DayZ 1.26
DayZ Explorer by KGB
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Класс EntityAI

Защищенные члены

void InitImpactSoundData ()
 
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
 
void PlaySoundByAnimEvent (EAnimSoundEventID id)
 
string GetImpactSurfaceType (IEntity other, Contact impact)
 
string GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid)
 
string GetRuinedMeleeAmmoType ()
 returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
 
float ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash)
 
float ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
 
override bool CanDropEntity (notnull EntityAI item)
 
void OnItemInHandsChanged ()
 
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
void LocalDestroyEntityInHands ()
 
void PredictiveMoveItemFromHandsToInventory ()
 
void JunctureDeleteItem (EntityAI item)
 
override bool CanBeSkinned ()
 
override bool DisableVicinityIcon ()
 
void UpdateInventoryMenu ()
 
bool IsInventorySoftLocked ()
 
void SetInventorySoftLock (bool status)
 
bool IsInTransport ()
 returns true if man is in transport, false otherwise
 
void StopDeathDarkeningEffect ()
 
bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
 
void SetProcessUIWarning (bool state)
 
void OnGameplayDataHandlerSync ()
 
bool CanPlaceItem (EntityAI item)
 
void Transport ()
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override int GetMeleeTargetType ()
 
override event GetOwnerStateType ()
 
override event GetMoveType ()
 
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
 
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
 
proto native int CrewPositionIndex (int componentIdx)
 
proto native int CrewMemberIndex (Human player)
 
proto native Human CrewMember (int posIdx)
 
proto native Human CrewDriver ()
 
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
 
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
 
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
 
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
 
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
 
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
 
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
 
override bool IsTransport ()
 
override bool IsIgnoredByConstruction ()
 
override bool IsHealthVisible ()
 
override bool ShowZonesHealth ()
 
override int GetHideIconMask ()
 
float GetMomentum ()
 
bool IsVitalSparkPlug ()
 
string GetVehicleType ()
 
string GetActionCompNameFuel ()
 
float GetActionDistanceFuel ()
 
vector GetRefillPointPosWS ()
 
bool IsAnyCrewPresent ()
 
float GetTransportCameraDistance ()
 
void MarkCrewMemberUnconscious (int crewMemberIndex)
 
void MarkCrewMemberDead (int crewMemberIndex)
 
void HandleByCrewMemberState (ECrewMemberState state)
 
vector GetTransportCameraOffset ()
 
int GetAnimInstance ()
 
int GetSeatAnimationType (int posIdx)
 
int Get3rdPersonCameraType ()
 
bool CrewCanGetThrough (int posIdx)
 
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
 
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
 
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
 
int GetSeatIndexFromDoor (string pDoorSelection)
 
bool IsIgnoredObject (Object o)
 
void SetEngineZoneReceivedHit (bool pState)
 
bool HasEngineZoneReceivedHit ()
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
void JunctureTakeEntityToHands (notnull EntityAI item)
 hand juncture
 
void PredictiveTakeEntityToHands (EntityAI item)
 
void LocalTakeEntityToHands (EntityAI item)
 
void ServerTakeEntityToHands (EntityAI item)
 
void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
 
bool ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand -> !hand replace
 
bool LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand replace -> hand
 
bool LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace
 
bool LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace2
 
bool LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 to inv juncture
 
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
 
override bool PredictiveTakeEntityToCargo (notnull EntityAI item)
 
override bool LocalTakeEntityToCargo (notnull EntityAI item)
 
override bool ServerTakeEntityToCargo (notnull EntityAI item)
 
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
 
override bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityAsAttachment (notnull EntityAI item)
 
override bool ServerTakeEntityAsAttachment (notnull EntityAI item)
 
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
 
override bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
 
bool JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 swap juncture
 
bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
 
bool JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 ForceSwap juncture.
 
bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 to target inv juncture
 
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeOrSwapAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 to target cgo ex juncture
 
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 to target cgo juncture
 
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 to target att ex juncture
 
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
 
bool JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 to target att juncture
 
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 to dst juncture
 
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
 
proto native bool StatRegister (string name)
 
proto native float StatGet (string name)
 Gets counter value of the specified stat type.
 
proto void StatGetCounter (string name, out string value)
 Gets counter value as string of the specified stat type.
 
proto void StatGetAsTime (string name, out string value)
 Gets counter value as formatted time string of the specified stat type.
 
proto native void StatUpdate (string name, float value)
 Updates stat counter with given value.
 
proto native void StatUpdateByTime (string name)
 Updates stat counter by time.
 
proto native void StatUpdateByPosition (string name)
 Updates stat counter by player's actual position.
 
proto native void StatUpdateByGivenPos (string name, vector pos)
 Updates stat counter by given position.
 
proto native void StatInvokeUpdate ()
 
proto native void StatSyncToClient ()
 

Защищенные данные

bool m_EngineZoneReceivedHit
 
vector m_fuelPos
 
ref set< intm_UnconsciousCrewMemberIndices
 
ref set< intm_DeadCrewMemberIndices
 

Закрытые члены

proto native int GetLaddersCount ()
 
proto native vector GetLadderPosTop (int ladderIndex)
 
proto native vector GetLadderPosBottom (int ladderIndex)
 
proto native int GetDoorIndex (int componentIndex)
 Gets the index of the door based on the view geometry component index.
 
proto native int GetDoorCount ()
 Returns the number of the doors in the building.
 
proto native bool IsDoorOpen (int index)
 When the door is requested to be fully open (animation wanted phase is greater than 0.5)
 
proto native bool IsDoorOpening (int index)
 When the wanted phase is at the open phase target (1.0)
 
proto native bool IsDoorOpeningAjar (int index)
 When the wanted phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosing (int index)
 When the wanted phase is at the close phase target (0.0)
 
proto native bool IsDoorOpened (int index)
 When the phase is at the open phase target (1.0)
 
proto native bool IsDoorOpenedAjar (int index)
 When the phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosed (int index)
 When the phase is at the close phase target (0.0)
 
proto native bool IsDoorLocked (int index)
 When the door is locked.
 
proto native void PlayDoorSound (int index)
 Plays the appropriate sound at the door, based on animation phase and state.
 
proto native void OpenDoor (int index)
 Attempts to open the door.
 
proto native void CloseDoor (int index)
 Attempts to close the door.
 
proto native void LockDoor (int index, bool force=false)
 Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.
 
proto native void UnlockDoor (int index)
 Unlocks the door if locked.
 
proto native vector GetDoorSoundPos (int index)
 Position in world space for where the door sounds are played from.
 
proto native float GetDoorSoundDistance (int index)
 Audible distance for the door sound.
 
proto native void OutputDoorLog ()
 Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.
 
int GetNearestDoorBySoundPos (vector position)
 Gets the nearest door based on the sound position (quick and dirty function for debugging)
 
void OnDoorOpenStart (DoorStartParams params)
 Event for when the door starts opening.
 
void OnDoorOpenFinish (DoorFinishParams params)
 Event for when the door finishes opening.
 
void OnDoorOpenAjarStart (DoorStartParams params)
 Event for when the door starts opening ajarred (usually after unlock)
 
void OnDoorOpenAjarFinish (DoorFinishParams params)
 Event for when the door finishes opening ajarred (usually after unlock)
 
void OnDoorCloseStart (DoorStartParams params)
 Event for when the door starts closing.
 
void OnDoorCloseFinish (DoorFinishParams params)
 Event for when the door finishes closing.
 
void OnDoorLocked (DoorLockParams params)
 Event for when the door is locked.
 
void OnDoorUnlocked (DoorLockParams params)
 Event for when the door is unlocked.
 
bool CanDoorBeOpened (int doorIndex, bool checkIfLocked=false)
 
bool CanDoorBeClosed (int doorIndex)
 
bool CanDoorBeLocked (int doorIndex)
 Check if the door is closed and if the door is unlocked.
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override bool IsBuilding ()
 
override bool CanObstruct ()
 
override bool IsHealthVisible ()
 
void Building ()
 
override bool IsInventoryVisible ()
 
override int GetMeleeTargetType ()
 
proto native InventoryItemType GetInventoryItemType ()
 
proto native void SwitchOn (bool onOff)
 Some inventoryItem devices can be switched on/off (radios, transmitters)
 
proto native bool IsOn ()
 Some inventoryItem devices can be switched on/off (radios, transmitters)
 
proto native void EnableCollisionsWithCharacter (bool state)
 collisions with character
 
proto native bool HasCollisionsWithCharacter ()
 
proto native MeleeCombatData GetMeleeCombatData ()
 
proto native void ThrowPhysically (DayZPlayer player, vector force, bool collideWithCharacters=true)
 
proto native void ForceFarBubble (bool state)
 Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.
 
void InventoryItem ()
 
void OnRightClick ()
 
event bool OnUseFromInventory (Man owner)
 
string GetTooltip ()
 Get tooltip text.
 
override bool IsInventoryItem ()
 
int GetMeleeMode ()
 
int GetMeleeHeavyMode ()
 
int GetMeleeSprintMode ()
 
override bool IsMeleeWeapon ()
 
bool IsMeleeFinisher ()
 
void PlayImpactSound (float weight, float velocity, int surfaceHash)
 
proto native UAInterface GetInputInterface ()
 Returns player's input interface.
 
proto native PlayerIdentity GetIdentity ()
 Returns player's identity.
 
proto native EntityAI GetDrivingVehicle ()
 Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.
 
proto native owned string GetCurrentWeaponMode ()
 
proto native void SetSpeechRestricted (bool state)
 Set speech restriction.
 
proto native bool IsSpeechRestricted ()
 Check if player has resctricted speech.
 
proto native void SetFaceTexture (string texture_name)
 Texture that is used on the Man's face and hands.
 
proto native void SetFaceMaterial (string material_name)
 Material that is used on the Man's face and hands.
 
proto native bool IsSoundInsideBuilding ()
 
proto native bool IsCameraInsideVehicle ()
 
proto native owned string GetMasterAttenuation ()
 
proto native void SetMasterAttenuation (string masterAttenuation)
 
void Man ()
 
override bool IsMan ()
 
override bool IsHealthVisible ()
 
override bool HasFixedActionTargetCursorPosition ()
 
bool IsUnconscious ()
 
bool IsUnconsciousStateOnly ()
 uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)
 
int GetPlayerState ()
 
void AddItemToDelete (EntityAI item)
 
void AdvancedCommunication ()
 
void TurnOnTransmitter ()
 
void TurnOffTransmitter ()
 
void InitializeActions ()
 
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
void SetActions ()
 
void AddAction (typename actionName)
 
void RemoveAction (typename actionName)
 

Закрытые данные

ref TIntArray m_InteractActions
 
SoundLookupTable m_SoundImpactTable
 
float m_SoundContactTickTime
 
bool m_IsMeleeWeapon = false
 
ref TIntArray m_SingleUseActions
 
ref TIntArray m_ContinuousActions
 
TInputActionMap m_InputActionMap
 
bool m_ActionsInitialize
 

Закрытые статические данные

const float SOUND_CONTACT_SKIP = 0.33
 
static ref map< typename, ref TInputActionMapm_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
 
ref ScriptInvoker m_OnItemAddedToHands
 
ref ScriptInvoker m_OnItemRemovedFromHands
 
HumanInventory GetHumanInventory ()
 inventory
 
ScriptInvoker GetOnItemAddedToHands ()
 
ScriptInvoker GetOnItemRemovedFromHands ()
 
void EEItemIntoHands (EntityAI item)
 
void EEItemOutOfHands (EntityAI item)
 
bool JunctureDropEntity (notnull EntityAI item)
 drop juncture
 
override bool PredictiveDropEntity (notnull EntityAI item)
 
override bool LocalDropEntity (notnull EntityAI item)
 
override bool ServerDropEntity (notnull EntityAI item)
 
bool DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)
 

Подробное описание

Base native class of all vehicles in game.

Методы

◆ AddAction()

void AddAction ( typename actionName )
inlineprivate
88 {
89 ActionBase action = ActionManagerBase.GetAction(actionName);
90
91 if (!action)
92 {
93 Debug.LogError("Action " + actionName + " dosn't exist!");
94 return;
95 }
96
97 typename ai = action.GetInputType();
98 if (!ai)
99 {
100 m_ActionsInitialize = false;
101 return;
102 }
103
105
106 if (!action_array)
107 {
110 }
111
113 {
114 Debug.ActionLog(action.ToString() + " -> " + ai, this.ToString() , "n/a", "Add action" );
115 }
116 action_array.Insert(action);
117 }
Definition ActionBase.c:53
Definition Debug.c:14
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:141
static void LogError(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message as error message.
Definition Debug.c:259
TInputActionMap m_InputActionMap
Definition AdvancedCommunication.c:4
bool m_ActionsInitialize
Definition AdvancedCommunication.c:5
Definition Debug.c:600
static bool IsActionLogEnable()
Definition Debug.c:644
Definition EntityAI.c:95

Перекрестные ссылки Debug::ActionLog(), LogManager::IsActionLogEnable(), Debug::LogError(), m_ActionsInitialize и m_InputActionMap.

◆ AddItemToDelete()

void AddItemToDelete ( EntityAI item)
private

◆ AdvancedCommunication()

void AdvancedCommunication ( )
inlineprivate
8 {
9 if (!GetGame().IsDedicatedServer())
10 {
11 if(GetGame().GetPlayer())
12 {
13 m_ActionsInitialize = false;
14 }
15 }
16 }
PlayerBase GetPlayer()
Definition ModifierBase.c:51
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetPlayer() и m_ActionsInitialize.

◆ Building()

void Building ( )
inlineprivate
224 {
226 g_Game.ConfigGetIntArray("cfgVehicles " +GetType() + " InteractActions", m_InteractActions);
227 }
eBleedingSourceType GetType()
Definition BleedingSource.c:63
DayZGame g_Game
Definition DayZGame.c:3815
ref TIntArray m_InteractActions
Definition Building.c:221
array< int > TIntArray
Definition EnScript.c:687

Перекрестные ссылки g_Game, GetType() и m_InteractActions.

◆ CanBeSkinned()

override bool CanBeSkinned ( )
inlineprotected
855 {
856 return true;
857 }

◆ CanDoorBeClosed()

bool CanDoorBeClosed ( int doorIndex)
inlineprivate
144 {
145 return IsDoorOpen(doorIndex);
146 }
proto native bool IsDoorOpen(int index)
When the door is requested to be fully open (animation wanted phase is greater than 0....

◆ CanDoorBeLocked()

bool CanDoorBeLocked ( int doorIndex)
inlineprivate

Check if the door is closed and if the door is unlocked.

150 {
152 }
proto native bool IsDoorLocked(int index)
When the door is locked.

◆ CanDoorBeOpened()

bool CanDoorBeOpened ( int doorIndex,
bool checkIfLocked = false )
inlineprivate
126 {
128 return false;
129
130 if (checkIfLocked)
131 {
133 return false;
134 }
135 else
136 {
138 return false;
139 }
140 return true;
141 }

◆ CanDropEntity()

override bool CanDropEntity ( notnull EntityAI item)
inlineprotected
155{ return true; }

◆ CanObstruct()

override bool CanObstruct ( )
inlineprivate
212 {
213 return true;
214 }

◆ CanPlaceItem()

bool CanPlaceItem ( EntityAI item)
protected

◆ CanReachDoorsFromSeat()

bool CanReachDoorsFromSeat ( string pDoorsSelection,
int pCurrentSeat )
inlineprotected
300 {
301#ifndef CFGMODS_DEFINE_TEST
302 return false;
303#else
304 return true;
305#endif
306 }

◆ CanReachSeatFromDoors()

bool CanReachSeatFromDoors ( string pSeatSelection,
vector pFromPos,
float pDistance = 1.0 )
inlineprotected
291 {
292#ifndef CFGMODS_DEFINE_TEST
293 return false;
294#else
295 return true;
296#endif
297 }

◆ CanReachSeatFromSeat()

bool CanReachSeatFromSeat ( int currentSeat,
int nextSeat )
inlineprotected
282 {
283#ifndef CFGMODS_DEFINE_TEST
284 return false;
285#else
286 return true;
287#endif
288 }

◆ CloseDoor()

proto native void CloseDoor ( int index)
private

Attempts to close the door.

◆ CrewCanGetThrough()

bool CrewCanGetThrough ( int posIdx)
inlineprotected
273 {
274#ifndef CFGMODS_DEFINE_TEST
275 return false;
276#else
277 return true;
278#endif
279 }

◆ CrewDeath()

proto native void CrewDeath ( int posIdx)
protected

Handles death of player in vehicle and awakes its physics if needed.

◆ CrewDriver()

proto native Human CrewDriver ( )
protected

Returns the driver Null can be returned if no Human is present.

◆ CrewEntry()

proto void CrewEntry ( int posIdx,
out vector pos,
out vector dir )
protected

Reads entry point and direction into vehicle on given position in model space.

◆ CrewEntryWS()

proto void CrewEntryWS ( int posIdx,
out vector pos,
out vector dir )
protected

Reads entry point and direction into vehicle on given position in world space.

◆ CrewGetIn()

proto native void CrewGetIn ( Human player,
int posIdx )
protected

Performs transfer of player from world into vehicle on given position.

◆ CrewGetOut()

proto native Human CrewGetOut ( int posIdx)
protected

Performs transfer of player from vehicle into world from given position.

◆ CrewMember()

proto native Human CrewMember ( int posIdx)
protected

Returns crew member based on position index. Null can be returned if no Human is present on the given position.

◆ CrewMemberIndex()

proto native int CrewMemberIndex ( Human player)
protected

Returns crew member index based on player's instance. -1 is returned when the player is not isnide.

◆ CrewPositionIndex()

proto native int CrewPositionIndex ( int componentIdx)
protected

Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index.

◆ CrewSize()

proto native int CrewSize ( )
protected

Returns crew capacity of this vehicle.

◆ CrewTransform()

proto void CrewTransform ( int posIdx,
out vector mat[4] )
protected

Returns crew transformation indside vehicle in model space.

◆ CrewTransformWS()

proto void CrewTransformWS ( int posIdx,
out vector mat[4] )
protected

Returns crew transformation indside vehicle in world space.

◆ DebugFreeAreaAtDoor()

Shape DebugFreeAreaAtDoor ( int currentSeat,
float maxAllowedObjHeight = 0.5,
float horizontalExtents = 0.5,
float playerHeight = 1.7 )
inlineprotected
427 {
428 int color = ARGB(20, 0, 255, 0);
429
430 vector transform[4];
432
436
438 {
439 color = ARGB(20, 255, 0, 0);
440 }
441
442 Shape shape = Debug.DrawBox(-extents * 0.5, extents * 0.5, color);
443 shape.SetMatrix(transform);
444 return shape;
445 }
static Shape DrawBox(vector pos1, vector pos2, int color=0x1fff7f7f)
Definition Debug.c:300
bool IsAreaAtDoorFree(int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
Definition Transport.c:369
Definition EnConvert.c:106
class DiagMenu Shape
don't call destructor directly. Use Destroy() instead
int ARGB(int a, int r, int g, int b)
Definition proto.c:322

Перекрестные ссылки ARGB(), Debug::DrawBox(), Transport::IsAreaAtDoorFree() и Shape.

◆ DisableVicinityIcon()

override bool DisableVicinityIcon ( )
inlineprotected
860 {
861 return true;
862 }

◆ DropEntityImpl()

bool DropEntityImpl ( InventoryMode mode,
notnull EntityAI owner,
notnull EntityAI item )
inlineprotected
147 {
148 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::DropEntity(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
151 return code;
152 }
void syncDebugPrint(string s)
Definition Debug.c:1
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
HumanInventory GetHumanInventory()
inventory
Definition Man.c:74
void UpdateInventoryMenu()
override bool DropEntity(InventoryMode mode, EntityAI owner, notnull EntityAI item)
Definition HumanInventory.c:139
static bool IsSyncLogEnable()
Definition Debug.c:684
Definition ObjectTyped.c:2
override string GetDebugName()
Definition dayzplayer.c:1170

Перекрестные ссылки HumanInventory::DropEntity(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureDropEntity(), LocalDropEntity(), PredictiveDropEntity() и ServerDropEntity().

◆ EEHitBy()

override void EEHitBy ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprotected
83 {
85
87 }
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
void SetEngineZoneReceivedHit(bool pState)
Definition Transport.c:358

Перекрестные ссылки component.

◆ EEItemIntoHands()

void EEItemIntoHands ( EntityAI item)
inlineprotected
103 {
104 SetWeightDirty();
106 m_OnItemAddedToHands.Invoke( item, this );
107 }
ref ScriptInvoker m_OnItemAddedToHands
Definition Man.c:81

◆ EEItemOutOfHands()

void EEItemOutOfHands ( EntityAI item)
inlineprotected
110 {
111 SetWeightDirty();
113 m_OnItemRemovedFromHands.Invoke( item, this );
114 }
ref ScriptInvoker m_OnItemRemovedFromHands
Definition Man.c:83

◆ EnableCollisionsWithCharacter()

proto native void EnableCollisionsWithCharacter ( bool state)
private

collisions with character

◆ ForceFarBubble()

proto native void ForceFarBubble ( bool state)
private

Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.

◆ ForceSwapEntitiesImpl()

bool ForceSwapEntitiesImpl ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected
580 {
581 bool code = false;
582 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ForceSwapImpl(" + typename.EnumToString(InventoryMode, mode) + ") item1=" + Object.GetDebugName(item1) + " item2=" + item2.GetDebugName(this));
584
586 if (!code)
587 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ForceSwapEntitiesImpl - cannot Forceswap");
588 return code;
589 }
override bool ForceSwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
Definition HumanInventory.c:372

Перекрестные ссылки HumanInventory::ForceSwapEntities(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureForceSwapEntities(), LocalForceSwapEntities(), PredictiveForceSwapEntities() и ServerForceSwapEntities().

◆ Get3rdPersonCameraType()

int Get3rdPersonCameraType ( )
inlineprotected
263 {
264#ifndef CFGMODS_DEFINE_TEST
265 Error("Get3rdPersonCameraType() not implemented");
266 return 0;
267#else
268 return 31;
269#endif
270 }
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки Error().

◆ GetActionCompNameFuel()

string GetActionCompNameFuel ( )
inlineprotected
190 {
191 return "refill";
192 }

◆ GetActionDistanceFuel()

float GetActionDistanceFuel ( )
inlineprotected
195 {
196 return 1.5;
197 }

◆ GetActions()

override void GetActions ( typename action_input_type ,
out array< ActionBase_Basic > actions )
inlineprivate
70 {
72 {
75 }
76
78 }
void InitializeActions()
Definition AdvancedCommunication.c:57

Перекрестные ссылки InitializeActions(), m_ActionsInitialize и m_InputActionMap.

◆ GetAnimInstance()

int GetAnimInstance ( )
inlineprotected
245 {
246#ifndef CFGMODS_DEFINE_TEST
247 Error("GetAnimInstance() not implemented");
248 return 0;
249#else
250 return 2;
251#endif
252 }

Перекрестные ссылки Error().

◆ GetCurrentWeaponMode()

proto native owned string GetCurrentWeaponMode ( )
private

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx outputList)
inlineprivate
155 {
156 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_OUTPUT_LOG, "Output Door Log", FadeColors.LIGHT_GREY));
157 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, " --- ", FadeColors.LIGHT_GREY));
158
159 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_PLAY_DOOR_SOUND, "Play Door Sound", FadeColors.LIGHT_GREY));
160 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_OPEN_DOOR, "Open Door", FadeColors.LIGHT_GREY));
161 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_CLOSE_DOOR, "Close Door", FadeColors.LIGHT_GREY));
162 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_LOCK_DOOR, "Lock Door", FadeColors.LIGHT_GREY));
163 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_UNLOCK_DOOR, "Unlock Door", FadeColors.LIGHT_GREY));
164 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, " --- ", FadeColors.LIGHT_GREY));
165
166 super.GetDebugActions(outputList);
167 }
Param4< int, int, string, int > TSelectableActionInfoWithColor
Definition EntityAI.c:97
EActions
Definition EActions.c:2
const int SAT_DEBUG_ACTION
Definition constants.c:431

Перекрестные ссылки SAT_DEBUG_ACTION.

◆ GetDoorCount()

proto native int GetDoorCount ( )
private

Returns the number of the doors in the building.

◆ GetDoorIndex()

proto native int GetDoorIndex ( int componentIndex)
private

Gets the index of the door based on the view geometry component index.

◆ GetDoorSoundDistance()

proto native float GetDoorSoundDistance ( int index)
private

Audible distance for the door sound.

◆ GetDoorSoundPos()

proto native vector GetDoorSoundPos ( int index)
private

Position in world space for where the door sounds are played from.

◆ GetDrivingVehicle()

proto native EntityAI GetDrivingVehicle ( )
private

Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.

◆ GetHideIconMask()

override int GetHideIconMask ( )
inlineprotected
170 {
171 return EInventoryIconVisibility.HIDE_VICINITY;
172 }

◆ GetHumanInventory()

◆ GetIdentity()

proto native PlayerIdentity GetIdentity ( )
private

Returns player's identity.

◆ GetImpactSurfaceType()

string GetImpactSurfaceType ( IEntity other,
Contact impact )
inlineprotected
153 {
154 string surface;
155 int liquid = -1;
157 }
string GetImpactSurfaceTypeEx(IEntity other, Contact impact, out int liquid)
Definition InventoryItem.c:160

◆ GetImpactSurfaceTypeEx()

string GetImpactSurfaceTypeEx ( IEntity other,
Contact impact,
out int liquid )
inlineprotected
161 {
163 GetWorldBounds(mins, maxs);
164 vector size = maxs - mins;
165
166 vector add = impact.RelativeVelocityBefore.Normalized() * size.Length();
167 string surfaceImpact;
169 Object.Cast(other),
170 impact.Position + add,
171 impact.Position - add,
173 liquid))
174 {
175 return surfaceImpact;
176 }
177 string surface;
178 GetGame().SurfaceUnderObjectExCorrectedLiquid(this, surface, surfaceImpact, liquid);
179
180 return surfaceImpact;
181 }
Definition DayZPhysics.c:124
static proto bool GetHitSurfaceAndLiquid(Object other, vector begPos, vector endPos, string surface, out int liquidType)

Перекрестные ссылки GetGame() и DayZPhysics::GetHitSurfaceAndLiquid().

◆ GetInputInterface()

proto native UAInterface GetInputInterface ( )
private

Returns player's input interface.

◆ GetInventoryItemType()

proto native InventoryItemType GetInventoryItemType ( )
private

◆ GetLadderPosBottom()

proto native vector GetLadderPosBottom ( int ladderIndex)
private

◆ GetLadderPosTop()

proto native vector GetLadderPosTop ( int ladderIndex)
private

◆ GetLaddersCount()

proto native int GetLaddersCount ( )
private

◆ GetMasterAttenuation()

proto native owned string GetMasterAttenuation ( )
private

◆ GetMeleeCombatData()

proto native MeleeCombatData GetMeleeCombatData ( )
private

◆ GetMeleeHeavyMode()

int GetMeleeHeavyMode ( )
inlineprivate
72 {
73 return 1;
74 }

◆ GetMeleeMode()

int GetMeleeMode ( )
inlineprivate
67 {
68 return 0;
69 }

◆ GetMeleeSprintMode()

int GetMeleeSprintMode ( )
inlineprivate
77 {
78 return 2;
79 }

◆ GetMeleeTargetType() [1/2]

override int GetMeleeTargetType ( )
inlineprivate
235 {
236 return EMeleeTargetType.NONALIGNABLE;
237 }
EMeleeTargetType
Definition EMeleeTargetType.c:2

Используется в DayZInfected::FightLogic().

◆ GetMeleeTargetType() [2/2]

override int GetMeleeTargetType ( )
inlineprotected
90 {
91 return EMeleeTargetType.NONALIGNABLE;
92 }

◆ GetMomentum()

float GetMomentum ( )
inlineprotected
175 {
176 return GetVelocity(this).Length() * dBodyGetMass(this);
177 }
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.
proto native float dBodyGetMass(notnull IEntity ent)

Перекрестные ссылки dBodyGetMass() и GetVelocity().

◆ GetMoveType()

override event GetMoveType ( )
inlineprotected
102 {
103 return TransportMove;
104 }

◆ GetNearestDoorBySoundPos()

int GetNearestDoorBySoundPos ( vector position)
inlineprivate

Gets the nearest door based on the sound position (quick and dirty function for debugging)

67 {
68 float smallestDist = float.MAX;
69 int nearestDoor = -1;
70
71 int count = GetDoorCount();
72 for (int i = 0; i < count; i++)
73 {
75 if (dist < smallestDist)
76 {
77 nearestDoor = i;
79 }
80 }
81
82 return nearestDoor;
83 }
proto native int GetDoorCount()
Returns the number of the doors in the building.
proto native vector GetDoorSoundPos(int index)
Position in world space for where the door sounds are played from.
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Перекрестные ссылки vector::DistanceSq().

◆ GetOnItemAddedToHands()

ScriptInvoker GetOnItemAddedToHands ( )
inlineprotected
86 {
89
91 }
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116

Перекрестные ссылки m_OnItemAddedToHands.

◆ GetOnItemRemovedFromHands()

ScriptInvoker GetOnItemRemovedFromHands ( )
inlineprotected

Перекрестные ссылки m_OnItemRemovedFromHands.

◆ GetOwnerStateType()

override event GetOwnerStateType ( )
inlineprotected
96 {
97 return TransportOwnerState;
98 }

◆ GetPlayerState()

int GetPlayerState ( )
inlineprivate
64 {
65 if (IsAlive())
66 return EPlayerStates.ALIVE;
67
68 return EPlayerStates.DEAD;
69 }
EPlayerStates
Definition EPlayerStates.c:2

◆ GetRefillPointPosWS()

vector GetRefillPointPosWS ( )
inlineprotected
200 {
201 return ModelToWorld( m_fuelPos );
202 }
vector m_fuelPos
Definition Transport.c:64

◆ GetRuinedMeleeAmmoType()

string GetRuinedMeleeAmmoType ( )
inlineprotected

returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use

185 {
186 return "MeleeSoft";
187 }

◆ GetSeatAnimationType()

int GetSeatAnimationType ( int posIdx)
inlineprotected
255 {
256#ifndef CFGMODS_DEFINE_TEST
257 Error("GetSeatAnimationType() not implemented");
258#endif
259 return 0;
260 }

Перекрестные ссылки Error().

◆ GetSeatIndexFromDoor()

int GetSeatIndexFromDoor ( string pDoorSelection)
inlineprotected
309 {
310 //Potientially could be fixed some other way, currently follows the unfortunate pattern that CanReachDoorsFromSeat has created
311 switch (pDoorSelection)
312 {
313 case "DoorsDriver":
314 return 0;
315 break;
316 case "DoorsCoDriver":
317 return 1;
318 break;
319 case "DoorsCargo1":
320 return 2;
321 break;
322 case "DoorsCargo2":
323 return 3;
324 break;
325 }
326 return -1;
327 }

◆ GetTooltip()

string GetTooltip ( )
inlineprivate

Get tooltip text.

54 {
55 string temp;
56 if (!DescriptionOverride(temp))
57 temp = ConfigGetString("descriptionShort");
58 return temp;
59 }

◆ GetTransportCameraDistance()

float GetTransportCameraDistance ( )
inlineprotected
216 {
217 return 4.0;
218 }

◆ GetTransportCameraOffset()

vector GetTransportCameraOffset ( )
inlineprotected
240 {
241 return "0 1.3 0";
242 }

◆ GetVehicleType()

string GetVehicleType ( )
inlineprotected
185 {
186 return "VehicleTypeUndefined";
187 }

◆ HandleByCrewMemberState()

void HandleByCrewMemberState ( ECrewMemberState state)
protected

◆ HasCollisionsWithCharacter()

proto native bool HasCollisionsWithCharacter ( )
private

◆ HasEngineZoneReceivedHit()

bool HasEngineZoneReceivedHit ( )
inlineprotected
365 {
367 }
bool m_EngineZoneReceivedHit
Definition Transport.c:63

◆ HasFixedActionTargetCursorPosition()

override bool HasFixedActionTargetCursorPosition ( )
inlineprivate
55 {
56 return true;
57 }

◆ InitializeActions()

void InitializeActions ( )
inlineprivate
58 {
61 {
64 SetActions();
66 }
67 }
map< typename, ref array< ActionBase_Basic > > TInputActionMap
Definition ActionManagerClient.c:1
string Type
Definition JsonDataContaminatedArea.c:11
void SetActions()
Definition AdvancedCommunication.c:80
static ref map< typename, ref TInputActionMap > m_AdvComTypeActionsMap
Definition AdvancedCommunication.c:3

Перекрестные ссылки m_AdvComTypeActionsMap, m_InputActionMap, SetActions() и Type.

◆ InitImpactSoundData()

void InitImpactSoundData ( )
inlineprotected
115 {
116 #ifndef SERVER
117 string soundImpactType = "default";
118 if ( ConfigIsExisting("soundImpactType") )
119 soundImpactType = ConfigGetString("soundImpactType");
120
121 m_SoundImpactTable = AnimSoundLookupTableBank.GetInstance().GetImpactTable(soundImpactType + "_Impact_LookupTable");
122 #endif
123 }
class AnimSoundObjectBuilderBank AnimSoundLookupTableBank()
Definition DayZAnimEventMaps.c:179
SoundLookupTable m_SoundImpactTable
Definition InventoryItem.c:9

Перекрестные ссылки AnimSoundLookupTableBank().

◆ InventoryItem()

void InventoryItem ( )
inlineprivate
34 {
36
37 if (ConfigIsExisting("isMeleeWeapon"))
38 m_IsMeleeWeapon = ConfigGetBool("isMeleeWeapon");
39 }
void InitImpactSoundData()
Definition InventoryItem.c:114
bool m_IsMeleeWeapon
Definition InventoryItem.c:11

◆ IsAnyCrewPresent()

bool IsAnyCrewPresent ( )
inlineprotected
205 {
206 for (int index = 0; index < CrewSize(); ++index)
207 {
208 if (CrewMember(index) != null)
209 return true;
210 }
211
212 return false;
213 }
proto native Human CrewMember(int posIdx)
proto native int CrewSize()
Returns crew capacity of this vehicle.

◆ IsAreaAtDoorFree() [1/2]

bool IsAreaAtDoorFree ( int currentSeat,
float maxAllowedObjHeight,
inout vector extents,
out vector transform[4] )
inlineprotected
370 {
371 GetTransform(transform);
372
376
377 vector entry[4];
378 entry[2] = crewDir;
379 entry[0] = vector.Up * crewDir;
380 entry[1] = entry[2] * entry[0];
381 entry[3] = crewPos;
382
384
387
388 position[1] = position[1] + maxAllowedObjHeight + (extents[1] * 0.5);
389
392
393 excluded.Insert(this);
394
395 GetGame().IsBoxColliding(position, orientation, extents, excluded, collided);
396
397 orientation.RotationMatrixFromAngles(transform);
398 transform[3] = position;
399
400 foreach (Object o : collided)
401 {
402 EntityAI e = EntityAI.Cast(o);
403 if (IsIgnoredObject(o))
404 continue;
405
406 vector minmax[2];
407 if (o.GetCollisionBox(minmax))
408 return false;
409 }
410
411 return true;
412 }
Definition Building.c:6
bool IsIgnoredObject(Object o)
Definition Transport.c:329
proto void CrewEntry(int posIdx, out vector pos, out vector dir)
Reads entry point and direction into vehicle on given position in model space.
Definition EnMath3D.c:28
static const vector Up
Definition EnConvert.c:107
static proto void MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Transforms matrix.
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.

Перекрестные ссылки GetGame(), Math3D::MatrixMultiply4(), Math3D::MatrixToAngles() и vector::Up.

◆ IsAreaAtDoorFree() [2/2]

bool IsAreaAtDoorFree ( int currentSeat,
float maxAllowedObjHeight = 0.5,
float horizontalExtents = 0.5,
float playerHeight = 1.7 )
inlineprotected

Перекрестные ссылки Transport::IsAreaAtDoorFree().

◆ IsBuilding()

override bool IsBuilding ( )
inlineprivate
207 {
208 return true;
209 }

◆ IsCameraInsideVehicle()

proto native bool IsCameraInsideVehicle ( )
private

◆ IsDoorClosed()

proto native bool IsDoorClosed ( int index)
private

When the phase is at the close phase target (0.0)

◆ IsDoorClosing()

proto native bool IsDoorClosing ( int index)
private

When the wanted phase is at the close phase target (0.0)

◆ IsDoorLocked()

proto native bool IsDoorLocked ( int index)
private

When the door is locked.

◆ IsDoorOpen()

proto native bool IsDoorOpen ( int index)
private

When the door is requested to be fully open (animation wanted phase is greater than 0.5)

◆ IsDoorOpened()

proto native bool IsDoorOpened ( int index)
private

When the phase is at the open phase target (1.0)

◆ IsDoorOpenedAjar()

proto native bool IsDoorOpenedAjar ( int index)
private

When the phase is at the ajar phase target (0.2)

◆ IsDoorOpening()

proto native bool IsDoorOpening ( int index)
private

When the wanted phase is at the open phase target (1.0)

◆ IsDoorOpeningAjar()

proto native bool IsDoorOpeningAjar ( int index)
private

When the wanted phase is at the ajar phase target (0.2)

◆ IsHealthVisible() [1/3]

override bool IsHealthVisible ( )
inlineprivate
217 {
218 return false;
219 }

◆ IsHealthVisible() [2/3]

override bool IsHealthVisible ( )
inlineprivate
50 {
51 return false;
52 }

◆ IsHealthVisible() [3/3]

override bool IsHealthVisible ( )
inlineprotected
160 {
161 return true;
162 }

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )
inlineprotected
155 {
156 return false;
157 }

◆ IsIgnoredObject()

bool IsIgnoredObject ( Object o)
inlineprotected

If the player can't interact (hint: collide) with the object, then it is ignored

Ignore any player that is currently in this vehicle

330 {
331 if (!o)
332 return false;
333
337 if (!interacts)
338 {
339 return true;
340 }
341
343 if (Class.CastTo(player, o))
344 {
346 HumanCommandVehicle hcv = player.GetCommand_Vehicle();
347 if (hcv && hcv.GetTransport() == this)
348 {
349 return true;
350 }
351 }
352
353 EntityAI e = EntityAI.Cast(o);
354 // CanBeSkinned means it is a dead entity which should not block the door
355 return ( ( e && (e.IsZombie() || e.IsHologram()) ) || o.CanBeSkinned() || o.IsBush() || o.IsTree() );
356 }
PhxInteractionLayers
Definition DayZPhysics.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition DayZPlayerImplement.c:111
Definition human.c:690
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native bool dGetInteractionLayer(notnull IEntity worldEntity, int mask1, int mask2)
proto native int dBodyGetInteractionLayer(notnull IEntity ent)

Перекрестные ссылки Class::CastTo(), dBodyGetInteractionLayer() и dGetInteractionLayer().

◆ IsInTransport()

bool IsInTransport ( )
inlineprotected

returns true if man is in transport, false otherwise

932 {
933 return Transport.Cast(GetParent()) != null;
934 }
Base native class for all motorized wheeled vehicles.
Definition Boat.c:28
proto native Widget GetParent()
Get parent of the Effect.
Definition Effect.c:407

Перекрестные ссылки GetParent().

◆ IsInventoryItem()

override bool IsInventoryItem ( )
inlineprivate
62 {
63 return true;
64 }

◆ IsInventorySoftLocked()

bool IsInventorySoftLocked ( )
inlineprotected
924 {
925 return false;
926 }

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate
230 {
231 return false;
232 }

◆ IsMan()

◆ IsMeleeFinisher()

bool IsMeleeFinisher ( )
inlineprivate
87 {
88 return false;
89 }

◆ IsMeleeWeapon()

override bool IsMeleeWeapon ( )
inlineprivate
82 {
83 return m_IsMeleeWeapon;
84 }

◆ IsOn()

proto native bool IsOn ( )
private

Some inventoryItem devices can be switched on/off (radios, transmitters)

◆ IsSoundInsideBuilding()

proto native bool IsSoundInsideBuilding ( )
private

◆ IsSpeechRestricted()

proto native bool IsSpeechRestricted ( )
private

Check if player has resctricted speech.

◆ IsTransport()

override bool IsTransport ( )
inlineprotected
150 {
151 return true;
152 }

◆ IsUnconscious()

bool IsUnconscious ( )
private

◆ IsUnconsciousStateOnly()

bool IsUnconsciousStateOnly ( )
private

uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)

◆ IsVitalSparkPlug()

bool IsVitalSparkPlug ( )
inlineprotected
180 {
181 return true;
182 }

◆ JunctureDeleteItem()

void JunctureDeleteItem ( EntityAI item)
inlineprotected
850 {
851
852 }

◆ JunctureDropEntity()

bool JunctureDropEntity ( notnull EntityAI item)
inlineprotected

drop juncture

118 {
119 return DropEntityImpl(InventoryMode.JUNCTURE, this, item);
120 }
bool DropEntityImpl(InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)
Definition Man.c:146

Перекрестные ссылки DropEntityImpl().

Используется в PredictiveDropEntity().

◆ JunctureForceSwapEntities()

bool JunctureForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected

ForceSwap juncture.

549 {
551 }
bool ForceSwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
Definition Man.c:579

Перекрестные ссылки ForceSwapEntitiesImpl().

◆ JunctureSwapEntities()

bool JunctureSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected

swap juncture

501 {
502 return SwapEntitiesImpl(InventoryMode.JUNCTURE, item1, item2);
503 }
bool SwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
Definition Man.c:531

Перекрестные ссылки SwapEntitiesImpl().

◆ JunctureTakeEntityAsAttachment()

bool JunctureTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

as att juncture

423 {
425 }
bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)
Definition Man.c:451

Перекрестные ссылки TakeEntityAsAttachmentImpl().

Используется в PredictiveTakeEntityAsAttachment().

◆ JunctureTakeEntityAsAttachmentEx()

bool JunctureTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

as att ex juncture

462 {
463 return TakeEntityAsAttachmentExImpl(InventoryMode.JUNCTURE, item, slot);
464 }
bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)
Definition Man.c:490

Перекрестные ссылки TakeEntityAsAttachmentExImpl().

Используется в PredictiveTakeEntityAsAttachmentEx().

◆ JunctureTakeEntityToCargo()

bool JunctureTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

to cgo juncture

384 {
385 return TakeEntityToCargoImpl(InventoryMode.JUNCTURE, item);
386 }
bool TakeEntityToCargoImpl(InventoryMode mode, notnull EntityAI item)
Definition Man.c:412

Перекрестные ссылки TakeEntityToCargoImpl().

Используется в PredictiveTakeEntityToCargo().

◆ JunctureTakeEntityToHands()

void JunctureTakeEntityToHands ( notnull EntityAI item)
inlineprotected

hand juncture

163 {
165 }
void TakeEntityToHandsImpl(InventoryMode mode, EntityAI item)
Definition Man.c:191

Перекрестные ссылки TakeEntityToHandsImpl().

Используется в PredictiveTakeEntityToHands().

◆ JunctureTakeEntityToInventory()

bool JunctureTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

to inv juncture

345 {
346 return TakeEntityToInventoryImpl(InventoryMode.JUNCTURE, flags, item);
347 }
bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
Definition Man.c:373

Перекрестные ссылки TakeEntityToInventoryImpl().

Используется в PredictiveTakeEntityToInventory().

◆ JunctureTakeEntityToTargetAttachment()

bool JunctureTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

to target att juncture

770 {
772 }
bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Definition Man.c:798

Перекрестные ссылки TakeEntityToTargetAttachmentImpl().

Используется в PredictiveTakeEntityToTargetAttachment().

◆ JunctureTakeEntityToTargetAttachmentEx()

bool JunctureTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected

to target att ex juncture

731 {
733 }
bool TakeEntityToTargetAttachmentExImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
Definition Man.c:759

Перекрестные ссылки TakeEntityToTargetAttachmentExImpl().

Используется в PredictiveTakeEntityToTargetAttachmentEx().

◆ JunctureTakeEntityToTargetCargo()

bool JunctureTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

to target cgo juncture

688 {
690 }
bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
Definition Man.c:719

Перекрестные ссылки TakeEntityToTargetCargoImpl().

Используется в PredictiveTakeEntityToTargetCargo().

◆ JunctureTakeEntityToTargetCargoEx()

bool JunctureTakeEntityToTargetCargoEx ( notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected

to target cgo ex juncture

649 {
651 }
bool TakeEntityToTargetCargoExImpl(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
Definition Man.c:677

Перекрестные ссылки TakeEntityToTargetCargoExImpl().

Используется в PredictiveTakeEntityToTargetCargoEx().

◆ JunctureTakeEntityToTargetInventory()

bool JunctureTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

to target inv juncture

594 {
596 }
bool TakeEntityToTargetInventoryImpl(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
Definition Man.c:638

Перекрестные ссылки TakeEntityToTargetInventoryImpl().

Используется в PredictiveTakeEntityToTargetInventory().

◆ JunctureTakeToDst()

bool JunctureTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected

to dst juncture

811 {
812 return TakeToDstImpl(InventoryMode.JUNCTURE, src, dst);
813 }
bool TakeToDstImpl(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
Definition Man.c:839

Перекрестные ссылки TakeToDstImpl().

Используется в PredictiveTakeToDst().

◆ LocalDestroyEntityInHands()

void LocalDestroyEntityInHands ( )
inlineprotected
220 {
221 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Destroy IH=" + GetHumanInventory().GetEntityInHands());
224 }
override bool LocalDestroyEntity(notnull EntityAI item)
Definition HumanInventory.c:425

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::LocalDestroyEntity(), syncDebugPrint() и UpdateInventoryMenu().

◆ LocalDropEntity()

override bool LocalDropEntity ( notnull EntityAI item)
inlineprotected
137 {
138 return DropEntityImpl(InventoryMode.LOCAL, this, item);
139 }

Перекрестные ссылки DropEntityImpl().

◆ LocalForceSwapEntities()

bool LocalForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected
570 {
572 }

Перекрестные ссылки ForceSwapEntitiesImpl().

◆ LocalReplaceItemElsewhereWithNewInHands()

bool LocalReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
293 {
295 }
bool ReplaceItemElsewhereWithNewInHandsImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
!hand replace -> hand
Definition Man.c:284

Перекрестные ссылки ReplaceItemElsewhereWithNewInHandsImpl().

◆ LocalReplaceItemInHandsWithNew()

bool LocalReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
313 {
315 }
bool ReplaceItemInHandsWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
hand replace
Definition Man.c:304

Перекрестные ссылки ReplaceItemInHandsWithNewImpl().

◆ LocalReplaceItemInHandsWithNewElsewhere()

bool LocalReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
333 {
335 }
bool ReplaceItemInHandsWithNewElsewhereImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
hand replace2
Definition Man.c:324

Перекрестные ссылки ReplaceItemInHandsWithNewElsewhereImpl().

◆ LocalReplaceItemWithNew()

bool LocalReplaceItemWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
273 {
275 }
bool ReplaceItemWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
!hand -> !hand replace
Definition Man.c:264

Перекрестные ссылки ReplaceItemWithNewImpl().

◆ LocalSwapEntities()

bool LocalSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected
522 {
524 }

Перекрестные ссылки SwapEntitiesImpl().

◆ LocalTakeEntityAsAttachment()

override bool LocalTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected
442 {
444 }

Перекрестные ссылки TakeEntityAsAttachmentImpl().

◆ LocalTakeEntityAsAttachmentEx()

override bool LocalTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected
481 {
483 }

Перекрестные ссылки TakeEntityAsAttachmentExImpl().

◆ LocalTakeEntityToCargo()

override bool LocalTakeEntityToCargo ( notnull EntityAI item)
inlineprotected
403 {
405 }

Перекрестные ссылки TakeEntityToCargoImpl().

◆ LocalTakeEntityToHands()

void LocalTakeEntityToHands ( EntityAI item)
inlineprotected
182 {
184 }

Перекрестные ссылки TakeEntityToHandsImpl().

◆ LocalTakeEntityToInventory()

override bool LocalTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
364 {
365 return TakeEntityToInventoryImpl(InventoryMode.LOCAL, flags, item);
366 }

Перекрестные ссылки TakeEntityToInventoryImpl().

◆ LocalTakeEntityToTargetAttachment()

override bool LocalTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
789 {
791 }

Перекрестные ссылки TakeEntityToTargetAttachmentImpl().

◆ LocalTakeEntityToTargetAttachmentEx()

override bool LocalTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected
750 {
752 }

Перекрестные ссылки TakeEntityToTargetAttachmentExImpl().

◆ LocalTakeEntityToTargetCargo()

override bool LocalTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
707 {
709 }

Перекрестные ссылки TakeEntityToTargetCargoImpl().

◆ LocalTakeEntityToTargetCargoEx()

override bool LocalTakeEntityToTargetCargoEx ( notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected
668 {
670 }

Перекрестные ссылки TakeEntityToTargetCargoExImpl().

◆ LocalTakeEntityToTargetInventory()

override bool LocalTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
634 {
636 }

Перекрестные ссылки TakeEntityToTargetInventoryImpl().

◆ LocalTakeToDst()

override bool LocalTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
830 {
831 return TakeToDstImpl(InventoryMode.LOCAL, src, dst);
832 }

Перекрестные ссылки TakeToDstImpl().

Используется в DropNonUsableMaterialsServer().

◆ LockDoor()

proto native void LockDoor ( int index,
bool force = false )
private

Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.

◆ Man()

void Man ( )
inlineprivate
40 {
41 SetFlags(EntityFlags.TOUCHTRIGGERS, false);
42 }
proto native void SetFlags(ShapeFlags flags)
EntityFlags
Entity flags.
Definition EnEntity.c:115

Перекрестные ссылки SetFlags().

◆ MarkCrewMemberDead()

void MarkCrewMemberDead ( int crewMemberIndex)
inlineprotected
230 {
234
236 }
ref set< int > m_DeadCrewMemberIndices
Definition Transport.c:67

◆ MarkCrewMemberUnconscious()

void MarkCrewMemberUnconscious ( int crewMemberIndex)
inlineprotected

◆ NeedInventoryJunctureFromServer()

◆ OnAction()

override bool OnAction ( int action_id,
Man player,
ParamsReadContext ctx )
inlineprivate
170 {
171 if (super.OnAction(action_id, player, ctx))
172 return true;
173
174 switch (action_id)
175 {
176 case EActions.BUILDING_PLAY_DOOR_SOUND:
178 return true;
179 }
180
181 if (!GetGame().IsServer())
182 return false;
183
184 switch (action_id)
185 {
186 case EActions.BUILDING_OUTPUT_LOG:
188 return true;
189 case EActions.BUILDING_OPEN_DOOR:
191 return true;
192 case EActions.BUILDING_CLOSE_DOOR:
194 return true;
195 case EActions.BUILDING_LOCK_DOOR:
197 return true;
198 case EActions.BUILDING_UNLOCK_DOOR:
200 return true;
201 }
202
203 return false;
204 }
proto native void UnlockDoor(int index)
Unlocks the door if locked.
proto native void LockDoor(int index, bool force=false)
Locks the door if not already locked, resets the door health. 'force = true' will close the door if o...
proto native void PlayDoorSound(int index)
Plays the appropriate sound at the door, based on animation phase and state.
proto native void OpenDoor(int index)
Attempts to open the door.
int GetNearestDoorBySoundPos(vector position)
Gets the nearest door based on the sound position (quick and dirty function for debugging)
Definition Building.c:66
proto native void OutputDoorLog()
Requires special build as logging is disabled even on internal builds due to memory usage....
proto native void CloseDoor(int index)
Attempts to close the door.

Перекрестные ссылки GetGame().

◆ OnDoorCloseFinish()

void OnDoorCloseFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes closing.

112 {
113 }

◆ OnDoorCloseStart()

void OnDoorCloseStart ( DoorStartParams params)
inlineprivate

Event for when the door starts closing.

107 {
108 }

◆ OnDoorLocked()

void OnDoorLocked ( DoorLockParams params)
inlineprivate

Event for when the door is locked.

117 {
118 }

◆ OnDoorOpenAjarFinish()

void OnDoorOpenAjarFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes opening ajarred (usually after unlock)

102 {
103 }

◆ OnDoorOpenAjarStart()

void OnDoorOpenAjarStart ( DoorStartParams params)
inlineprivate

Event for when the door starts opening ajarred (usually after unlock)

97 {
98 }

◆ OnDoorOpenFinish()

void OnDoorOpenFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes opening.

92 {
93 }

◆ OnDoorOpenStart()

void OnDoorOpenStart ( DoorStartParams params)
inlineprivate

Event for when the door starts opening.

87 {
88 }

◆ OnDoorUnlocked()

void OnDoorUnlocked ( DoorLockParams params)
inlineprivate

Event for when the door is unlocked.

122 {
123 }

◆ OnGameplayDataHandlerSync()

void OnGameplayDataHandlerSync ( )
protected

◆ OnItemInHandsChanged()

void OnItemInHandsChanged ( )
inlineprotected
157{ }

◆ OnRightClick()

void OnRightClick ( )
inlineprivate
43 {
44
45 }

◆ OnUseFromInventory()

event bool OnUseFromInventory ( Man owner)
inlineprivate
48 {
49 return false;
50 }

◆ OpenDoor()

proto native void OpenDoor ( int index)
private

Attempts to open the door.

◆ OutputDoorLog()

proto native void OutputDoorLog ( )
private

Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.

◆ PhysicalPredictiveDropItem()

bool PhysicalPredictiveDropItem ( EntityAI entity,
bool heavy_item_only = true )
protected

◆ PlayDoorSound()

proto native void PlayDoorSound ( int index)
private

Plays the appropriate sound at the door, based on animation phase and state.

◆ PlayImpactSound()

void PlayImpactSound ( float weight,
float velocity,
int surfaceHash )
inlineprivate
93 {
95 return;
96
98 if (soundBuilder != null)
99 {
100 soundBuilder.AddVariable("weight", weight);
101 soundBuilder.AddVariable("speed", velocity);
102 soundBuilder.AddEnvSoundVariables(GetPosition());
103
104 SoundObject soundObject = soundBuilder.BuildSoundObject();
105 if (soundObject != null)
106 {
107 soundObject.SetKind(WaveKind.WAVEEFFECTEX);
109 }
110 }
111 }
void PlaySound()
Definition HungerSoundHandler.c:38
WaveKind
Definition Sound.c:2
class SoundObjectBuilder SoundObject(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
SoundObjectBuilder GetSoundBuilder(int parameterHash)
Definition DayZAnimEventMaps.c:53
Definition Sound.c:46

Перекрестные ссылки GetPosition, SoundLookupTable::GetSoundBuilder(), PlaySound() и SoundObject().

◆ PlaySound()

AbstractWave PlaySound ( SoundObject so,
SoundObjectBuilder sob )
inlineprotected
127 {
128 if (so == null)
129 return null;
130
131 so.SetPosition(GetPosition());
132 AbstractWave wave = GetGame().GetSoundScene().Play3D(so, sob);
133
134 return wave;
135 }
Definition Sound.c:119

Перекрестные ссылки GetGame() и GetPosition.

◆ PlaySoundByAnimEvent()

void PlaySoundByAnimEvent ( EAnimSoundEventID id)
inlineprotected
139 {
140 AnimSoundEvent soundEvent = GetInventoryItemType().GetSoundEvent(id);
141 if (soundEvent)
142 {
143 SoundObjectBuilder builder = soundEvent.GetSoundBuilder();
144 SoundObject soundObject = builder.BuildSoundObject();
145 if (soundObject)
147 }
148 }
proto native InventoryItemType GetInventoryItemType()

Перекрестные ссылки PlaySound() и SoundObject().

◆ PredictiveDropEntity()

override bool PredictiveDropEntity ( notnull EntityAI item)
inlineprotected
123 {
125 {
126 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveDropEntity input data not sent yet, cannot allow another input action");
127 return false;
128 }
129
130 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
131 return JunctureDropEntity(item);
132 else
133 return DropEntityImpl(InventoryMode.PREDICTIVE, this, item);
134 }
bool JunctureDropEntity(notnull EntityAI item)
drop juncture
Definition Man.c:117
bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)
Definition Man.c:159
Definition gameplay.c:121
proto static native bool CanStoreInputUserData()
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), DropEntityImpl(), JunctureDropEntity(), NeedInventoryJunctureFromServer() и Print().

◆ PredictiveForceSwapEntities()

bool PredictiveForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected
554 {
556 {
557 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveForceSwapEntities input data not sent yet, cannot allow another input action");
558 return false;
559 }
560
561 bool need_j1 = NeedInventoryJunctureFromServer(item1, item1.GetHierarchyParent(), item2.GetHierarchyParent());
562 bool need_j2 = NeedInventoryJunctureFromServer(item2, item2.GetHierarchyParent(), item1.GetHierarchyParent());
563 if (need_j1 || need_j2)
565 else
567 }

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), ForceSwapEntitiesImpl(), NeedInventoryJunctureFromServer() и Print().

◆ PredictiveMoveItemFromHandsToInventory()

void PredictiveMoveItemFromHandsToInventory ( )
inlineprotected

returns item to previous location, if available

227 {
228 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Stash IH=" + GetHumanInventory().GetEntityInHands());
230 {
231 Print("[inv] PredictiveMoveItemFromHandsToInventory input data not sent yet, cannot allow another input action");
232 return;
233 }
234
236
237 if (NeedInventoryJunctureFromServer( GetHumanInventory().GetEntityInHands(), this, this))
238 invMode = InventoryMode.JUNCTURE;
239
241 if (GetHumanInventory().GetEntityInHands().m_OldLocation && GetHumanInventory().GetEntityInHands().m_OldLocation.IsValid())
242 {
244 GetHumanInventory().GetEntityInHands().GetInventory().GetCurrentInventoryLocation(invLoc);
245 //old location is somewhere on player
246 if (GetHumanInventory().GetEntityInHands().m_OldLocation.GetParent() && GetHumanInventory().GetEntityInHands().m_OldLocation.GetParent().GetHierarchyRootPlayer())
247 {
248 if (GetHumanInventory().LocationCanMoveEntity(invLoc, GetHumanInventory().GetEntityInHands().m_OldLocation))
249 {
250 if (GetHumanInventory().TakeToDst(invMode, invLoc,GetHumanInventory().GetEntityInHands().m_OldLocation))
251 {
253 return;
254 }
255 }
256 }
257 }
258
261 }
override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
Definition DayZPlayerInventory.c:1704
FindInventoryLocationType
flags for searching locations in inventory
Definition InventoryLocation.c:17
override bool TakeEntityToInventory(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
Definition HumanInventory.c:245
proto native EntityAI GetEntityInHands()
InventoryLocation.
Definition InventoryLocation.c:29

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), HumanInventory::GetEntityInHands(), GetHumanInventory(), LogManager::IsSyncLogEnable(), NeedInventoryJunctureFromServer(), Print(), syncDebugPrint(), HumanInventory::TakeEntityToInventory(), TakeToDst() и UpdateInventoryMenu().

◆ PredictiveSwapEntities()

bool PredictiveSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected
506 {
508 {
509 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveSwapEntities input data not sent yet, cannot allow another input action");
510 return false;
511 }
512
513 bool need_j1 = NeedInventoryJunctureFromServer(item1, item1.GetHierarchyParent(), item2.GetHierarchyParent());
514 bool need_j2 = NeedInventoryJunctureFromServer(item2, item2.GetHierarchyParent(), item1.GetHierarchyParent());
515 if (need_j1 || need_j2)
516 return SwapEntitiesImpl(InventoryMode.JUNCTURE, item1, item2);
517 else
518 return SwapEntitiesImpl(InventoryMode.PREDICTIVE, item1, item2);
519 }

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), NeedInventoryJunctureFromServer(), Print() и SwapEntitiesImpl().

Используется в PredictiveTakeOrSwapAttachment().

◆ PredictiveTakeEntityAsAttachment()

override bool PredictiveTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected
428 {
430 {
431 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachment input data not sent yet, cannot allow another input action");
432 return false;
433 }
434
435 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
437 else
439 }
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
as att juncture
Definition Man.c:422

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityAsAttachment(), NeedInventoryJunctureFromServer(), Print() и TakeEntityAsAttachmentImpl().

Используется в PredictiveTakeOrSwapAttachment().

◆ PredictiveTakeEntityAsAttachmentEx()

override bool PredictiveTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected
467 {
469 {
470 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityAsAttachmentEx input data not sent yet, cannot allow another input action");
471 return false;
472 }
473
474 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
476 else
477 return TakeEntityAsAttachmentExImpl(InventoryMode.PREDICTIVE, item, slot);
478 }
bool JunctureTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
as att ex juncture
Definition Man.c:461

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityAsAttachmentEx(), NeedInventoryJunctureFromServer(), Print() и TakeEntityAsAttachmentExImpl().

◆ PredictiveTakeEntityToCargo()

override bool PredictiveTakeEntityToCargo ( notnull EntityAI item)
inlineprotected
389 {
391 {
392 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToCargo input data not sent yet, cannot allow another input action");
393 return false;
394 }
395
396 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
398 else
399 return TakeEntityToCargoImpl(InventoryMode.PREDICTIVE, item);
400 }
bool JunctureTakeEntityToCargo(notnull EntityAI item)
to cgo juncture
Definition Man.c:383

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToCargo(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToCargoImpl().

◆ PredictiveTakeEntityToHands()

void PredictiveTakeEntityToHands ( EntityAI item)
inlineprotected
168 {
170 {
171 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToHands input data not sent yet, cannot allow another input action");
172 return;
173 }
174
175 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
177 else
179 }
void JunctureTakeEntityToHands(notnull EntityAI item)
hand juncture
Definition Man.c:162

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToHands(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToHandsImpl().

◆ PredictiveTakeEntityToInventory()

override bool PredictiveTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
350 {
352 {
353 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToInventory input data not sent yet, cannot allow another input action");
354 return false;
355 }
356
357 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), this))
358 return JunctureTakeEntityToInventory(flags, item);
359 else
360 return TakeEntityToInventoryImpl(InventoryMode.PREDICTIVE, flags, item);
361 }
bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
to inv juncture
Definition Man.c:344

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToInventory(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToInventoryImpl().

◆ PredictiveTakeEntityToTargetAttachment()

override bool PredictiveTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
775 {
777 {
778 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeEntityToTargetAttachment input data not sent yet, cannot allow another input action");
779 return false;
780 }
781
782 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
784 else
786 }
bool JunctureTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
to target att juncture
Definition Man.c:769

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToTargetAttachment(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetAttachmentImpl().

◆ PredictiveTakeEntityToTargetAttachmentEx()

override bool PredictiveTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected
736 {
738 {
739 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetAttachmentEx input data not sent yet, cannot allow another input action");
740 return false;
741 }
742
743 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
745 else
747 }
bool JunctureTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)
to target att ex juncture
Definition Man.c:730

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), JunctureTakeEntityToTargetAttachmentEx(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetAttachmentExImpl().

◆ PredictiveTakeEntityToTargetCargo()

override bool PredictiveTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
693 {
695 {
696 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetCargo input data not sent yet, cannot allow another input action");
697 return false;
698 }
699
700 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
702 else
704 }
bool JunctureTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
to target cgo juncture
Definition Man.c:687

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), JunctureTakeEntityToTargetCargo(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetCargoImpl().

◆ PredictiveTakeEntityToTargetCargoEx()

override bool PredictiveTakeEntityToTargetCargoEx ( notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected
654 {
656 {
657 Print("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetCargoEx input data not sent yet, cannot allow another input action");
658 return false;
659 }
660
661 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), cargo.GetCargoOwner()))
663 else
665 }
bool JunctureTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)
to target cgo ex juncture
Definition Man.c:648

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), JunctureTakeEntityToTargetCargoEx(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetCargoExImpl().

◆ PredictiveTakeEntityToTargetInventory()

override bool PredictiveTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
599 {
601 {
602 Print("[inv] " + GetSimulationTimeStamp() + " ::PredictiveTakeEntityToTargetInventory input data not sent yet, cannot allow another input action");
603 return false;
604 }
605
606 if (NeedInventoryJunctureFromServer(item, item.GetHierarchyParent(), target))
608 else
609 return TakeEntityToTargetInventoryImpl(InventoryMode.PREDICTIVE, target, flags, item);
610 }
bool JunctureTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
to target inv juncture
Definition Man.c:593

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeEntityToTargetInventory(), NeedInventoryJunctureFromServer(), Print() и TakeEntityToTargetInventoryImpl().

◆ PredictiveTakeOrSwapAttachment()

bool PredictiveTakeOrSwapAttachment ( notnull EntityAI item)
inlineprotected
613 {
614 if( GetInventory().CanAddAttachment( item ) )
615 {
617 }
618 else
619 {
620 for( int i = 0; i < item.GetInventory().GetSlotIdCount(); i++ )
621 {
622 int slot_id = item.GetInventory().GetSlotId(i);
623 EntityAI slot_item = GetInventory().FindAttachment( slot_id );
624 if( slot_item && GetInventory().CanSwapEntitiesEx( item, slot_item ) )
625 {
627 }
628 }
629 }
630 return false;
631 }
override bool PredictiveTakeEntityAsAttachment(notnull EntityAI item)
Definition Man.c:427
bool PredictiveSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
Definition Man.c:505

Перекрестные ссылки PredictiveSwapEntities() и PredictiveTakeEntityAsAttachment().

◆ PredictiveTakeToDst()

override bool PredictiveTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
816 {
818 {
819 Print("[inv] " + GetSimulationTimeStamp() + " Man@" + this + " ::PredictiveTakeToDst input data not sent yet, cannot allow another input action");
820 return false;
821 }
822
823 if (NeedInventoryJunctureFromServer(src.GetItem(), src.GetParent(), dst.GetParent()))
824 return JunctureTakeToDst(src, dst);
825 else
826 return TakeToDstImpl(InventoryMode.PREDICTIVE, src, dst);
827 }
bool JunctureTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
to dst juncture
Definition Man.c:810

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), JunctureTakeToDst(), NeedInventoryJunctureFromServer(), Print() и TakeToDstImpl().

◆ ProcessImpactSound()

float ProcessImpactSound ( IEntity other,
Contact extra,
float weight,
out int surfaceHash )
inlineprotected
191 {
192 int liquidType = -1;
194 }
float ProcessImpactSoundEx(IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
Definition InventoryItem.c:198

◆ ProcessImpactSoundEx()

float ProcessImpactSoundEx ( IEntity other,
Contact extra,
float weight,
out int surfaceHash,
out int liquidType )
inlineprotected
199 {
200 float impactVelocity = extra.RelativeVelocityBefore.Length();
201 if ( impactVelocity < 0.3 )
202 return 0.0;
203
204 float tickTime = GetGame().GetTickTime();
206 return 0.0;
207
209 if ( surfaceName == "" )
210 return 0.0;
211
212#ifdef DIAG_DEVELOPER
213 string infoText = "Surface: " + surfaceName + ", Weight: " + weight + ", Speed: " + impactVelocity;
214
215 if ( s_ImpactSoundsInfo.Count() == 10 )
216 s_ImpactSoundsInfo.Remove(9);
217
218 s_ImpactSoundsInfo.InsertAt(infoText, 0);
219#endif
220
222
223 surfaceHash = surfaceName.Hash();
224 return impactVelocity;
225 }
const float SOUND_CONTACT_SKIP
Definition InventoryItem.c:3
float m_SoundContactTickTime
Definition InventoryItem.c:10

Перекрестные ссылки GetGame().

◆ RemoveAction()

void RemoveAction ( typename actionName )
inlineprivate
120 {
122 ActionBase action = player.GetActionManager().GetAction(actionName);
123 typename ai = action.GetInputType();
125
126 if (action_array)
127 {
128 action_array.RemoveItem(action);
129 }
130 }
Definition PlayerBaseClient.c:2

Перекрестные ссылки GetGame(), GetPlayer() и m_InputActionMap.

◆ ReplaceItemElsewhereWithNewInHandsImpl()

bool ReplaceItemElsewhereWithNewInHandsImpl ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
inlineprotected

!hand replace -> hand

285 {
286 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Replace !HND->HND lambda=" + lambda.DumpToString());
289 return code;
290 }
bool ReplaceItemElsewhereWithNewInHands(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
Definition HumanInventory.c:460

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemElsewhereWithNewInHands(), syncDebugPrint() и UpdateInventoryMenu().

Используется в LocalReplaceItemElsewhereWithNewInHands() и ServerReplaceItemElsewhereWithNewInHands().

◆ ReplaceItemInHandsWithNewElsewhereImpl()

bool ReplaceItemInHandsWithNewElsewhereImpl ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
inlineprotected

hand replace2

325 {
326 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Replace HND->elsewhere lambda=" + lambda.DumpToString());
329 return code;
330 }
bool ReplaceItemInHandsWithNewElsewhere(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
Definition HumanInventory.c:535

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemInHandsWithNewElsewhere(), syncDebugPrint() и UpdateInventoryMenu().

Используется в LocalReplaceItemInHandsWithNewElsewhere() и ServerReplaceItemInHandsWithNewElsewhere().

◆ ReplaceItemInHandsWithNewImpl()

bool ReplaceItemInHandsWithNewImpl ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
inlineprotected

hand replace

305 {
306 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Replace HND->HND lambda=" + lambda.DumpToString());
309 return code;
310 }
bool ReplaceItemInHandsWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
Definition HumanInventory.c:530

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemInHandsWithNew(), syncDebugPrint() и UpdateInventoryMenu().

Используется в LocalReplaceItemInHandsWithNew() и ServerReplaceItemInHandsWithNew().

◆ ReplaceItemWithNewImpl()

bool ReplaceItemWithNewImpl ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
inlineprotected

!hand -> !hand replace

265 {
266 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Replace !HND lambda=" + lambda.DumpToString());
269 return code;
270 }
override bool ReplaceItemWithNew(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
Definition HumanInventory.c:451

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemWithNew(), syncDebugPrint() и UpdateInventoryMenu().

Используется в LocalReplaceItemWithNew() и ServerReplaceItemWithNew().

◆ ServerDropEntity()

override bool ServerDropEntity ( notnull EntityAI item)
inlineprotected
142 {
143 return DropEntityImpl(InventoryMode.SERVER, this, item);
144 }

Перекрестные ссылки DropEntityImpl().

◆ ServerForceSwapEntities()

bool ServerForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected
575 {
577 }

Перекрестные ссылки ForceSwapEntitiesImpl().

◆ ServerReplaceItemElsewhereWithNewInHands()

bool ServerReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Перекрестные ссылки ReplaceItemElsewhereWithNewInHandsImpl().

◆ ServerReplaceItemInHandsWithNew()

bool ServerReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
318 {
320 }

Перекрестные ссылки ReplaceItemInHandsWithNewImpl().

◆ ServerReplaceItemInHandsWithNewElsewhere()

bool ServerReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Перекрестные ссылки ReplaceItemInHandsWithNewElsewhereImpl().

◆ ServerReplaceItemWithNew()

bool ServerReplaceItemWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected
278 {
280 }

Перекрестные ссылки ReplaceItemWithNewImpl().

◆ ServerSwapEntities()

bool ServerSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected
527 {
528 return SwapEntitiesImpl(InventoryMode.SERVER, item1, item2);
529 }

Перекрестные ссылки SwapEntitiesImpl().

◆ ServerTakeEntityAsAttachment()

override bool ServerTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected
447 {
449 }

Перекрестные ссылки TakeEntityAsAttachmentImpl().

◆ ServerTakeEntityAsAttachmentEx()

override bool ServerTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected
486 {
487 return TakeEntityAsAttachmentExImpl(InventoryMode.SERVER, item, slot);
488 }

Перекрестные ссылки TakeEntityAsAttachmentExImpl().

◆ ServerTakeEntityToCargo()

override bool ServerTakeEntityToCargo ( notnull EntityAI item)
inlineprotected
408 {
410 }

Перекрестные ссылки TakeEntityToCargoImpl().

◆ ServerTakeEntityToHands()

void ServerTakeEntityToHands ( EntityAI item)
inlineprotected
187 {
189 }

Перекрестные ссылки TakeEntityToHandsImpl().

◆ ServerTakeEntityToInventory()

override bool ServerTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
369 {
370 return TakeEntityToInventoryImpl(InventoryMode.SERVER, flags, item);
371 }

Перекрестные ссылки TakeEntityToInventoryImpl().

◆ ServerTakeEntityToTargetAttachment()

override bool ServerTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
794 {
796 }

Перекрестные ссылки TakeEntityToTargetAttachmentImpl().

◆ ServerTakeEntityToTargetAttachmentEx()

override bool ServerTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected
755 {
757 }

Перекрестные ссылки TakeEntityToTargetAttachmentExImpl().

◆ ServerTakeEntityToTargetCargo()

override bool ServerTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
712 {
713 if (IsAlive())
715 else
717 }

Перекрестные ссылки TakeEntityToTargetCargoImpl().

◆ ServerTakeEntityToTargetCargoEx()

override bool ServerTakeEntityToTargetCargoEx ( notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected
673 {
675 }

Перекрестные ссылки TakeEntityToTargetCargoExImpl().

◆ ServerTakeToDst()

override bool ServerTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
835 {
836 return TakeToDstImpl(InventoryMode.SERVER, src, dst);
837 }

Перекрестные ссылки TakeToDstImpl().

Используется в DropNonUsableMaterialsServer().

◆ SetActions()

void SetActions ( )
inlineprivate
81 {
85 }
Definition ActionDetachPowerSourceFromPanel.c:3
Definition ActionTurnOffTransmitterOnGround.c:2
Definition ActionTurnOnTransmitterOnGround.c:2
void AddAction(typename actionName)
Definition AdvancedCommunication.c:87

Перекрестные ссылки AddAction().

◆ SetEngineZoneReceivedHit()

void SetEngineZoneReceivedHit ( bool pState)
inlineprotected
359 {
361 SetSynchDirty();
362 }

◆ SetFaceMaterial()

proto native void SetFaceMaterial ( string material_name)
private

Material that is used on the Man's face and hands.

◆ SetFaceTexture()

proto native void SetFaceTexture ( string texture_name)
private

Texture that is used on the Man's face and hands.

◆ SetInventorySoftLock()

void SetInventorySoftLock ( bool status)
protected

◆ SetMasterAttenuation()

proto native void SetMasterAttenuation ( string masterAttenuation)
private

◆ SetProcessUIWarning()

void SetProcessUIWarning ( bool state)
protected

◆ SetSpeechRestricted()

proto native void SetSpeechRestricted ( bool state)
private

Set speech restriction.

◆ ShowZonesHealth()

override bool ShowZonesHealth ( )
inlineprotected
165 {
166 return true;
167 }

◆ StatGet()

proto native float StatGet ( string name)
protected

Gets counter value of the specified stat type.

Аргументы
[in]nameThe name of the stat type.

◆ StatGetAsTime()

proto void StatGetAsTime ( string name,
out string value )
protected

Gets counter value as formatted time string of the specified stat type.

Аргументы
[in]nameThe name of the stat type.
[out]valueA formatted string containing stat value.

◆ StatGetCounter()

proto void StatGetCounter ( string name,
out string value )
protected

Gets counter value as string of the specified stat type.

Аргументы
[in]nameThe name of the stat type.
[out]valueA formatted string containing stat value.

◆ StatInvokeUpdate()

proto native void StatInvokeUpdate ( )
protected

Invokes read stats from server to client.

Заметки
Call this on client when you need update stats.

◆ StatRegister()

proto native bool StatRegister ( string name)
protected

Stats Registers new stat type for this player.

Аргументы
[in]nameThe name of the stat type.

◆ StatSyncToClient()

proto native void StatSyncToClient ( )
protected

Invokes save stats from server to client.

Заметки
Call this on server when you need update stats.

◆ StatUpdate()

proto native void StatUpdate ( string name,
float value )
protected

Updates stat counter with given value.

Аргументы
[in]nameThe name of the stat type.
[in]valueThe specified value.

◆ StatUpdateByGivenPos()

proto native void StatUpdateByGivenPos ( string name,
vector pos )
protected

Updates stat counter by given position.

Аргументы
[in]nameThe name of the stat type.
[in]posThe specified position.

◆ StatUpdateByPosition()

proto native void StatUpdateByPosition ( string name)
protected

Updates stat counter by player's actual position.

Use this to measure player's travelling distance.

Аргументы
[in]nameThe name of the stat type.

◆ StatUpdateByTime()

proto native void StatUpdateByTime ( string name)
protected

Updates stat counter by time.

Use this to measure play time.

Аргументы
[in]nameThe name of the stat type.

◆ StopDeathDarkeningEffect()

void StopDeathDarkeningEffect ( )
protected

◆ SwapEntitiesImpl()

bool SwapEntitiesImpl ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected
532 {
533 bool code;
534 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::SwapImpl(" + typename.EnumToString(InventoryMode, mode) + ") item1=" + Object.GetDebugName(item1) + " item2=" + item2.GetDebugName(this));
536 Error("[inv] (Man@" + this + ") SwapEntitiesImpl - cannot swap items!");
537
539
541 if (!code)
542 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " SwapEntitiesImpl - cannot swap or forceswap");
543 return code;
544 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
static bool CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)
Definition Inventory.c:628
override bool SwapEntities(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
Definition HumanInventory.c:328

Перекрестные ссылки GameInventory::CanSwapEntitiesEx(), Error(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::SwapEntities(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureSwapEntities(), LocalSwapEntities(), PredictiveSwapEntities() и ServerSwapEntities().

◆ SwitchOn()

proto native void SwitchOn ( bool onOff)
private

Some inventoryItem devices can be switched on/off (radios, transmitters)

◆ Synchronize()

proto native void Synchronize ( )
protected

Synchronizes car's state in case the simulation is not running.

◆ TakeEntityAsAttachmentExImpl()

bool TakeEntityAsAttachmentExImpl ( InventoryMode mode,
notnull EntityAI item,
int slot )
inlineprotected
491 {
492 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2AttEx(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
495 return code;
496 }
override bool TakeEntityAsAttachmentEx(InventoryMode mode, notnull EntityAI item, int slot)
Definition HumanInventory.c:298

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeEntityAsAttachmentEx() и UpdateInventoryMenu().

Используется в JunctureTakeEntityAsAttachmentEx(), LocalTakeEntityAsAttachmentEx(), PredictiveTakeEntityAsAttachmentEx() и ServerTakeEntityAsAttachmentEx().

◆ TakeEntityAsAttachmentImpl()

bool TakeEntityAsAttachmentImpl ( InventoryMode mode,
notnull EntityAI item )
inlineprotected
452 {
453 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2Att(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
456 return code;
457 }
bool TakeEntityAsAttachment(InventoryMode mode, notnull EntityAI item)
Definition Inventory.c:1177

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), GameInventory::TakeEntityAsAttachment() и UpdateInventoryMenu().

Используется в JunctureTakeEntityAsAttachment(), LocalTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachment() и ServerTakeEntityAsAttachment().

◆ TakeEntityToCargoImpl()

bool TakeEntityToCargoImpl ( InventoryMode mode,
notnull EntityAI item )
inlineprotected
413 {
414 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2Cgo(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
417 return code;
418 }
bool TakeEntityToCargo(InventoryMode mode, notnull EntityAI item)
moves item to cargo of this intentory
Definition Inventory.c:1079

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), GameInventory::TakeEntityToCargo() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToCargo(), LocalTakeEntityToCargo(), PredictiveTakeEntityToCargo() и ServerTakeEntityToCargo().

◆ TakeEntityToHandsImpl()

void TakeEntityToHandsImpl ( InventoryMode mode,
EntityAI item )
inlineprotected
192 {
193 if (!GetGame().IsDedicatedServer() )
194 {
196 il.SetHands(this, item);
197 //GetInventory().AddInventoryReservationEx(item, il ,GameInventory.c_InventoryReservationTimeoutShortMS);
198 }
199
200 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2Hands(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
202
204 if (item.GetInventory().GetCurrentInventoryLocation(src_item))
205 {
206 if (itemInHands == null)
207 {
209 hand_dst.SetHands(this, item);
211 }
212 else if (GetHumanInventory().CanSwapEntitiesEx(itemInHands, item))
213 GetInventory().SwapEntities(mode, itemInHands, item);
215 }
216 }
override bool TakeToDst(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
Definition HumanInventory.c:235

Перекрестные ссылки GetDebugName(), HumanInventory::GetEntityInHands(), GetGame(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeToDst() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToHands(), LocalTakeEntityToHands(), PredictiveTakeEntityToHands() и ServerTakeEntityToHands().

◆ TakeEntityToInventoryImpl()

bool TakeEntityToInventoryImpl ( InventoryMode mode,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
374 {
375 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2Inv(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
378 return code;
379 }

Перекрестные ссылки GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeEntityToInventory() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToInventory(), LocalTakeEntityToInventory(), PredictiveTakeEntityToInventory() и ServerTakeEntityToInventory().

◆ TakeEntityToTargetAttachmentExImpl()

bool TakeEntityToTargetAttachmentExImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected
760 {
761 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2TargetAtt(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
762 bool code = GetInventory().TakeEntityAsTargetAttachmentEx(mode, target, item, slot);
764 return code;
765 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToTargetAttachmentEx(), LocalTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetAttachmentEx(), ServerTakeEntityToTargetAttachmentEx() и TakeEntityToTargetAttachmentImpl().

◆ TakeEntityToTargetAttachmentImpl()

bool TakeEntityToTargetAttachmentImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item )
inlineprotected
799 {
801 if( target.GetInventory().FindFreeLocationFor( item, FindInventoryLocationType.ATTACHMENT, il) )
802 {
804 }
805 return false;
806 }

Перекрестные ссылки TakeEntityToTargetAttachmentExImpl().

Используется в JunctureTakeEntityToTargetAttachment(), LocalTakeEntityToTargetAttachment(), PredictiveTakeEntityToTargetAttachment() и ServerTakeEntityToTargetAttachment().

◆ TakeEntityToTargetCargoExImpl()

bool TakeEntityToTargetCargoExImpl ( InventoryMode mode,
notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected
678 {
679 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2TargetCgoEx(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
680 bool code = GetInventory().TakeEntityToTargetCargoEx(mode, cargo, item, row, col);
682 return code;
683 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToTargetCargoEx(), LocalTakeEntityToTargetCargoEx(), PredictiveTakeEntityToTargetCargoEx() и ServerTakeEntityToTargetCargoEx().

◆ TakeEntityToTargetCargoImpl()

bool TakeEntityToTargetCargoImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item )
inlineprotected
720 {
721 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " Take2TargetCgo(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
722
723 bool code = GetInventory().TakeEntityToTargetInventory(mode, target, FindInventoryLocationType.CARGO, item);
725 return code;
726 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToTargetCargo(), LocalTakeEntityToTargetCargo(), PredictiveTakeEntityToTargetCargo() и ServerTakeEntityToTargetCargo().

◆ TakeEntityToTargetInventoryImpl()

bool TakeEntityToTargetInventoryImpl ( InventoryMode mode,
notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
639 {
640 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2TargetInv(" + typename.EnumToString(InventoryMode, mode) + ") item=" + Object.GetDebugName(item));
641 bool code = GetInventory().TakeEntityToTargetInventory(mode, target, flags, item);
643 return code;
644 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable(), syncDebugPrint() и UpdateInventoryMenu().

Используется в JunctureTakeEntityToTargetInventory(), LocalTakeEntityToTargetInventory() и PredictiveTakeEntityToTargetInventory().

◆ TakeToDstImpl()

bool TakeToDstImpl ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
840 {
841 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS = " + GetSimulationTimeStamp() + " ::Take2Dst(" + typename.EnumToString(InventoryMode, mode) + ") src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
844 return code;
845 }
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:226

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeToDst() и UpdateInventoryMenu().

Используется в JunctureTakeToDst(), LocalTakeToDst(), PredictiveTakeToDst() и ServerTakeToDst().

◆ ThrowPhysically()

proto native void ThrowPhysically ( DayZPlayer player,
vector force,
bool collideWithCharacters = true )
private

◆ Transport()

void Transport ( )
inlineprotected
70 {
71 RegisterNetSyncVariableBool("m_EngineZoneReceivedHit");
72
73 if ( MemoryPointExists("refill") )
74 m_fuelPos = GetMemoryPointPos("refill");
75 else
76 m_fuelPos = "0 0 0";
77
80 }

◆ TurnOffTransmitter()

void TurnOffTransmitter ( )
inlineprivate
53 {
54 GetCompEM().SwitchOff();
55 }

◆ TurnOnTransmitter()

void TurnOnTransmitter ( )
inlineprivate
48 {
49 GetCompEM().SwitchOn();
50 }

◆ UnlockDoor()

proto native void UnlockDoor ( int index)
private

Unlocks the door if locked.

◆ UpdateInventoryMenu()

Поля

◆ m_ActionsInitialize

bool m_ActionsInitialize
private

◆ m_AdvComTypeActionsMap

ref map<typename, ref TInputActionMap> m_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
staticprivate

◆ m_ContinuousActions

ref TIntArray m_ContinuousActions
private

◆ m_DeadCrewMemberIndices

ref set<int> m_DeadCrewMemberIndices
protected

◆ m_EngineZoneReceivedHit

bool m_EngineZoneReceivedHit
protected

◆ m_fuelPos

vector m_fuelPos
protected

◆ m_InputActionMap

TInputActionMap m_InputActionMap
private

◆ m_InteractActions

ref TIntArray m_InteractActions
private

◆ m_IsMeleeWeapon

bool m_IsMeleeWeapon = false
private

◆ m_OnItemAddedToHands

ref ScriptInvoker m_OnItemAddedToHands
protected

Используется в GetOnItemAddedToHands().

◆ m_OnItemRemovedFromHands

ref ScriptInvoker m_OnItemRemovedFromHands
protected

Используется в GetOnItemRemovedFromHands().

◆ m_SingleUseActions

ref TIntArray m_SingleUseActions
private

◆ m_SoundContactTickTime

float m_SoundContactTickTime
private

◆ m_SoundImpactTable

SoundLookupTable m_SoundImpactTable
private

◆ m_UnconsciousCrewMemberIndices

ref set<int> m_UnconsciousCrewMemberIndices
protected

◆ SOUND_CONTACT_SKIP

const float SOUND_CONTACT_SKIP = 0.33
staticprivate

Объявления и описания членов классов находятся в файлах: