DayZ 1.26
DayZ Explorer by KGB
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Файл ConnectErrorScriptModule.c

См. исходные тексты.

Структуры данных

class  ConnectErrorScriptModuleUI
 

Перечисления

enum  EConnectErrorScript
 

Функции

enum EConnectErrorScript ConnectErrorScriptModule ()
 
override void InitOptionalVariables ()
 
override void FillErrorDataMap ()
 
override void OnEvent (EventType eventTypeId, Param params)
 Handles VON-related events.
 

Переменные

 UNKNOWN = -1
 
 OK = 0
 
 ALREADY_CONNECTING
 
 ALREADY_CONNECTING_THIS
 

Перечисления

◆ EConnectErrorScript

2{
3 UNKNOWN = -1, // -1 must always be UNKNOWN
4 OK = 0, // 0 must always be OK
5
6 ALREADY_CONNECTING, // Already joining a server
7 ALREADY_CONNECTING_THIS, // Already joining this exact server
8}
OK
Definition ConnectErrorScriptModule.c:14
UNKNOWN
Definition ConnectErrorScriptModule.c:13
ALREADY_CONNECTING
Definition ConnectErrorScriptModule.c:16
ALREADY_CONNECTING_THIS
Definition ConnectErrorScriptModule.c:17

Функции

◆ ConnectErrorScriptModule()

enum EConnectErrorScript ConnectErrorScriptModule ( )
13 {
14 SetCategory(ErrorCategory.ConnectErrorScript);
15 }
void SetCategory(EDynamicMusicPlayerCategory category, bool forced)
Definition DynamicMusicPlayer.c:241
ErrorCategory
ErrorCategory - To decide what ErrorHandlerModule needs to be called and easily identify where it cam...
Definition ErrorModuleHandler.c:5

Перекрестные ссылки ALREADY_CONNECTING, ALREADY_CONNECTING_THIS, OK и UNKNOWN.

Используется в ErrorModuleHandler::Init().

◆ FillErrorDataMap()

override void FillErrorDataMap ( )
28 {
29 super.FillErrorDataMap();
30
31 InsertDialogueErrorProperties(EConnectErrorScript.ALREADY_CONNECTING, "#STR_script_already_connecting", DBT_YESNOCANCEL, DBB_NO);
32 InsertDialogueErrorProperties(EConnectErrorScript.ALREADY_CONNECTING_THIS, "#STR_script_already_connecting_this");
33 }
EConnectErrorScript
Definition ConnectErrorScriptModule.c:2
void InsertDialogueErrorProperties(int code, string message, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
Insert an error with Dialogue as handling, using the Optional Variables.
Definition ErrorHandlerModule.c:233
Definition EntityAI.c:95

Перекрестные ссылки InsertDialogueErrorProperties().

Используется в ErrorHandlerModuleScript().

◆ InitOptionalVariables()

override void InitOptionalVariables ( )
18 {
19 super.InitOptionalVariables();
20
21 m_Header = "#server_browser_connecting_failed";
22#ifndef NO_GUI
24#endif
25 }
class ErrorHandlerModule m_Header
This is where to input logic and extend functionality of ErrorHandlerModule.
ref UIScriptedMenu m_UIHandler
Optional: The UI the handler might generally use
Definition ErrorHandlerModule.c:67
Definition ConnectErrorScriptModule.c:52

Используется в ErrorHandlerModuleScript().

◆ OnEvent()

override void OnEvent ( EventType eventTypeId,
Param params )

Handles VON-related events.

Аргументы
eventTypeIdevent that fired
paramsevent-specific parameters
36 {
37 switch (eventTypeId)
38 {
40#ifndef NO_GUI
41 g_Game.GetUIManager().CloseSpecificDialog(m_LastErrorThrown);
42#endif
43 break;
44
45 default:
46 break;
47 }
48 }
DayZGame g_Game
Definition DayZGame.c:3815
int m_LastErrorThrown
Holds the last thrown error in this module, defaults to 0.
Definition ErrorHandlerModule.c:69
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:478

Перекрестные ссылки g_Game, m_LastErrorThrown и MPSessionPlayerReadyEventTypeID.

Переменные

◆ ALREADY_CONNECTING

@ ALREADY_CONNECTING

Используется в ConnectErrorScriptModule().

◆ ALREADY_CONNECTING_THIS

ALREADY_CONNECTING_THIS

Используется в ConnectErrorScriptModule().

◆ OK

@ OK = 0

Используется в ConnectErrorScriptModule().

◆ UNKNOWN

@ UNKNOWN = -1

Используется в ConnectErrorScriptModule().