DayZ 1.27
DayZ Explorer by KGB
 
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◆ Init()

void Init ( )
protected

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)

pre-init arrays

См. определение в файле Land_Underground_WaterReservoir.c строка 333

334 {
349
352
356
360
362 int i = 0;
363 for (i = 0; i < VALVES_COUNT; ++i)
364 {
365 m_ValveNames.Insert("none");
366 m_ValveStates.Insert(false);
367 m_PressureAnimationRequests.Insert(false);
368 m_PressureDeanimationRequests.Insert(false);
371 m_PipeSounds.Insert(null);
372 m_ValveParticles.Insert(null);
373 }
374
375 for (i = 0; i < PIPES_BROKEN_COUNT; ++i)
376 {
377 m_PipeBrokenParticles.Insert(null);
378 }
379
380 RegisterNetSyncVariableInt("m_ValveStatesPacked", 0);
381 RegisterNetSyncVariableInt("m_ValveManipulatedIndex", -1, VALVES_COUNT - 1);
382 RegisterNetSyncVariableInt("m_WaterLevelActual", WL_MIN, WL_MAX);
383 RegisterNetSyncVariableInt("m_WaterLevelPrev", WL_MIN, WL_MAX);
384
386 }
map
Определения ControlsXboxNew.c:4
ref ParticleSourceArray m_PipeBrokenParticles
int m_WaterLevelActual
ref array< ref PressureLevelSettings > m_DrainValvePressureDeanimationSettings
ref ParticleSourceArray m_ValveParticles
ref map< string, vector > m_WaterLevelsAvailable
int m_ValveManipulatedIndexPrev
ref array< ref PressureLevelSettings > m_FillValvePressureStageSettings
ref array< ref PressureLevelSettings > m_FillValvePressureDeanimationSettings
ref array< ref WaterLevelSettings > m_DrainValveWaterStageSettings
valve/pipe stages for water and pressure levels
ref array< ref WaterLevelSettings > m_FillValveWaterStageSettings
for deanimation purposes
ref array< bool > m_PressureDeanimationRequests
const int VALVES_COUNT
ref array< ref PressureLevelSettings > m_DrainValvePressureStageSettings
const int WL_MAX
ref array< bool > m_ValveStates
ref array< string > m_ValveNames
const int WL_MIN
ref array< float > m_PressureTimesAccumulated
ref array< EffectSound > m_PipeSounds
ref WaterLevelSnapshot m_WaterLevelSnapshot
for deanimation purposes
const int PIPES_BROKEN_COUNT
const int WL_AVERAGE
ref array< float > m_WaterLevelTimesAccumulated
int m_ValveManipulatedIndex
int m_WaterLevelPrev
ref array< bool > m_PressureAnimationRequests
int m_LastActiveValve
void LateInit()
Определения OutdoorThermometer.c:95
array< ParticleSource > ParticleSourceArray
Определения ParticleSource.c:103
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const int INDEX_NOT_FOUND
Определения gameplay.c:13
proto native CGame GetGame()
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, ScriptCallQueue::CallLater(), CGame::GetCallQueue(), GetGame(), INDEX_NOT_FOUND, LateInit(), m_DrainValvePressureDeanimationSettings, m_DrainValvePressureStageSettings, m_DrainValveWaterStageSettings, m_FillValvePressureDeanimationSettings, m_FillValvePressureStageSettings, m_FillValveWaterStageSettings, m_LastActiveValve, m_PipeBrokenParticles, m_PipeSounds, m_PressureAnimationRequests, m_PressureDeanimationRequests, m_PressureTimesAccumulated, m_ValveManipulatedIndex, m_ValveManipulatedIndexPrev, m_ValveNames, m_ValveParticles, m_ValveStates, m_WaterLevelActual, m_WaterLevelPrev, m_WaterLevelsAvailable, m_WaterLevelSnapshot, m_WaterLevelTimesAccumulated, PIPES_BROKEN_COUNT, VALVES_COUNT, WL_AVERAGE, WL_MAX и WL_MIN.