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void | IntroSceneCharacter () |
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void | ~IntroSceneCharacter () |
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bool | IsDefaultCharacter () |
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void | SetToDefaultCharacter () |
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void | SetCharacterID (int char_id) |
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int | GetCharacterID () |
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PlayerBase | GetCharacterObj () |
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TStringArray | GetCharGenderList () |
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TStringArray | GetCharList (ECharGender gender) |
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TStringArray | GetCharShirtsList () |
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TStringArray | GetCharPantsList () |
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TStringArray | GetCharShoesList () |
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void | SetCharacterGender (ECharGender gender) |
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bool | IsCharacterFemale () |
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ECharGender | GetCharacterGender () |
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vector | GetPosition () |
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int | GetNextCharacterID () |
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int | GetPrevCharacterID () |
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void | CreateNewCharacterRandom () |
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void | CreateNewCharacterById (int character_id) |
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void | CreateNewCharacterByName (string character_name, bool randomize_equip=true) |
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void | CreateDefaultCharacter () |
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void | GetLastPlayedServer (int characterID, out string address, out string name, out int port) |
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void | CreateNewCharacter () |
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void | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) |
| Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
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void | CharacterUnload () |
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void | CharacterLoad (int character_id, vector char_pos, vector char_rot) |
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void | SetupPlayerName (bool new_name) |
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void | SetAttachment (string type, int slot) |
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string | GetCharacterNameById (int char_id) |
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string | GetCharacterName () |
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void | SaveCharName (string name) |
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void | SaveDefaultCharacter () |
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void | TransferValues (PlayerBase player) |
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void | Init () |
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void | OnScheduledTick (float deltatime) |
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void | CheckValues () |
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float | GetBlood () |
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float | GetHealth () |
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void | CheckHealth () |
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void | CheckBlood () |
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void | SendInitValues () |
| Sends values on object creation.
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void | SendValue (int value_type, float value) |
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void | ReceiveValue (int value_type, float value) |
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void | OnRPC (ParamsReadContext ctx) |
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void | ShowDebugValues (bool show) |
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void | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) |
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void | InitIndicator (vector position) |
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void | StopIndicator (bool instant=false) |
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void | StartRunningDrops () |
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bool | IsRunningDrops () |
| Are any drops currently being animated?
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void | TrySpawnNextDrop () |
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void | ResetSequence () |
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void | ResetIndicator () |
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void | Update (float timeSlice) |
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bool | GetEndNow () |
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int | GetSeverity () |
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void | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) |
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void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
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array< ref Widget > | GetWidgetSet () |
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int | GetWidgetSetType () |
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int | GetWidgetSetID () |
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bool | HasDefinedHandle () |
| Returns 'true' if this class contains update info.
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bool | DataInitialized () |
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void | UpdateVisibility (bool state) |
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void | RegisterData (Param p) |
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void | Update (float timeSlice=0, Param p=null, int handle=-1) |
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void | ForceStop () |
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int | m_CharacterId |
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string | m_CharacterType |
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MenuData | m_CharacterDta |
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PlayerBase | m_CharacterObj |
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vector | m_CharacterPos |
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vector | m_CharacterRot |
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ref TStringArray | m_CharGenderList = new TStringArray |
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ref TStringArray | m_CharShirtList = new TStringArray |
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ref TStringArray | m_CharPantsList = new TStringArray |
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ref TStringArray | m_CharShoesList = new TStringArray |
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ref map< ECharGender, ref array< string > > | m_Characters = new map<ECharGender, ref array<string>> |
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ECharGender | m_CharGender |
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bool | m_InitialSyncSent |
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bool | m_Initialized |
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bool | m_Terminating = false |
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bool | m_EndNow = false |
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bool | m_IsRunning = false |
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int | m_DropSpawnsQueued |
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int | m_ActiveDropsCount |
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int | m_Severity |
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int | m_SourceID |
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GameplayEffectsDataBleeding | m_ParentMetaData |
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array< float > | m_DropProbabilityArray |
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float | m_AverageFrequency |
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float | m_SequenceTick |
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float | m_SequenceDuration |
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float | m_TimeElapsedTotal |
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float | m_TimeElapsedSequence |
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float | m_LastDropSpawnTime |
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float | m_DropSpawnMinDelay |
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float | m_DropSpawnMaxDelay |
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int | m_CurrentDropProbabilityStep |
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int | m_DropProbabilityRollsCount |
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vector | m_BasePosition |
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ref set< ref BleedingIndicatorDropData > | m_ActiveDrops |
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ref set< int > | m_CleanupQueue |
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ref array< ref Widget > | m_WidgetArray |
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int | m_Type |
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int | m_WidgetSetIdentifier |
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Widget | m_LayoutRoot |
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◆ RainProcurementComponentBase()
11 {
15 }
Definition missionBase.c:2
void Reset()
Definition RainProcurementComponent.c:50
ItemBase m_ProcuringItem
Definition RainProcurementComponent.c:3
RainProcurementHandler m_Handler
Definition RainProcurementComponent.c:4
proto native CGame GetGame()
Перекрестные ссылки GetGame(), m_Handler, m_ProcuringItem и Reset().
◆ GetBaseLiquidAmount()
float GetBaseLiquidAmount |
( |
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inlineprotected |
◆ IsActive()
◆ OnUpdate()
40 {
43 {
46 }
48 }
int m_UpdateCounter
Definition RainProcurementComponent.c:7
void ProcureLiquid(float amountBase, int liquidType=LIQUID_WATER)
Definition RainProcurementComponent.c:55
const int UPDATE_ROOFCHECK_COUNT
Definition RainProcurementComponent.c:8
void UpdateIsUnderRoof()
Definition RainProcurementComponent.c:64
Перекрестные ссылки m_UpdateCounter, ProcureLiquid(), UPDATE_ROOFCHECK_COUNT и UpdateIsUnderRoof().
◆ ProcureLiquid()
56 {
58 {
61 }
62 }
static void FillContainerEnviro(ItemBase container, int liquid_type, float amount, bool inject_agents=false)
Definition Liquid.c:139
bool m_IsUnderRoof
Definition RainProcurementComponent.c:5
float GetBaseLiquidAmount()
override this to get different amount per ProcureLiquid cycle
Definition RainProcurementComponent.c:70
Перекрестные ссылки Liquid::FillContainerEnviro(), GetBaseLiquidAmount(), m_IsUnderRoof и m_ProcuringItem.
Используется в OnUpdate().
◆ Reset()
◆ SetActive()
◆ StartRainProcurement()
void StartRainProcurement |
( |
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inlineprotected |
Called on server to queue rain procurement (on next cycle end)
19 {
20 #ifdef SERVER
24 #endif
25 }
void SetActive()
Definition TrapBase.c:437
void QueueStart(RainProcurementComponentBase component)
Definition RainProcurementHandler.c:29
Перекрестные ссылки m_Handler, RainProcurementHandler::QueueStart(), Reset() и SetActive().
◆ StopRainProcurement()
void StopRainProcurement |
( |
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inlineprotected |
Called on server to queue rain procurement removal (on next cycle end)
29 {
30 #ifdef SERVER
32 {
35 }
36 #endif
37 }
bool IsActive()
Definition RainProcurementComponent.c:75
void QueueStop(RainProcurementComponentBase component)
Definition RainProcurementHandler.c:35
Перекрестные ссылки IsActive(), m_Handler, RainProcurementHandler::QueueStop() и SetActive().
◆ UpdateIsUnderRoof()
void UpdateIsUnderRoof |
( |
| ) |
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inlineprotected |
◆ m_Handler
◆ m_IsActive
◆ m_IsUnderRoof
◆ m_ProcuringItem
◆ m_UpdateCounter
◆ UPDATE_ROOFCHECK_COUNT
Объявления и описания членов класса находятся в файле: