DayZ 1.30
DayZ Explorer by KGB
 
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Класс EntityAI
+ Граф наследования: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 ()
 
void OnItemInHandsChangedEx (bool pInstant=false, bool pChangeAnimationInstance=true)
 
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
void LocalDestroyEntityInHands ()
 
void PredictiveMoveItemFromHandsToInventory ()
 ToDo: Old system method. Might should be adjusted to new system at some point.
 
void JunctureDeleteItem (EntityAI item)
 
override bool CanBeSkinned ()
 
override bool DisableVicinityIcon ()
 
void UpdateInventoryMenu ()
 
CachedEquipmentStorageBase GetCachedEquipment ()
 
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)
 
array< InventoryItem > OnDrawOptics2D ()
 
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 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 ()
 
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
 
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
 
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
 
bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
 

Закрытые члены

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)
 
bool IsSurrendered ()
 
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

SoundLookupTable m_SoundImpactTable
 
float m_SoundContactTickTime
 
bool m_IsMeleeWeapon = false
 
TInputActionMap m_InputActionMap
 
bool m_ActionsInitialize
 

Закрытые статические данные

const float SOUND_CONTACT_SKIP = 0.33
 
static ref map< typename, ref TInputActionMap > m_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
 
ref ScriptInvoker m_OnItemAddedToHands
 
ref ScriptInvoker m_OnItemRemovedFromHands
 
ref CachedEquipmentStorageBase m_CachedEquipmentStorage
 
proto native HumanInventory GetHumanInventory ()
 
proto native EntityAI GetEntityInHands ()
 Returns the current entity in hands.
 
ScriptInvoker GetOnItemAddedToHands ()
 
ScriptInvoker GetOnItemRemovedFromHands ()
 
override void EEItemIntoHands (EntityAI item)
 
override 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

См. определение в файле 3_Game/DayZ/Entities/InventoryItem.c строка 1