45 if (
GetGame().IsClient() )
return;
46 if ( !
GetGame().IsDebugMonitor() )
return;
86 float health_current =
m_Player.GetHealth(
"",
"Health");
93 Param1<float> param =
new Param1<float>( health_current );
102 float blood_current =
m_Player.GetHealth(
"",
"Blood");
109 Param1<float> param =
new Param1<float>( blood_current );
133 Param1<float> value_float = Param1<float>.Cast( param );
143 Param1<string> value_string = Param1<string>.Cast( param );
162 Param1<float> valueHealth = Param1<float>.Cast( param );
169 Param1<float> valueBlood = Param1<float>.Cast( param );
176 Param1<string> valueLastDamage = Param1<string>.Cast( param );
186 Param1<float> value =
new Param1<float>(0);
197 Param1<string> value =
new Param1<string>(
"");
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
proto native Mission GetMission()
static ref Param2< int, float > PARAM2_INT_FLOAT
static ref Param2< int, string > PARAM2_INT_STRING
const int LAST_DAMAGE_FALL
const int TYPE_LAST_DAMAGE
void SendValue(int value_type, Param param)
const float SENSITIVTY_PERCENTAGE
string m_lastDamageUpdate
string m_LastDamageClient
const int LAST_DAMAGE_HIT
float m_TimeSinceLastTick
void OnRPCFloat(ParamsReadContext ctx)
void DebugMonitorValues(PlayerBase player)
void ReceiveValue(int value_type, Param param)
string m_CurrentLastDamage
void OnRPCString(ParamsReadContext ctx)
const float VALUE_CHECK_INTERVAL
void OnScheduledTick(float deltatime)
void SetLastDamage(string value)
void CreateDebugMonitor()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
proto bool Read(void value_in)
Serializer ParamsReadContext
proto native CGame GetGame()
static proto float AbsFloat(float f)
Returns absolute value.