Player description (base engine class) Подробнее...
Закрытые члены | |
proto int | GetPingAct () |
ping range estimation | |
proto int | GetPingMin () |
ping range estimation | |
proto int | GetPingMax () |
ping range estimation | |
proto int | GetPingAvg () |
ping range estimation | |
proto int | GetBandwidthMin () |
bandwidth estimation (in kbps) | |
proto int | GetBandwidthMax () |
bandwidth estimation (in kbps) | |
proto int | GetBandwidthAvg () |
bandwidth estimation (in kbps) | |
proto float | GetOutputThrottle () |
Throttling performed on output bandwidth since last update (percentage [0,1]) | |
proto float | GetInputThrottle () |
Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server) | |
proto string | GetName () |
nick (short) name of player | |
proto string | GetPlainName () |
nick without any processing | |
proto string | GetFullName () |
full name of player | |
proto string | GetId () |
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs | |
proto string | GetPlainId () |
plaintext unique id of player (cannot be used in database or logs) | |
proto int | GetPlayerId () |
id of player in one session (is reused after player disconnects) | |
proto Man | GetPlayer () |
get player | |
void | PlayerIdentityBase () |
This is a C++ managed class, so script has no business managing the lifetime. | |
void | ~PlayerIdentityBase () |
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void | IntroSceneCharacter () |
void | ~IntroSceneCharacter () |
bool | IsDefaultCharacter () |
void | SetToDefaultCharacter () |
void | SetCharacterID (int char_id) |
int | GetCharacterID () |
PlayerBase | GetCharacterObj () |
TStringArray | GetCharGenderList () |
TStringArray | GetCharList (ECharGender gender) |
TStringArray | GetCharShirtsList () |
TStringArray | GetCharPantsList () |
TStringArray | GetCharShoesList () |
void | SetCharacterGender (ECharGender gender) |
bool | IsCharacterFemale () |
ECharGender | GetCharacterGender () |
vector | GetPosition () |
int | GetNextCharacterID () |
int | GetPrevCharacterID () |
void | CreateNewCharacterRandom () |
void | CreateNewCharacterById (int character_id) |
void | CreateNewCharacterByName (string character_name, bool randomize_equip=true) |
void | CreateDefaultCharacter () |
void | GetLastPlayedServer (int characterID, out string address, out string name, out int port) |
void | GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort) |
void | CreateNewCharacter () |
void | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) |
Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'. | |
void | CharacterUnload () |
void | CharacterLoad (int character_id, vector char_pos, vector char_rot) |
void | SetupPlayerName (bool new_name) |
void | SetAttachment (string type, int slot) |
string | GetCharacterNameById (int char_id) |
string | GetCharacterName () |
void | SaveCharName (string name) |
void | SaveDefaultCharacter () |
void | TransferValues (PlayerBase player) |
void | Init () |
void | OnScheduledTick (float deltatime) |
void | CheckValues () |
float | GetBlood () |
float | GetHealth () |
void | CheckHealth () |
void | CheckBlood () |
void | SendInitValues () |
Sends values on object creation. | |
void | SendValue (int value_type, float value) |
void | ReceiveValue (int value_type, float value) |
void | OnRPC (ParamsReadContext ctx) |
void | ShowDebugValues (bool show) |
void | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) |
void | InitIndicator (vector position) |
void | StopIndicator (bool instant=false) |
void | StartRunningDrops () |
bool | IsRunningDrops () |
Are any drops currently being animated? | |
void | TrySpawnNextDrop () |
void | ResetSequence () |
void | ResetIndicator () |
void | Update (float timeSlice) |
bool | GetEndNow () |
int | GetSeverity () |
void | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) |
void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
array< ref Widget > | GetWidgetSet () |
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 () |
Player description (base engine class)
См. определение в файле gameplay.c строка 338