71 #ifdef PLATFORM_CONSOLE
72 #ifndef PLATFORM_WINDOWS
82 if (
g_Game.GetGameState() == DayZGameState.IN_GAME )
97 for (
int i = 0; i <
m_PlayerList.m_PlayerList.Count(); i++ )
100 ids.Insert( player.
m_UID );
115 ids.Insert( player.
m_UID );
proto native BiosSessionService GetSessionService()
proto native void OnSessionPlayerListUpdate(array< string > newPlayers)
Alerts engine that players in current session have changed.
static ref ScriptInvoker SyncEvent_OnPlayerListUpdate
static void SyncEvent_PreprocessPlayerList(SyncPlayerList player_list)
static array< string > GetSimplePlayerList()
static ref SyncPlayerList m_PlayerList
static ref OnlineServices m_OnlineServices
static ref SyncPlayerList m_LastNewPlayers
static void RemovePlayerBase(Man player)
static void ResetClientData()
static void SyncEvent_OnPlayerIgnitedFireplace(EFireIgniteType igante_type)
static ref array< Man > m_PlayerBaseList
static void SyncEvent_OnEntityKilled(SyncEntityKillInfo entity_killed_data)
static void SyncEvent_OnRecievedPlayerList(SyncPlayerList player_list)
static void AddPlayerBase(Man player)
static ref ScriptInvoker SyncEvent_OnPlayerIgnitedFireplace
static array< string > GetSimplePlayerList(SyncPlayerList list)
static ref ScriptInvoker SyncEvent_OnEntityKilled
static bool GetMultiplayState()
static void LoadFriends()
static BiosClientServices m_ClientServices
static void LoadPermissions(array< string > player_list)
static void SetMultiplayState(bool state)
proto string GetPlainId()
plaintext unique id of player (cannot be used in database or logs)
proto string GetPlainName()
nick without any processing
The class that will be instanced (moddable)
ScriptInvoker Class provide list of callbacks usage:
string m_UID
Keeping for backwards compatability with mods.
ref array< ref SyncPlayer > m_PlayerList
static SyncPlayerList Compare(SyncPlayerList a, SyncPlayerList b)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()