения Object.c:704
proto native vector GetDamageZonePos(string zoneName)
Obtains middle position of damage zone based on it's name.
proto vector ConfigGetVector(string entryName)
void OnSpawnByObjectSpawner(ITEM_SpawnerObject item)
void SetHealth(float health)
Equivalent of SetHealth("", "", float value);.
Определения Object.c:1077
proto native float GetMaxHealth(string zoneName, string healthType)
Returns maximum value of health.
void SpawnDamageDealtEffect()
void Object()
void GetActions(typename action_input_type, out array< ActionBase_Basic > actions)
Определения Object.c:1230
string GetModelName()
Returns name of the model of this object without the '.p3d' suffix.
Определения Object.c:497
proto native bool ToDelete()
Flag to determine this object is marked to be deleted soon.
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.
string GetDisplayName()
Get display name of entity.
Определения Object.c:476
void SynchExplosion()
Определения Object.c:159
string GetNetworkIDString()
Определения Object.c:821
bool IsWoodBase()
Returns whether object is PlanBase.
Определения Object.c:607
proto native void SetPosition(vector vPos)
Set position.
bool DisableVicinityIcon()
Disables icon in the vicinity, useful for large, immovable items, that are not buildings.
Определения Object.c:812
bool Gizmo_IsSupported()
Определения Object.c:1430
bool IsKindOf(string type)
Check config class name of the object.
Определения Object.c:511
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 ConfigGetTextArray(string entryName, out TStringArray values)
Get array of strings from config entry.
TStringArray GetHiddenSelections()
Returns the hiddenSelections array from the object's config.
Определения Object.c:126
override string GetDebugName()
Определения Object.c:828
void DecreaseHealth(float dec_health, bool auto_delete=true)
Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.
Определения Object.c:1115
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,...
Определения Object.c:1273
proto native void AddProxyPhysics(string proxySelectionName)
proto native vector GetPosition()
Retrieve position.
proto native bool GetCanBeDestroyed()
Returns if object is destroyable.
bool Gizmo_IsAllowedSpaceMode(GizmoSpaceMode mode)
Определения Object.c:1455
void SetGlobalHealth(float health)
Equivalent of SetHealth("", "", float value);.
Определения Object.c:1082
proto native int GetHealthLevel(string zone="")
Returns global health level specified in object's config class parameter healthLevels (range is usual...
proto native void GetBoneTransformWS(int pivot, out vector transform[4])
bool IsCuttable()
Определения Object.c:618
bool CanUseConstruction()
Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower)
Определения Object.c:698
bool KindOf(string tag)
Compares config class name to given string.
Определения Object.c:932
bool IsMan()
Returns if this entity is Man.
Определения Object.c:523
bool IsTree()
Returns if this entity is tree.
Определения Object.c:595
proto native void SetAllowDamage(bool val)
Enable or disable object to receive damage.
void AddHealth(float add_health)
Equivalent of AddHealth("", "", float value);.
Определения Object.c:1110
proto vector GetActionComponentCenterOOB(int level, int componentIndex)
The center of the component, in model space.
proto native void GetSelectionList(out TStringArray selectionList)
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,...
Определения Object.c:1247
bool IsFuelStation()
Returns if this entity is Fuel Station (extends Building)
Определения Object.c:680
proto native void SetCanBeDestroyed(bool val)
Enable or disable destruction of object (after health is depleated)
proto native bool IsPendingDeletion()
proto string ConfigGetString(string entryName)
bool HasProxyParts()
Определения Object.c:780
bool IsItemBase()
Returns if this entity is ItemBase.
Определения Object.c:553
proto native vector GetOrientation()
Retrieve orientation (yaw, pitch, roll) in degrees
bool NameOverride(out string output)
Определения Object.c:1344
string GetSurfaceType()
Returns type of surface under object.
Определения Object.c:392
TStringArray GetHiddenSelectionsTextures()
Returns the hiddenSelectionsTextures array from the object's config.
Определения Object.c:132
bool CanBeIgnoredByDroppedItem()
Определения Object.c:801
bool ConfigGetBool(string entryName)
Определения Object.c:887
void OnEnterTrigger(ScriptedEntity trigger)
Object entered trigger.
Определения Object.c:92
bool IsFood()
Returns if this entity if a food item.
Определения Object.c:723
bool IsAnyInherited(array< typename > typenames)
Определения Object.c:949
float GetHealth()
Equivalent of GetHealth("", "");.
Определения Object.c:1062
proto vector GetSelectionBasePositionLS(string name)
Get the position of the selection with no animations applied.
proto native void GetDamageZones(out TStringArray dmgZones)
Obtains a list of nammes of all object's damage zones.
proto native vector GetMemoryPointPosByIndex(int pointIndex)
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.
Определения Object.c:1144
bool PlaySoundSetAtMemoryPoint(out EffectSound sound, string soundSet, string memoryPoint, bool looped=false, float play_fade_in=0, float stop_fade_out=0)
Определения Object.c:1294
bool ShowZonesHealth()
Returns true if the health of damage zones should be displayed (instead of global HP of the entity) (...
Определения Object.c:755
bool HasAnimation(string anim_name)
Searches object's config for the given animation name. Returns true if it was found,...
Определения Object.c:422
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...
Определения Object.c:1235
proto native bool GetAllowDamage()
Returns if object can receive damage.
bool IsScriptedLight()
Определения Object.c:770
void PostAreaDamageActions()
void Delete()
Delete this object in next frame.
Определения Object.c:82
bool HasFixedActionTargetCursorPosition()
Определения Object.c:1423
bool CanObstruct()
Определения Object.c:785
proto native vector GetLocalPos(vector vPos)
Calculate local position of other entity to this entity.
bool IsBush()
Returns if this entity is bush.
Определения Object.c:613
bool IsWeapon()
Returns if this entity is Weapon.
Определения Object.c:630
bool CanProxyObstructSelf()
can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'
Определения Object.c:796
void OnClientSandstormEnter()
float GetMaxHealth()
Equivalent of GetMaxHealth("", "");.
Определения Object.c:1072
proto native void AddHealth(string zoneName, string healthType, float value)
Adds health.
void AddHealthLevel(int healthLevelDelta, string zone="")
Similar to 'SetHealthLevel', but allows to jump up/down 'healthLevelDelta' amount of health levels fr...
Определения Object.c:1092
bool IsItemTent()
Определения Object.c:765
static string GetDebugName(Object o)
Определения Object.c:833
proto native vector GetDirectionAside()
Retrieve direction aside vector.
proto native bool GetLODS(notnull out array< LOD > lods)
Retrieve all LODS.
proto native int GetGeometryLevel()
Native functions for getting the level used for calculating the pivot.
bool IsPeltBase()
Returns if this entity is Pelt_Base.
Определения Object.c:624
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/BOTTO...
proto native void SetOrientation(vector vOrientation)
Set orientation (yaw, pitch, roll) in degrees
void DecreaseHealthCoef(float dec_health_coef, bool auto_delete=true)
Decreases health by the given coeficient.
Определения Object.c:1120
proto native void GetBoneTransformMS(int pivot, out vector transform[4])
float GetSurfaceNoise()
Returns noise multiplier of surface under object.
Определения Object.c:385
bool IsRuined()
Returns whether the object is ruined (0 Health).
Определения Object.c:1219
proto native bool CanAffectPathgraph()
Returns true if object's geometry can affect pathgraph generation.
proto int ConfigGetInt(string entryName)
proto vector GetActionComponentCenter(int level, int componentIndex)
The center of the component, in model space.
void Gizmo_SetWorldTransform(vector transform[4], bool finalize)
Определения Object.c:1435
proto void GetActionComponentsForSelectionName(int level, string selectionName, TIntArray componentIndices)
outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "...
proto native vector GetBonePositionWS(int pivot)
TStringArray GetHiddenSelectionsMaterials()
Returns the hiddenSelectionsMaterials array from the object's config.
Определения Object.c:138
bool IsClothing()
Returns if this entity is Clothing.
Определения Object.c:583
proto native bool MemoryPointExists(string memoryPoint)
proto void GetActionComponentMinMax(int level, int componentIndex, out vector min, out vector max)
The AABB of the component.
proto native owned string GetActionComponentName(int componentIndex, string geometry="")
returns FIRST FOUND action component name by given component index, 'geometry' can be "fire" or "view...
void SetHealthMax(string zoneName="", string healthType="")
Sets health to its maximum (zone or global)
Определения Object.c:1105
bool IsBuilding()
Returns if this entity is Building.
Определения Object.c:642
void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
Определения Object.c:1387
void OnSimulationEnabled()
Event called from C++ when simulation is enabled.
Определения Object.c:1225
proto native void ConfigGetIntArray(string entryName, out TIntArray values)
Get array of integers from config entry.
void DecreaseHealth(string zoneName, string healthType, float value, bool auto_delete)
Decreases health with the option of auto-deleting the object if its ruined.
Определения Object.c:1049
bool IsHealthVisible()
Returns if the health of this entity should be displayed (widgets, inventory)
Определения Object.c:749
bool IsRock()
Returns if this entity is rock.
Определения Object.c:601
proto native vector GetDirection()
Retrieve direction vector.
bool IsDayZCreature()
Checks if this instance is of type DayZCreature.
Определения Object.c:529
proto native int GetMemoryPointIndex(string memoryPointName)
If Returns true if this item has EnergyManager in its config. Otherwise returns false.
void OnPlayerRecievedHit()
DEPRECATED.
string GetType()
Get config class of object.
Определения Object.c:467
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 lo...
Определения Object.c:1241
bool HasSelection(string selection)
Returns true if the given selection was found in the p3d file. False if otherwise.
Определения Object.c:405
bool IsTransmitter()
Returns if this entity is a non-static Transmitter.
Определения Object.c:547
void Explode(int damageType, string ammoType="")
Creates an explosion on this object by its ammoType in config.
Определения Object.c:144
proto native void SetDynamicPhysicsLifeTime(float lifeTime)
void SetHealthLevel(int healthLevel, string zone="")
Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the ...
Определения Object.c:1087
proto vector WorldToModel(vector worldPos)
bool IsMeat()
Определения Object.c:733
proto native bool HasDamageSystem()
Checks if object's DamageSystem has been initialized(despite the name, does not really reliably answe...
proto vector GetSelectionPositionWS(string name)
bool CanProxyObstruct()
Определения Object.c:790
void SetHealth01(string zoneName, string healthType, float coef)
Sets health relative to its maximum.
Определения Object.c:1100
proto native void ConfigGetFloatArray(string entryName, out TFloatArray values)
Get array of floats from config entry.
ELiquidSourceObjectType GetLiquidSourceObjectType()
Определения Object.c:652
void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
Called after remote procedure call is recieved for this object.
bool CanUseHandConstruction()
Returns if this entity can be constructed without tools.
Определения Object.c:710
proto native owned string GetLODName(LOD lod)
Retrieve LOD name.
void OnExplodeClient()
Called on clients when this object explodes.
Определения Object.c:173
void ~Object()
bool IsMushroom()
Определения Object.c:743
bool Gizmo_IsAllowedTransformMode(GizmoTransformMode mode)
Определения Object.c:1450
void Gizmo_GetWorldTransform(vector transform[4])
Определения Object.c:1445
bool DescriptionOverride(out string output)
Определения Object.c:1349
proto native void SetHealth(string zoneName, string healthType, float value)
Sets current state of health.
bool CanBeAutoDeleted()
Определения Object.c:806
proto native bool IsScenery()
Is this Scenery? (handy for excluding terain when it is not needed)
void OnLeaveTrigger(ScriptedEntity trigger)
Object left trigger.
Определения Object.c:95
int GetLiquidSourceType()
Определения Object.c:657
bool IsAlive()
Определения Object.c:517
bool CanBeSkinned()
Определения Object.c:69
bool IsHologram()
Определения Object.c:775
proto vector GetSelectionPositionLS(string name)
proto native EntityType GetEntityType()
Returns shared EntityType, can be null for some internal/static types.
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" (defa...
proto native owned string GetDamageZoneNameByComponentIndex(int componentIndex)
Obtains name of damage zone based on index of specific component.
bool IsMeleeWeapon()
returns if this entity is Melee Weapon
Определения Object.c:636
proto string GetDebugNameNative()
native GetDebugName which is internally overloaded where needed
proto native vector GetBonePositionLS(int pivot)
returns local space, model space, world space position of the bone
proto native int GetViewGeometryLevel()
bool IsExplosive()
Определения Object.c:674
proto void GetNetworkID(out int lowBits, out int highBits)
bool IsParticle()
Определения Object.c:760
void SetBeingBackstabbed(int backstabType)
Определения Object.c:720
proto native vector GetBonePositionMS(int pivot)
bool IsStaticTransmitter()
Returns if this entity is Static Transmitter.
Определения Object.c:541
proto native vector GetDirectionUp()
Retrieve direction up vector.
proto native int GetNumberOfHealthLevels(string zone="")
Returns global number of health levels specified in object's config class parameter healthLevels (ran...
proto native void CreateDynamicPhysics(int interactionLayers)
bool PlaySoundSetAtMemoryPointLooped(out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
Определения Object.c:1288
void OnClientSandstormLeave()
void RPC(int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.
Определения Object.c:844
bool CanBeActionTarget()
Определения Object.c:1418
proto native void GetBoneTransformLS(int pivot, out vector transform[4])
returns local space, model space, world space transformations of a bone
proto native vector GetBoundingCenter()
proto native vector GetMemoryPointPos(string memoryPointName)
proto native void DecreaseHealth(string zoneName, string healthType, float value)
Decreases health.
bool CanBeRepairedToPristine()
Определения Object.c:1356
proto native float GetCollisionRadius()
Gets collision radius (bounding sphere)
EntityAI ProcessMeleeItemDamage(int mode=0)
Определения Object.c:1354
bool IsElectricAppliance()
Returns if this is an appliance, that can be plugged into electric circuit (== not energy source)
Определения Object.c:692
proto native vector GetModelSpeed()
Retrieve object's speed in local space.
proto native vector GetGlobalPos(vector vPos)
Calculate global position to this entity from local position.
Определения EnEntity.c:165
LOD class.
Определения gameplay.c:204
Определения EnMath3D.c:28
Определения EnMath.c:7
Определения ObjectTyped.c:2
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Определения param.c:12
The class that will be instanced (moddable)
Определения gameplay.c:389
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.
Определения EffectManager.c:237
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.
Определения EffectManager.c:256
Manager class for managing Effect (EffectParticle, EffectSound)
Определения EffectManager.c:6
Определения ScriptedEntity.c:13
Определения DamageSystem.c:2
Определения EnWidgets.c:190
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения EnConvert.c:119
Serializer ParamsReadContext
Определения gameplay.c:15
enum ShapeType ErrorEx
proto native void SetPosition(vector position)
Set the world position of the Effect.
Определения Effect.c:463
proto native void SetDirection(vector direction)
ShapeFlags
Определения EnDebug.c:126
class DiagMenu Shape
don't call destructor directly. Use Destroy() instead
array< float > TFloatArray
Определения EnScript.c:732
array< int > TIntArray
Определения EnScript.c:733
class array< Class T > TStringArray
proto external void GetTransform(out vector mat[])
Returns transformation of Entity. It returns only so much vectors as array is big.
proto native external float GetScale()
const int LIQUID_NONE
Определения 3_Game/DayZ/constants.c:566
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Invert-transforms matrix.
static proto void MatrixOrthogonalize4(vector mat[4])
Orthogonalizes matrix.
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'.
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8
proto native void AddChild(Widget child, bool immedUpdate=true)
proto native void SetTransform(vector mat[4], bool immedUpdate=true)