Dayz
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botevents.c
Go to the documentation of this file.
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4
class
BotEventBase
5
{
6
PlayerBase
m_Player
;
7
EntityAI
m_Entity
;
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void
BotEventBase
(
PlayerBase
p = NULL,
EntityAI
e = NULL) {
m_Entity
= e; }
10
string
DumpToString
() {}
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};
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//class BotEventXXX : BotEventBase { void BotEventXXX (PlayerBase p = NULL) { } };
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class
BotEventStart
:
BotEventBase
{ };
17
class
BotEventStop
:
BotEventBase
{ };
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class
BotEventEndOK
:
BotEventBase
{ };
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class
BotEventEndFail
:
BotEventBase
{ };
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class
BotEventEndTimeout
:
BotEventBase
{ };
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class
BotEventOnItemInHandsChanged
:
BotEventBase
{ };
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class
BotEventStartDebug
:
BotEventBase
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{
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int
m_Id
;
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void
BotEventStartDebug
(
PlayerBase
p = NULL,
EntityAI
e = NULL,
int
id
= 0)
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{
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m_Id
= id;
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}
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override
string
DumpToString
() {
return
"id: "
+
m_Id
; }
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};
BotEventBase::m_Player
PlayerBase m_Player
Definition
botevents.c:6
BotEventBase::BotEventBase
void BotEventBase(PlayerBase p=NULL, EntityAI e=NULL)
Definition
botevents.c:9
BotEventBase::m_Entity
EntityAI m_Entity
Definition
botevents.c:7
BotEventBase::DumpToString
string DumpToString()
Definition
botevents.c:10
BotEventEndFail
Definition
botevents.c:20
BotEventEndOK
Definition
botevents.c:19
BotEventEndTimeout
Definition
botevents.c:21
BotEventOnItemInHandsChanged
Definition
botevents.c:22
BotEventStartDebug::DumpToString
override string DumpToString()
Definition
botevents.c:33
BotEventStartDebug::BotEventStartDebug
void BotEventStartDebug(PlayerBase p=NULL, EntityAI e=NULL, int id=0)
Definition
botevents.c:28
BotEventStartDebug::m_Id
int m_Id
Definition
botevents.c:26
BotEventStart
Definition
botevents.c:16
BotEventStop
Definition
botevents.c:17
EntityAI
Definition
inventoryitem.c:2
PlayerBase
Definition
playerbaseclient.c:2
Games
Dayz
scripts
4_world
systems
bot
botevents.c
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1.17.0