DayZ 1.27
DayZ Explorer by KGB
 
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Файл ModifierBase.c

См. исходные тексты.

Перечисления

enum  eModifiersTickType { TICK = 1 , ACTIVATE_CHECK = 2 , DEACTIVATE_CHECK = 4 }
 

Функции

void ModifierBase ()
 
void InitBase (PlayerBase player, ModifiersManager manager)
 
void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
PlayerBase GetPlayer ()
 
bool IsPersistent ()
 
void MakeParamObjectPersistent (Param object)
 
void ResetLastTickTime ()
 
string GetDebugText ()
 
string GetDebugTextSimple ()
 
void DisableActivateCheck ()
 
void DisableDeactivateCheck ()
 
void Tick (float delta_time)
 
bool IsActive ()
 
void SetLock (bool state)
 
bool IsLocked ()
 
bool IsTrackAttachedTime ()
 
float GetAttachedTime ()
 
void SetAttachedTime (float time)
 
int GetModifierID ()
 
string GetName ()
 Test name getter. Strictly for UI porposes!
 
bool ActivateCondition (PlayerBase player)
 
bool DeactivateCondition (PlayerBase player)
 
void OnActivate (PlayerBase player)
 is called when an inactive modifier gets activated during gameplay, is NOT called on activation upon player server connection(see OnReconnect)
 
void OnReconnect (PlayerBase player)
 is called when a modifier is being re-activated upon player server connection, use to activate systems which are not persistent and need to run alongside active modifiers
 
void OnDeactivate (PlayerBase player)
 
void Activate ()
 
void ActivateRequest (EActivationType trigger)
 
void Deactivate (bool trigger=true)
 
void OnStoreSave (ParamsWriteContext ctx)
 
void OnTick (PlayerBase player, float deltaT)
 
void AnalyticsRegisterStat (int modifierId, string keySuffix)
 
void AnalyticsSetState (int modifierId, float value)
 special treating of the value to set state only (without counter use)
 

Переменные

enum eModifiersTickType m_ID = 0
 
ModifiersManager m_Manager
 
string m_System = "Modifiers"
 the manager instance
 
float m_ActivatedTime
 
bool m_TrackActivatedTime
 overall time this modifier was active
 
bool m_IsPersistent
 should this modifier track overall time it was active ?
 
PlayerBase m_Player
 is this modifier saved to the DB ?
 
float m_TickIntervalInactive = 5
 
float m_TickIntervalActive = 3
 
bool m_IsActive
 
bool m_ShouldBeActive
 
float m_AccumulatedTimeActive
 
float m_AccumulatedTimeInactive
 
float m_LastTickedActive
 
int m_TickType = (eModifiersTickType.TICK | eModifiersTickType.ACTIVATE_CHECK | eModifiersTickType.DEACTIVATE_CHECK)
 
float m_LastTickedInactive
 
bool m_IsLocked = false
 
EActivationType m_ActivationType
 
eModifierSyncIDs m_SyncID
 
PluginPlayerStatus m_ModulePlayerStatus
 max 32 synced modifiers supported, 0 == no sync
 
bool m_AnalyticsStatsEnabled