Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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CGame Class Reference

Protected Member Functions

proto native void AbortMission ()
 Returns to main menu, leave world empty for using last mission world.
proto native void AddPPMask (float ndcX, float ndcY, float ndcRadius, float ndcBlur)
void AddVisitedServer (string ip, int port)
void AddVoiceNotification (VONStopSpeakingEventParams vonStartParams)
void AutoTestLaunch (string param)
bool CanDisplayMouseCursor ()
 extend as needed, only game focus and M&K setting (consoles only!) are checked natively
proto native bool CanRespawnPlayer ()
void CheckDialogs ()
void CloseCombatEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, bool isWater, string ammoType)
int ConfigFindClassIndex (string config_path, string searched_member)
 Searches given config path (config_path) for the given member (searched_member) and returns its index.
void Connect ()
void ConnectFromCLI ()
void ConnectFromJoin (string ip, int port)
void ConnectFromServerBrowser (string ip, int port, string password="")
void ConnectFromServerBrowserEx (string ip, int port, int steamQueryPort, string password="")
void ConnectLaunch ()
int CorrectLiquidType (int liquidType)
override string CreateDefaultPlayer ()
string CreateDefaultPlayer ()
 returns class name of first valid survivor (TODO address confusing naming?)
void CreateGamepadDisconnectMenu ()
native void CreateMission (string path)
 Create only enforce script mission, used for mission script reloading.
override string CreateRandomPlayer ()
string CreateRandomPlayer ()
 returns class name of random survivor (TODO address confusing naming?)
void CreateTitleScreen ()
void DelayedMidAirDetonation (float x, float y, float z)
void DeleteGamepadDisconnectMenu ()
void DeleteTitleScreen ()
void DisconnectSessionEx (DisconnectSessionFlags flags)
void DisconnectSessionScript (bool displayJoinError=false)
void EnterLoginQueue (UIMenuPanel parent)
void EnterLoginTime (UIMenuPanel parent)
void ExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
void ExplosionEffectsEx (Object source, Object directHit, int componentIndex, float energyFactor, float explosionFactor, HitInfo hitInfo)
void FirearmEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
void GamepadCheck ()
AnalyticsManagerClient GetAnalyticsClient ()
AnalyticsManagerServer GetAnalyticsServer ()
BillboardSetHandler GetBillboardHandler ()
ScriptCallQueue GetCallQueue (int call_category)
 Returns CallQueue for certain category.
array< intGetConnectedInputDeviceList ()
proto native ContentDLC GetContentDLCService ()
 Return DLC service (service for entitlement keys for unlock content).
int GetCurrentDisplayLanguageIdx ()
float GetCurrentEVValue ()
string GetDatabaseID ()
float GetDeltaT ()
DragQueue GetDragQueue ()
 Returns DragQueue.
proto native EntityAI GetEntityByPersitentID (int b1, int b2, int b3, int b4)
 Returns EntityAI by its persistent ID parts or null if entity with given persistent ID does not exists.
float GetFoodDecayModifier ()
float GetFOVByZoomType (ECameraZoomType type)
float GetHighestSurfaceYDifference (array< vector > positions)
 Returns the largest height difference between the given positions.
float GetHUDBrightnessSetting ()
bool GetLastVisitedServer (out string ip, out int port)
proto native int GetLogoutAfterCancelTimeout ()
proto native owned string GetMainMenuWorld ()
MenuDefaultCharacterData GetMenuDefaultCharacterData (bool fill_data=true)
bool GetMouseCursorDesiredVisibility ()
string GetPlayerGameName ()
proto native void GetPlayerIndentities (out array< PlayerIdentity > identities)
ScriptInvoker GetPostUpdateQueue (int call_category)
float GetPreviousEVValue ()
int GetPreviousGamepad ()
proto native bool GetSurface (SurfaceDetectionParameters params, SurfaceDetectionResult result)
 API for surface detection.
bool GetSurfaceDigPile (string surface, out string result)
vector GetSurfaceOrientation (float x, float z)
 Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.
proto int GetTime ()
 returns mission time in milliseconds
TimerQueue GetTimerQueue (int call_category)
 Returns TimerQueue for certain category.
ScriptInvoker GetUpdateQueue (int call_category)
float GetUserFOV ()
proto native BiosUserManager GetUserManager ()
proto native float GetWaterDepth (vector posWS)
proto native float GetWaterSurfaceHeightNoFakeWave (vector posWS)
 Get the nearest water or object surface under a point, ignoring land (without the fake wave that's on top of the real wave).
proto native float GetWaterSurfaceHeightWithFakeWave (vector posWS)
 Get the nearest water or object surface under a point, ignoring land (with the fake wave that's on top of the real wave).
proto native Weather GetWeather ()
 Returns weather controller object.
void InitCharacterMenuDataInfo (int menudata_count)
proto native void InitDamageEffects (Object effect)
 Initialization of damage effects.
void InitNotifications ()
proto native bool IsBoxColliding (vector center, vector orientation, vector edgeLength, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects that are in choosen oriented bounding box (OBB).
proto native bool IsBoxCollidingGeometry (vector center, vector orientation, vector edgeLength, int iPrimaryType, int iSecondaryType, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects with geometry iType that are in choosen oriented bounding box (OBB).
proto native bool IsBoxCollidingGeometryProxy (notnull BoxCollidingParams params, array< Object > excludeObjects, array< ref BoxCollidingResult > collidedObjects=NULL)
proto native bool IsClient ()
bool IsConnecting ()
proto native bool IsDebug ()
bool IsDebugMonitor ()
proto native bool IsDedicatedServer ()
 Robust check which is preferred than the above, as it is valid much sooner.
bool IsFoodDecayEnabled ()
bool IsInventoryOpen ()
bool IsKindOf (string cfg_class_name, string cfg_parent_name)
 Returns is class name inherited from parent class name.
bool IsLeftCtrlDown ()
bool IsLoading ()
bool IsMissionMainMenu ()
 Returns true when current mission is Main Menu.
proto native bool IsMultiplayer ()
bool IsNewCharacter ()
proto native bool IsServer ()
bool IsSurfaceDigable (string surface)
 Checks if the surface is digable.
bool IsSurfaceFertile (string surface)
 Checks if the surface is fertile.
bool IsVisited (string ip, int port)
bool IsWorldWetTempUpdateEnabled ()
void JoinLaunch ()
override TStringArray ListAvailableCharacters ()
TStringArray ListAvailableCharacters ()
 outputs array of all valid survivor class names
void LoadingHide (bool force=false)
void LoadingShow ()
void LoadProgressUpdate (int progressState, float progress, string title)
void LoginTimeCountdown ()
proto native void LogoutRequestCancel ()
proto native void LogoutRequestTime ()
 Logout methods.
void MainMenuLaunch ()
void MissionLaunch ()
proto native void NightVissionLightParams (float lightIntensityMul, float noiseIntensity)
 set night vission parameters (set to zero when to disable it)
bool ObjectIsKindOf (Object object, string cfg_parent_name)
 Returns is object inherited from parent class name.
override void OnActivateMessage ()
override void OnAfterCreate ()
bool OnConnectivityStatChange (EConnectivityStatType type, EConnectivityStatLevel newLevel, EConnectivityStatLevel oldLevel)
override void OnDeactivateMessage ()
override void OnDeviceReset ()
override bool OnInitialize ()
override void OnKeyPress (int key)
override void OnKeyRelease (int key)
void OnLoginTimeEvent (int loginTime)
override void OnMouseButtonPress (int button)
override void OnMouseButtonRelease (int button)
void OnMPConnectionLostEvent (int duration)
override void OnPostUpdate (bool doSim, float timeslice)
void OnPreloadEvent (vector pos)
void OnProjectileStopped (ProjectileStoppedInfo info)
void OnProjectileStoppedInObject (ObjectCollisionInfo info)
void OnProjectileStoppedInTerrain (TerrainCollisionInfo info)
void OnRespawnEvent (int time)
override void OnRPC (PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
override void OnUpdate (bool doSim, float timeslice)
proto native void OpenURL (string url)
proto native void OverrideDOF (bool enable, float focusDistance, float focusLength, float focusLengthNear, float blur, float focusDepthOffset)
proto native void OverrideInventoryLights (vector diffuse, vector ambient, vector ground, vector dir)
 override inventory light
void PartyLaunch ()
void RefreshCurrentServerInfo ()
void RefreshMouseCursorVisibility ()
void RemoveVoiceNotification (VONStopSpeakingEventParams vonStopParams)
proto native void ResetPPMask ()
proto native void RespawnPlayer ()
proto native void RestartMission ()
void SelectGamepad ()
void SelectUser (int gamepad=-1)
proto native int ServerConfigGetInt (string name)
 Server config parsing. Returns 0 if not found.
void SetConnecting (bool value)
 Returns true when connecting to server.
void SetDatabaseID (string id)
void SetDebugMonitorEnabled (int value)
proto native void SetEVUser (float value)
 Sets custom camera camera EV. range: -50.0..50.0? //TODO.
void SetEVValue (float value)
void SetHudBrightness (float value)
void SetKeyboardHandle (UIScriptedMenu handler)
proto native void SetLoginTimerFinished ()
proto native void SetMainMenuWorld (string world)
void SetMouseCursorDesiredVisibility (bool visible)
void SetNewCharacter (bool state)
void SetPlayerGameName (string name)
void SetPreviousGamepad (int gamepad)
void SetUserFOV (float pFov)
bool ShouldShowControllerDisconnect ()
void StoreLoginDataPrepare ()
proto native float SurfaceGetNoiseMultiplier (Object directHit, vector pos, int componentIndex)
proto native vector SurfaceGetNormal (float x, float z)
proto native float SurfaceGetSeaLevel ()
proto native float SurfaceGetSeaLevelMax ()
proto native float SurfaceGetSeaLevelMin ()
proto native float SurfaceGetSeaWaveCurrent ()
 Get current sea wave height.
proto native float SurfaceGetSeaWaveMax ()
 Get max sea wave height.
proto float SurfaceGetType (float x, float z, out string type)
 Returns: Y position the surface was found.
proto float SurfaceGetType3D (float x, float y, float z, out string type)
 Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
proto native bool SurfaceIsPond (float x, float z)
proto native bool SurfaceIsSea (float x, float z)
proto native float SurfaceRoadY (float x, float z, RoadSurfaceDetection rsd=RoadSurfaceDetection.LEGACY)
proto native float SurfaceRoadY3D (float x, float y, float z, RoadSurfaceDetection rsd)
proto void SurfaceUnderObject (notnull Object object, out string type, out int liquidType)
proto void SurfaceUnderObjectByBone (notnull Object object, int boneType, out string type, out int liquidType)
void SurfaceUnderObjectByBoneCorrectedLiquid (notnull Object object, int boneType, out string type, out int liquidType)
void SurfaceUnderObjectCorrectedLiquid (notnull Object object, out string type, out int liquidType)
proto void SurfaceUnderObjectEx (notnull Object object, out string type, out string impact, out int liquidType)
void SurfaceUnderObjectExCorrectedLiquid (notnull Object object, out string type, out string impact, out int liquidType)
proto native float SurfaceY (float x, float z)
void TryConnect ()
void UpdateInputDeviceDisconnectWarning ()
void UpdateLoginQueue (float timeslice)
proto native void UpdatePathgraphRegion (vector regionMin, vector regionMax)
void UpdatePathgraphRegionByObject (Object object)
void UpdateVoiceLevel (int level)

Static Protected Member Functions

static bool CheckAmmoCompability (EntityAI weaponInHand, EntityAI ammo)
static float GetUserFOVFromConfig ()
static bool IsDigitalCopy ()

Protected Attributes

const float ARROW_PIERCE_DEPTH = 0.05
bool m_AutotestEnabled
ref BillboardSetHandler m_BillboardSetHandler
string m_ConnectAddress
string m_ConnectPassword
int m_ConnectPort
int m_ConnectSteamQueryPort
string m_DatabaseID
bool m_FirstConnect = true
ref Widget m_GamepadDisconnectMenu
DayZGameState m_GameState
ref Widget m_IntroMenu
ref LoadingScreen m_loading
DayZLoadState m_LoadState
ref NotificationUI m_Notifications
int m_PrevBlur
ref TStringArray m_Visited
const int MAX_VISITED = 50
const int MISSION_STATE_FINNISH = 2
const int MISSION_STATE_GAME = 1
const int MISSION_STATE_MAINMENU = 0

Private Member Functions

void CGame ()
void ~CGame ()
void ~DayZGame ()
proto native bool AddActionJuncture (Man player, notnull EntityAI item, int timeout_ms, Managed userData=null)
proto native bool AddInventoryJuncture (Man player, notnull EntityAI item, InventoryLocation dst, bool test_dst_occupancy, int timeout_ms, Managed userData=null)
bool AddInventoryJunctureEx (Man player, notnull EntityAI item, InventoryLocation dst, bool test_dst_occupancy, int timeout_ms, Managed userData=null)
proto native void AddToReconnectCache (PlayerIdentity identity)
 Add player to reconnect cache to be able to rejoin character still existing in the world.
proto native void AdminLog (string text)
proto native void BeginOptionsVideo ()
void CancelLoginQueue ()
void CancelLoginTimeCountdown ()
proto native void Chat (string text, string colorClass)
 Prints text into game chat.
proto native void ChatMP (Man recipient, string text, string colorClass)
proto native void ChatPlayer (string text)
void ClearConnectivityStates ()
proto native bool ClearJuncture (Man player, notnull EntityAI item)
bool ClearJunctureEx (Man player, notnull EntityAI item)
proto native void ClearReconnectCache ()
 Remove all player from reconnect cache.
proto bool CommandlineGetParam (string name, out string value)
 Get command line parameter value.
proto bool ConfigGetBaseName (string path, out string base_name)
 Get name of base class of config class on path.
proto bool ConfigGetChildName (string path, int index, out string name)
 Get name of subclass in config class on path.
proto native int ConfigGetChildrenCount (string path)
 Get count of subclasses in config class on path.
proto native float ConfigGetFloat (string path)
 Get float value from config on path.
proto native void ConfigGetFloatArray (string path, out TFloatArray values)
 Get array of floats from config on path.
proto native void ConfigGetFullPath (string path, out TStringArray full_path)
proto native int ConfigGetInt (string path)
 Get int value from config on path.
proto native void ConfigGetIntArray (string path, out TIntArray values)
 Get array of integers from config on path.
proto native void ConfigGetObjectFullPath (Object obj, out TStringArray full_path)
proto bool ConfigGetText (string path, out string value)
 Get string value from config on path.
proto native void ConfigGetTextArray (string path, out TStringArray values)
 Get array of strings from config on path.
proto native void ConfigGetTextArrayRaw (string path, out TStringArray values)
 Get array of raw strings from config on path.
string ConfigGetTextOut (string path)
 Get string value from config on path.
proto bool ConfigGetTextRaw (string path, out string value)
 Get raw string value from config on path.
proto native int ConfigGetType (string path)
 Returns type of config value.
proto native vector ConfigGetVector (string path)
 Get vector value from config on path.
proto native bool ConfigIsExisting (string path)
string ConfigPathToString (TStringArray array_path)
 Converts array of strings into single string.
proto native int Connect (UIScriptedMenu parent, string IpAddress, int port, string password)
 Connects to IsServer.
proto native int ConnectLastSession (UIScriptedMenu parent, int selectedCharacter=-1)
 Connects to last success network session.
proto void CopyFromClipboard (out string text)
proto native void CopyToClipboard (string text)
proto native Object CreateObject (string type, vector pos, bool create_local=false, bool init_ai=false, bool create_physics=true)
 Creates object of certain type.
proto native Object CreateObjectEx (string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
 Creates object of certain type.
proto native Entity CreatePlayer (PlayerIdentity identity, string name, vector pos, float radius, string spec)
 Assign player entity to client (in multiplayer).
override UIScriptedMenu CreateScriptedMenu (int id)
 create custom main menu part (submenu)
UIScriptedMenu CreateScriptedMenu (int id)
 create custom main menu part (submenu)
UIScriptedWindow CreateScriptedWindow (int id)
 create custom window part
proto native SoundOnVehicle CreateSoundOnObject (Object source, string sound_name, float distance, bool looped, bool create_local=false)
proto native SoundWaveOnVehicle CreateSoundWaveOnObject (Object source, SoundObject soundObject, AbstractWave soundWave)
proto native Object CreateStaticObjectUsingP3D (string p3dFilename, vector position, vector orientation, float scale=1.0, bool createLocal=false)
void DayZGame ()
void DeferredInit ()
proto native void DisconnectPlayer (PlayerIdentity identity, string uid="")
 Destroy player info and disconnect.
proto native void DisconnectSession ()
 Disconnects from current multiplayer session.
proto native void DisconnectSessionForce ()
 Forces disconnect from current multiplayer session even if not yet in the game.
proto native void DumpInstances (bool csvFormatting)
 Delevoper only: Dump all script allocations.
void EarlyAccessDialog (UIScriptedMenu parent)
proto native void EnableMicCapture (bool enable)
 Enable microphone to locally capture audio from user.
proto native void EnableVoN (Object player, bool enable)
 Enable/disable VoN for target player.
proto native void EndOptionsVideo ()
proto native bool ExecuteEnforceScript (string expression, string mainFnName)
 Delevoper only: Executes Enforce Script expression, if there is an error, is printed into the script console.
proto native bool ExtendActionJuncture (Man player, notnull EntityAI item, int timeout_ms)
bool FormatRawConfigStringKeys (inout string value)
 Changes localization key format to script-friendly format.
proto void FormatString (string format, string params[], out string output)
proto native float GetAvgFPS (int nFrames=64)
 Returns average framerate over last n frames.
Backlit GetBacklit ()
override ScriptCallQueue GetCallQueue (int call_category)
proto native vector GetCurrentCameraDirection ()
proto native vector GetCurrentCameraPosition ()
proto native float GetDayTime ()
 Returns current daytime on server.
proto native int GetDiagDrawMode ()
 Gets current debug draw mode.
proto native void GetDiagDrawModeNames (out TStringArray diag_names)
 Get list of all debug draw modes.
proto native bool GetDiagModeEnable (int diag_mode)
 Gets state of specific debug mode.
proto native void GetDiagModeNames (out TStringArray diag_names)
 Get list of all debug modes.
override DragQueue GetDragQueue ()
proto native float GetFps ()
 Returns average FPS of last 16 frames.
void GetFPSStats (out float min, out float max, out float avg, int nFrames=64)
 Outputs framerate statistics.
DayZGameState GetGameState ()
proto bool GetHostAddress (out string address, out int port)
 Gets the server address.
proto GetServersResultRow GetHostData ()
 Gets the server data.
proto owned string GetHostName ()
 Gets the server name.
proto native Input GetInput ()
proto void GetInventoryItemSize (InventoryItem item, out int width, out int height)
proto native float GetLastFPS ()
 Returns current framerate.
proto native WorkspaceWidget GetLoadingWorkspace ()
DayZLoadState GetLoadState ()
proto native float GetMaxFPS (int nFrames=64)
 Returns maximum framerate over last n frames.
proto native MenuData GetMenuData ()
 Return singleton of MenuData class - at main menu contains characters played with current profile.
proto native float GetMinFPS (int nFrames=64)
 Returns minimum framerate over last n frames.
proto native Mission GetMission ()
string GetMissionFolderPath ()
string GetMissionPath ()
int GetMissionState ()
string GetModelName (string class_name)
 Get name of the p3d file of the given class name.
proto native void GetModInfos (notnull out array< ref ModInfo > modArray)
proto native bool GetModToBeReported ()
proto native NoiseSystem GetNoiseSystem ()
proto native Object GetObjectByNetworkId (int networkIdLowBits, int networkIdHighBits)
 Returns entity identified by network id.
proto native void GetObjectsAtPosition (vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
 Returns list of all objects in circle "radius" around position "pos".
proto native void GetObjectsAtPosition3D (vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
 Returns list of all objects in sphere "radius" around position "pos".
proto native DayZPlayer GetPlayer ()
DayZPlayer GetPlayerByIndex (int index=0)
proto void GetPlayerName (out string name)
 Gets current player name.
proto void GetPlayerNameShort (int maxLength, out string name)
 Gets current player name.
proto void GetPlayerNetworkIDByIdentityID (int playerIdentityID, out int networkIdLowBits, out int networkIdHightBits)
 returns player's network id from identity id in out parameters
proto native void GetPlayers (out array< Man > players)
proto native vector GetPointerDirection ()
 Returns the direction where the mouse points, from the camera view.
override ScriptInvoker GetPostUpdateQueue (int call_category)
bool GetProfileOption (EDayZProfilesOptions option)
bool GetProfileOptionBool (EDayZProfilesOptions option)
bool GetProfileOptionDefault (EDayZProfilesOptions option)
bool GetProfileOptionDefaultBool (EDayZProfilesOptions option)
float GetProfileOptionDefaultFloat (EDayZProfilesOptions option)
int GetProfileOptionDefaultInt (EDayZProfilesOptions option)
float GetProfileOptionFloat (EDayZProfilesOptions option)
int GetProfileOptionInt (EDayZProfilesOptions option)
map< EDayZProfilesOptions, ref DayZProfilesOptionGetProfileOptionMap ()
proto bool GetProfileString (string name, out string value)
 Gets string from profile variable.
proto native void GetProfileStringList (string name, out TStringArray values)
 Gets array of strings from profile variable.
proto native vector GetScreenPos (vector world_pos)
 Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.
proto native vector GetScreenPosRelative (vector world_pos)
 Transforms position in world to position in screen in percentage (0.0 - 1.0) as x, y component of vector, z parameter represents distance between camera and world_pos.
proto native AbstractSoundScene GetSoundScene ()
proto native float GetTickTime ()
 Returns current time from start of the game.
override TimerQueue GetTimerQueue (int call_category)
proto native UIManager GetUIManager ()
override ScriptInvoker GetUpdateQueue (int call_category)
proto void GetVersion (out string version)
proto native int GetVoiceLevel (Object player=null)
 Get voice level of VoN (on both client and server) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2).
proto native WorkspaceWidget GetWorkspace ()
proto native World GetWorld ()
proto native vector GetWorldDirectionFromScreen (vector world_pos)
 Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.
string GetWorldName ()
proto void GetWorldName (out string world_name)
ScriptInvoker GetYieldDataInitInvoker ()
proto native void GizmoClear (int index)
 Clear the gizmo.
proto native void GizmoClearAll ()
 Clear all gizmos.
proto native int GizmoFindByTracker (Managed tracker)
 Returned index is invalid if any other Gizmo function is called.
proto native int GizmoGetCount ()
 Return the number of gizmos.
proto native Class GizmoGetInstance (int index)
 Return the instance passed in for the gizmo.
proto native Managed GizmoGetTracker (int index)
 Return the tracker passed in for the gizmo.
proto native void GizmoSelectObject (Object object)
 Applies impulses to set the position when dynamic, otherwise sets the transform in the physics scene.
proto native void GizmoSelectPhysics (Physics physics)
 Applies impulses to set the position when dynamic, otherwise sets the transform in the physics scene.
proto native void GizmoSelectUser (Managed instance)
 Scripted controls, requires the following methods to be implemented in the class void Gizmo_SetWorldTransform(vector[4] transform, bool finalize) void Gizmo_GetWorldTransform(vector[4] transform).
void GlobalsInit ()
proto native bool GoBuyWorldDLC (string sWorldName)
proto native bool HasInventoryJuncture (Man player, notnull EntityAI item)
proto native bool HasInventoryJunctureDestination (Man player, notnull InventoryLocation dst)
proto native bool HasInventoryJunctureItem (notnull EntityAI item)
bool IsAimLogEnabled ()
proto native bool IsAppActive ()
 Returns if the application is focused on PC, returns true always on console.
proto native bool IsInPartyChat ()
 Returns whether user is currently in a voice party (currently only supported on xbox).
override bool IsInventoryOpen ()
proto native bool IsMicCapturing ()
 Returns whether mic is currently capturing audio from user.
proto native bool IsNetworkInputBufferFull ()
 Returns the state of the buffer for network inputs (UAInterface).
proto native bool IsObjectAccesible (EntityAI item, Man player)
 returns true if player can access item's cargo/attachments (check only distance)
proto native bool IsPhysicsExtrapolationEnabled ()
 If physics extrapolation is enabled, always true on retail release builds.
bool IsStressTest ()
proto native int LoadVersion ()
 Returns actual storage version - loading.
proto native void MuteAllPlayers (string listenerId, bool mute)
 Mute all players for listenerId.
proto native void MutePlayer (string muteUID, string playerUID, bool mute)
 Mutes voice of source player to target player.
proto native void ObjectDelete (Object obj)
proto native void ObjectDeleteOnClient (Object obj)
proto void ObjectGetDisplayName (Object obj, out string name)
proto native vector ObjectGetSelectionPosition (Object obj, string name)
proto native vector ObjectGetSelectionPositionLS (Object obj, string name)
proto native vector ObjectGetSelectionPositionMS (Object obj, string name)
proto native vector ObjectGetSelectionPositionWS (Object obj, string name)
proto void ObjectGetType (Object obj, out string type)
proto native vector ObjectModelToWorld (Object obj, vector modelPos)
proto native int ObjectRelease (Object obj)
 RemoteObjectTreeCreate - postponed registration of network object tree (and creation of remote objects). do not use if not sure what you do.
proto native vector ObjectWorldToModel (Object obj, vector worldPos)
void OnActivateMessage ()
 Called when recieving focus (windows).
void OnAfterCreate ()
 Called after creating of CGame instance.
void OnDeactivateMessage ()
 Called when loosing focus (windows).
void OnDeviceReset ()
 Called when inputs is not possible (Steam overlay active or something), all internal script variables should be reset here!
override void OnEvent (EventType eventTypeId, Param params)
void OnEvent (EventType eventTypeId, Param params)
 Called when some system event occur.
void OnGameplayDataHandlerLoad ()
bool OnInitialize ()
 Called once before game update loop starts, ret value indicates if init was done in scripts, otherwise it is done in the engine.
void OnKeyPress (int key)
 Called when key is pressed.
void OnKeyRelease (int key)
 Called when key is released.
void OnLicenseChanged ()
void OnMouseButtonPress (int button)
 Called when mouse button is pressed.
void OnMouseButtonRelease (int button)
 Called when mouse button is released.
void OnPostUpdate (bool doSim, float timeslice)
 Called on World update after simulation of entities.
void OnProcessLifetimeChanged (int plmtype)
void OnRPC (PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
 Called after remote procedure call is recieved for this object.
void OnUpdate (bool doSim, float timeslice)
 Called on World update.
proto native void PlayMission (string path)
 Starts mission (equivalent for SQF playMission). You MUST use double slash \.
proto native bool PreloadObject (string type, float distance)
 Preload objects with certain type in certain distance from camera.
proto native void ProfilerStart (string name)
 Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.
proto native void ProfilerStop (string name)
 Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.
proto native bool RegisterNetworkStaticObject (Object object)
 Static objects cannot be replicated by default (there are too many objects on the map).
void RegisterProfilesOptions ()
void ReloadMission ()
proto native void RemoteObjectCreate (Object obj)
 RemoteObjectDelete - deletes only remote object tree (unregisters from network). do not use if not sure what you do.
proto native void RemoteObjectDelete (Object obj)
proto native void RemoteObjectTreeCreate (Object obj)
 RemoteObjectCreate - postponed registration of network object (and creation of remote object). do not use if not sure what you do.
proto native void RemoteObjectTreeDelete (Object obj)
 RemoteObjectDelete - deletes only remote object (unregisters from network). do not use if not sure what you do.
proto native void RemoveFromReconnectCache (string uid)
 Remove player from reconnect cache.
proto native void RequestExit (int code)
 Sets exit code and quits in the right moment.
proto native void RequestRestart (int code)
 Sets exit code and restart in the right moment.
void ResetProfileOptions ()
proto native void RPC (Object target, int rpcType, notnull array< ref Param > params, bool guaranteed, PlayerIdentity recipient=null)
 Initiate remote procedure call.
proto native void RPCSelf (Object target, int rpcType, notnull array< ref Param > params)
 Not actually an RPC, as it will send it only to yourself.
proto native void RPCSelfSingleParam (Object target, int rpcType, Param param)
proto native void RPCSingleParam (Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
 see CGame.RPC
proto native void SaveProfile ()
 Saves profile on disk.
proto native int SaveVersion ()
 Returns actual storage version - saving.
proto native bool ScriptTest ()
proto native void SelectPlayer (PlayerIdentity identity, Object player)
 Selects player's controlled object.
proto native void SelectSpectator (PlayerIdentity identity, string spectatorObjType, vector position)
 Creates spectator object (mostly cameras).
proto native void SendLogoutTime (Object player, int time)
 Inform client about logout time (creates logout screen on specified client).
void SetConnectivityStatState (EConnectivityStatType type, EConnectivityStatLevel level)
proto native void SetDiagDrawMode (int diag_draw_mode)
 Set debug draw mode.
proto native void SetDiagModeEnable (int diag_mode, bool enabled)
 Set specific debug mode.
void SetGameState (DayZGameState state)
void SetLoadState (DayZLoadState state)
proto native void SetMission (Mission mission)
void SetMissionPath (string path)
 Called from C++.
void SetMissionState (int state)
proto native void SetPlayerName (string name)
 Sets current player name.
void SetProfileOption (EDayZProfilesOptions option, bool value)
void SetProfileOptionBool (EDayZProfilesOptions option, bool value)
void SetProfileOptionFloat (EDayZProfilesOptions option, float value)
void SetProfileOptionInt (EDayZProfilesOptions option, int value)
proto native void SetProfileString (string name, string value)
 Sets string to profile variable.
proto native void SetProfileStringList (string name, TStringArray values)
 Sets array of strings to profile variable.
proto native void SetVoiceEffect (Object player, int effect, bool enable)
 Enable/disable VoN effect (only on server).
proto native void SetVoiceLevel (int level)
 Set voice level of VoN (only on client) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2).
proto native void StartRandomCutscene (string world)
 Starts intro.
proto native void StorageVersion (int iVersion)
 Set actual storage version - for next save.
proto native void StoreLoginData (ParamsWriteContext ctx)
 Stores login userdata as parameters which are sent to server.
proto native void UpdateSpectatorPosition (vector position)
 Updates spectator position on server = position of network bubble.
proto native bool VerifyWorldOwnership (string sWorldName)

Static Private Member Functions

static bool ReportModded ()

Private Attributes

ScriptModule GameScript
bool m_AimLoggingEnabled
ref AnalyticsManagerClient m_AnalyticsManagerClient
ref AnalyticsManagerServer m_AnalyticsManagerServer
ref EffectSound m_ArtySound
ref Backlit m_Backlit
ref ScriptCallQueue m_callQueue [CALL_CATEGORY_COUNT]
ref MenuDefaultCharacterData m_CharacterData
ref array< stringm_CharClassNames = new array<string>()
ref array< intm_ConnectedInputDeviceList
bool m_ConnectFromJoin
ref ConnectionLost m_connectionLost
EConnectivityStatLevel m_ConnectivityStatsStates [STATS_COUNT]
ref EffectSound m_CrashSound
bool m_CursorDesiredVisibilityScript = true
ref DayZProfilesOptions m_DayZProfileOptions
int m_DebugMonitorEnabled
float m_DeltaTime
ref DragQueue m_dragQueue
bool m_early_access_dialog_accepted
float m_EVValue = 0
float m_FoodDecayModifier
bool m_IsConnecting
bool m_IsCtrlHolding
bool m_IsFoodDecayEnabled = true
bool m_IsLeftAltHolding
bool m_IsNewCharacter
bool m_IsRightAltHolding
bool m_IsStressTest
bool m_IsWinHolding
bool m_IsWorldWetTempUpdateEnabled = true
UIScriptedMenu m_keyboard_handler
ref LoginQueueBase m_LoginQueue
int m_LoginTime
ref LoginTimeBase m_LoginTimeScreen
ScriptModule m_mission_module
string m_MissionFolderPath
string m_MissionPath
int m_MissionState
int m_OriginalCharactersCount
ref array< ref Paramm_ParamCache
string m_PlayerName
ref ScriptInvoker m_postUpdateQueue [CALL_CATEGORY_COUNT]
float m_PreviousEVValue
int m_PreviousGamepad
bool m_ShouldShowControllerDisconnect
ref TimerQueue m_timerQueue [CALL_CATEGORY_COUNT]
ref ScriptInvoker m_updateQueue [CALL_CATEGORY_COUNT]
float m_UserFOV
float m_volume_music
float m_volume_radio
float m_volume_sound
float m_volume_speechEX
float m_volume_VOIP
ref ScriptInvoker m_YieldDataInitInvoker
const int MIN_ARTY_SOUND_RANGE = 300
const int STATS_COUNT = EConnectivityStatType.COUNT

Static Private Attributes

static ref ScriptInvoker Event_OnRPC = new ScriptInvoker()
static ref AmmoCamParams m_AmmoShakeParams = new AmmoCamParams()
static ref NoiseParams m_NoiseParams = new NoiseParams()
static bool m_ReportModded
static ref TemperatureAccessManager m_TAManager = new TemperatureAccessManager()

Detailed Description

Definition at line 891 of file dayzgame.c.

Constructor & Destructor Documentation

◆ ~DayZGame()

◆ CGame()

◆ ~CGame()

void ~CGame ( )
inlineprivate

Member Function Documentation

◆ AbortMission()

proto native void AbortMission ( )
protected

Returns to main menu, leave world empty for using last mission world.

Referenced by OnEvent().

◆ AddActionJuncture()

proto native bool AddActionJuncture ( Man player,
notnull EntityAI item,
int timeout_ms,
Managed userData = null )
private

◆ AddInventoryJuncture()

proto native bool AddInventoryJuncture ( Man player,
notnull EntityAI item,
InventoryLocation dst,
bool test_dst_occupancy,
int timeout_ms,
Managed userData = null )
private

Referenced by AddInventoryJunctureEx().

◆ AddInventoryJunctureEx()

bool AddInventoryJunctureEx ( Man player,
notnull EntityAI item,
InventoryLocation dst,
bool test_dst_occupancy,
int timeout_ms,
Managed userData = null )
inlineprivate

◆ AddPPMask()

proto native void AddPPMask ( float ndcX,
float ndcY,
float ndcRadius,
float ndcBlur )
protected

◆ AddToReconnectCache()

proto native void AddToReconnectCache ( PlayerIdentity identity)
private

Add player to reconnect cache to be able to rejoin character still existing in the world.

Note
Works only on server and no database requests are sent
Parameters
identityof player

◆ AddVisitedServer()

void AddVisitedServer ( string ip,
int port )
inlineprotected

Definition at line 2621 of file dayzgame.c.

References m_Visited, MAX_VISITED, SaveProfile(), and SetProfileStringList().

Referenced by OnEvent().

◆ AddVoiceNotification()

void AddVoiceNotification ( VONStopSpeakingEventParams vonStartParams)
inlineprotected

Definition at line 1827 of file dayzgame.c.

References m_Notifications.

◆ AdminLog()

proto native void AdminLog ( string text)
private

◆ AutoTestLaunch()

void AutoTestLaunch ( string param)
inlineprotected

◆ BeginOptionsVideo()

proto native void BeginOptionsVideo ( )
private

◆ CancelLoginQueue()

void CancelLoginQueue ( )
inlineprivate

Definition at line 1402 of file dayzgame.c.

References m_LoginQueue.

Referenced by OnEvent(), and OnLoginTimeEvent().

◆ CancelLoginTimeCountdown()

void CancelLoginTimeCountdown ( )
inlineprivate

◆ CanDisplayMouseCursor()

bool CanDisplayMouseCursor ( )
inlineprotected

extend as needed, only game focus and M&K setting (consoles only!) are checked natively

Only checking on console because while loading on PC, the mouse might not be detected

Platform defaults

Definition at line 3884 of file dayzgame.c.

References GetInput(), and Input::IsMouseConnected().

Referenced by RefreshMouseCursorVisibility().

◆ CanRespawnPlayer()

proto native bool CanRespawnPlayer ( )
protected

◆ Chat()

proto native void Chat ( string text,
string colorClass )
private

Prints text into game chat.

Parameters
textto print
colorClass??
usage :
g_Game.Chat("Item splitted", "colorAction");
DayZGame g_Game
Definition dayzgame.c:3942

◆ ChatMP()

proto native void ChatMP ( Man recipient,
string text,
string colorClass )
private

◆ ChatPlayer()

proto native void ChatPlayer ( string text)
private

◆ CheckAmmoCompability()

bool CheckAmmoCompability ( EntityAI weaponInHand,
EntityAI ammo )
inlinestaticprotected

Definition at line 3790 of file dayzgame.c.

References g_Game.

◆ CheckDialogs()

void CheckDialogs ( )
inlineprotected

◆ ClearConnectivityStates()

void ClearConnectivityStates ( )
inlineprivate

Definition at line 1436 of file dayzgame.c.

References m_ConnectivityStatsStates, and STATS_COUNT.

Referenced by OnEvent().

◆ ClearJuncture()

proto native bool ClearJuncture ( Man player,
notnull EntityAI item )
private

Referenced by ClearJunctureEx().

◆ ClearJunctureEx()

bool ClearJunctureEx ( Man player,
notnull EntityAI item )
inlineprivate

◆ ClearReconnectCache()

proto native void ClearReconnectCache ( )
private

Remove all player from reconnect cache.

Note
Works only on server

◆ CloseCombatEffects()

void CloseCombatEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
bool isWater,
string ammoType )
inlineprotected

◆ CommandlineGetParam()

proto bool CommandlineGetParam ( string name,
out string value )
private

Get command line parameter value.

Parameters
nameof parameter
valueoutput
Returns
true when parameter exists, false otherwise
usage :
// you run e.g.: DayZInt.exe -scriptDebug=true
string value;
if (g_Game.CommandlineGetParam("scriptDebug", value) && value == "true")
{
Print("Script debugging on!");
}
proto void Print(void var)
Prints content of variable to console/log.

References name.

Referenced by DayZGame().

◆ ConfigFindClassIndex()

int ConfigFindClassIndex ( string config_path,
string searched_member )
inlineprotected

Searches given config path (config_path) for the given member (searched_member) and returns its index.

\nReturns -1 if not found.
usage:

int skinning_class_index = g_Game.ConfigFindClassIndex(cfgPath_animal, "Skinning");

Definition at line 1494 of file game.c.

References ConfigGetChildName(), and ConfigGetChildrenCount().

◆ ConfigGetBaseName()

proto bool ConfigGetBaseName ( string path,
out string base_name )
private

Get name of base class of config class on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
nameoutput
Returns
true on success, false if path or base is not exists

References path.

◆ ConfigGetChildName()

proto bool ConfigGetChildName ( string path,
int index,
out string name )
private

Get name of subclass in config class on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
indexof subclass in class
nameoutput
Returns
true on success, false if path or child is not found

References name, and path.

Referenced by ConfigFindClassIndex(), and DayZGame().

◆ ConfigGetChildrenCount()

proto native int ConfigGetChildrenCount ( string path)
private

Get count of subclasses in config class on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
indexof parameter in class
nameoutput
Returns
true on success, false if path or child is not found

References path.

Referenced by ConfigFindClassIndex(), and DayZGame().

◆ ConfigGetFloat()

proto native float ConfigGetFloat ( string path)
private

Get float value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Returns
value

References path.

Referenced by FirearmEffects().

◆ ConfigGetFloatArray()

proto native void ConfigGetFloatArray ( string path,
out TFloatArray values )
private

Get array of floats from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput

References path.

◆ ConfigGetFullPath()

proto native void ConfigGetFullPath ( string path,
out TStringArray full_path )
private

References path.

Referenced by IsKindOf().

◆ ConfigGetInt()

proto native int ConfigGetInt ( string path)
private

Get int value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Returns
value

References path.

Referenced by DayZGame(), IsSurfaceDigable(), and IsSurfaceFertile().

◆ ConfigGetIntArray()

proto native void ConfigGetIntArray ( string path,
out TIntArray values )
private

Get array of integers from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput

References path.

◆ ConfigGetObjectFullPath()

proto native void ConfigGetObjectFullPath ( Object obj,
out TStringArray full_path )
private

Referenced by ObjectIsKindOf().

◆ ConfigGetText()

proto bool ConfigGetText ( string path,
out string value )
private

Get string value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput
Returns
true on success

References path.

Referenced by ConfigGetTextOut(), and GetSurfaceDigPile().

◆ ConfigGetTextArray()

proto native void ConfigGetTextArray ( string path,
out TStringArray values )
private

Get array of strings from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput
usage :
TStringArray characterAnimations = new TStringArray;
g_Game.ConfigGetTextArray("CfgMovesMaleSdr2 States menu_idleUnarmed0 variantsPlayer", characterAnimations);
array< string > TStringArray
Definition enscript.c:712

References path.

◆ ConfigGetTextArrayRaw()

proto native void ConfigGetTextArrayRaw ( string path,
out TStringArray values )
private

Get array of raw strings from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput in raw format (localization keys '$STR_' are not translated)
usage :
TStringArray characterAnimations = new TStringArray;
g_Game.ConfigGetTextArrayRaw("CfgMovesMaleSdr2 States menu_idleUnarmed0 variantsPlayer", characterAnimations);
Note
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

References path.

◆ ConfigGetTextOut()

string ConfigGetTextOut ( string path)
inlineprivate

Get string value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Returns
value output string

Definition at line 464 of file game.c.

References ConfigGetText(), and path.

◆ ConfigGetTextRaw()

proto bool ConfigGetTextRaw ( string path,
out string value )
private

Get raw string value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
valueoutput in raw format (localization keys '$STR_' are not translated)
Returns
true on success
Note
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

References path.

◆ ConfigGetType()

proto native int ConfigGetType ( string path)
private

Returns type of config value.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Returns
one of constants CT_INT, CT_FLOAT, CT_STRING, CT_ARRAY, CT_CLASS, CT_OTHER

References path.

◆ ConfigGetVector()

proto native vector ConfigGetVector ( string path)
private

Get vector value from config on path.

Parameters
pathof value, classes are delimited by empty space. You can specify config file by using "configFile" or "missionConfigFile" as a first class name.
Returns
value

References path.

◆ ConfigIsExisting()

proto native bool ConfigIsExisting ( string path)
private

References path.

◆ ConfigPathToString()

string ConfigPathToString ( TStringArray array_path)
inlineprivate

Converts array of strings into single string.

Parameters
Arrayof strings like {"All", "AllVehicles", "Land"}
Returns
Converts given array into something lile "All AllVehicles Land".
???

Definition at line 627 of file game.c.

◆ Connect() [1/2]

◆ Connect() [2/2]

proto native int Connect ( UIScriptedMenu parent,
string IpAddress,
int port,
string password )
private

Connects to IsServer.

Parameters
IpAddressof the server
portof the server set to 0 for default port
passwordof the server
Returns
0 on success, error code from ErrorModuleHandler on not success

◆ ConnectFromCLI()

void ConnectFromCLI ( )
inlineprotected

◆ ConnectFromJoin()

void ConnectFromJoin ( string ip,
int port )
inlineprotected

Definition at line 2775 of file dayzgame.c.

References Connect(), m_ConnectAddress, m_ConnectFromJoin, and m_ConnectPort.

◆ ConnectFromServerBrowser()

void ConnectFromServerBrowser ( string ip,
int port,
string password = "" )
inlineprotected

◆ ConnectFromServerBrowserEx()

void ConnectFromServerBrowserEx ( string ip,
int port,
int steamQueryPort,
string password = "" )
inlineprotected

Definition at line 2769 of file dayzgame.c.

References ConnectFromServerBrowser(), and m_ConnectSteamQueryPort.

◆ ConnectLastSession()

proto native int ConnectLastSession ( UIScriptedMenu parent,
int selectedCharacter = -1 )
private

Connects to last success network session.

Returns
0 on success, error code from ErrorModuleHandler on not success

◆ ConnectLaunch()

◆ CopyFromClipboard()

proto void CopyFromClipboard ( out string text)
private

◆ CopyToClipboard()

proto native void CopyToClipboard ( string text)
private

◆ CorrectLiquidType()

int CorrectLiquidType ( int liquidType)
inlineprotected

◆ CreateDefaultPlayer() [1/2]

override string CreateDefaultPlayer ( )
inlineprotected

Definition at line 3449 of file dayzgame.c.

References m_CharClassNames.

◆ CreateDefaultPlayer() [2/2]

string CreateDefaultPlayer ( )
inlineprotected

returns class name of first valid survivor (TODO address confusing naming?)

Definition at line 1545 of file game.c.

◆ CreateGamepadDisconnectMenu()

void CreateGamepadDisconnectMenu ( )
protected

◆ CreateMission()

native void CreateMission ( string path)
protected

Create only enforce script mission, used for mission script reloading.

References path.

Referenced by ReloadMission().

◆ CreateObject()

proto native Object CreateObject ( string type,
vector pos,
bool create_local = false,
bool init_ai = false,
bool create_physics = true )
private

Creates object of certain type.

Parameters
typeof objects to create
posposition where to create object
create_localif True, object is not spawned on clients only on server
init_aiif creating object is LightAI class, by this param is initialised AI or not
Returns
new Object

◆ CreateObjectEx()

proto native Object CreateObjectEx ( string type,
vector pos,
int iFlags,
int iRotation = RF_DEFAULT )
private

Creates object of certain type.

Parameters
typeof objects to create
posposition where to create object
iFlagsare used to setup object and/ or spawn behavior
iRotationare used to setup object rotation on spawn (or default if not specified)
Returns
new Object

References RF_DEFAULT.

◆ CreatePlayer()

proto native Entity CreatePlayer ( PlayerIdentity identity,
string name,
vector pos,
float radius,
string spec )
private

Assign player entity to client (in multiplayer).

Note
Works only on server
Parameters
name

References name.

◆ CreateRandomPlayer() [1/2]

override string CreateRandomPlayer ( )
inlineprotected

Definition at line 3458 of file dayzgame.c.

References m_CharClassNames.

◆ CreateRandomPlayer() [2/2]

string CreateRandomPlayer ( )
inlineprotected

returns class name of random survivor (TODO address confusing naming?)

Definition at line 1548 of file game.c.

◆ CreateScriptedMenu() [1/2]

override UIScriptedMenu CreateScriptedMenu ( int id)
inlineprivate

create custom main menu part (submenu)

Definition at line 1380 of file dayzgame.c.

References GetMission(), and mission.

◆ CreateScriptedMenu() [2/2]

UIScriptedMenu CreateScriptedMenu ( int id)
inlineprivate

create custom main menu part (submenu)

Definition at line 197 of file game.c.

◆ CreateScriptedWindow()

UIScriptedWindow CreateScriptedWindow ( int id)
inlineprivate

create custom window part

Definition at line 202 of file game.c.

◆ CreateSoundOnObject()

proto native SoundOnVehicle CreateSoundOnObject ( Object source,
string sound_name,
float distance,
bool looped,
bool create_local = false )
private

◆ CreateSoundWaveOnObject()

proto native SoundWaveOnVehicle CreateSoundWaveOnObject ( Object source,
SoundObject soundObject,
AbstractWave soundWave )
private

References AbstractWave().

◆ CreateStaticObjectUsingP3D()

proto native Object CreateStaticObjectUsingP3D ( string p3dFilename,
vector position,
vector orientation,
float scale = 1.0,
bool createLocal = false )
private

◆ CreateTitleScreen()

void CreateTitleScreen ( )
inlineprotected

◆ DayZGame()

◆ DeferredInit()

◆ DelayedMidAirDetonation()

void DelayedMidAirDetonation ( float x,
float y,
float z )
inlineprotected

Definition at line 3379 of file dayzgame.c.

References SEffectManager::PlaySound(), EffectSound::SetAutodestroy(), Vector(), x, and y.

Referenced by OnRPC().

◆ DeleteGamepadDisconnectMenu()

void DeleteGamepadDisconnectMenu ( )
protected

◆ DeleteTitleScreen()

void DeleteTitleScreen ( )
inlineprotected

Definition at line 2193 of file dayzgame.c.

References m_IntroMenu.

Referenced by Connect(), CreateTitleScreen(), GamepadCheck(), MainMenuLaunch(), and SelectGamepad().

◆ DisconnectPlayer()

proto native void DisconnectPlayer ( PlayerIdentity identity,
string uid = "" )
private

Destroy player info and disconnect.

Note
Works only on server

◆ DisconnectSession()

proto native void DisconnectSession ( )
private

Disconnects from current multiplayer session.

◆ DisconnectSessionEx()

◆ DisconnectSessionForce()

proto native void DisconnectSessionForce ( )
private

Forces disconnect from current multiplayer session even if not yet in the game.

Referenced by DisconnectSessionEx(), and TryConnect().

◆ DisconnectSessionScript()

void DisconnectSessionScript ( bool displayJoinError = false)
inlineprotected

Definition at line 2689 of file dayzgame.c.

References DisconnectSessionEx().

Referenced by Connect(), and TryConnect().

◆ DumpInstances()

proto native void DumpInstances ( bool csvFormatting)
private

Delevoper only: Dump all script allocations.

◆ EarlyAccessDialog()

void EarlyAccessDialog ( UIScriptedMenu parent)
inlineprivate

Definition at line 1369 of file dayzgame.c.

References g_Game, m_early_access_dialog_accepted, and MENU_EARLYACCESS.

◆ EnableMicCapture()

proto native void EnableMicCapture ( bool enable)
private

Enable microphone to locally capture audio from user.

Audio heard does NOT automatically get transmitted over network

Parameters
enableenables or disabled listening

◆ EnableVoN()

proto native void EnableVoN ( Object player,
bool enable )
private

Enable/disable VoN for target player.

Parameters
playerin question
enablesets if player can use VoN

◆ EndOptionsVideo()

proto native void EndOptionsVideo ( )
private

◆ EnterLoginQueue()

void EnterLoginQueue ( UIMenuPanel parent)
inlineprotected

Definition at line 1977 of file dayzgame.c.

References GetUIManager(), m_LoginQueue, and MENU_LOGIN_QUEUE.

Referenced by UpdateLoginQueue().

◆ EnterLoginTime()

void EnterLoginTime ( UIMenuPanel parent)
inlineprotected

Definition at line 1983 of file dayzgame.c.

References GetUIManager(), m_LoginTimeScreen, and MENU_LOGIN_TIME.

Referenced by OnLoginTimeEvent(), and OnRespawnEvent().

◆ ExecuteEnforceScript()

proto native bool ExecuteEnforceScript ( string expression,
string mainFnName )
private

Delevoper only: Executes Enforce Script expression, if there is an error, is printed into the script console.

◆ ExplosionEffects()

void ExplosionEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
float energyFactor,
float explosionFactor,
bool isWater,
string ammoType )
inlineprotected

◆ ExplosionEffectsEx()

void ExplosionEffectsEx ( Object source,
Object directHit,
int componentIndex,
float energyFactor,
float explosionFactor,
HitInfo hitInfo )
inlineprotected

◆ ExtendActionJuncture()

proto native bool ExtendActionJuncture ( Man player,
notnull EntityAI item,
int timeout_ms )
private

◆ FirearmEffects()

void FirearmEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
vector exitPos,
vector inSpeed,
vector outSpeed,
bool isWater,
bool deflected,
string ammoType )
inlineprotected

◆ FormatRawConfigStringKeys()

bool FormatRawConfigStringKeys ( inout string value)
inlineprivate

Changes localization key format to script-friendly format.

Parameters
originalconfig string.
Returns
value output string with '$' substituted to script-friendly '#'. If not found, does nothing.

Definition at line 476 of file game.c.

◆ FormatString()

proto void FormatString ( string format,
string params[],
out string output )
private

◆ GamepadCheck()

◆ GetAnalyticsClient()

AnalyticsManagerClient GetAnalyticsClient ( )
inlineprotected

Definition at line 1588 of file game.c.

References m_AnalyticsManagerClient.

◆ GetAnalyticsServer()

AnalyticsManagerServer GetAnalyticsServer ( )
inlineprotected

Definition at line 1583 of file game.c.

References m_AnalyticsManagerServer.

◆ GetAvgFPS()

proto native float GetAvgFPS ( int nFrames = 64)
private

Returns average framerate over last n frames.

Parameters
nFramesThe number of frames to compute average of, up to 64.
Returns
Average frames per second over last n frames.

Referenced by GetFPSStats().

◆ GetBacklit()

Backlit GetBacklit ( )
inlineprivate

Definition at line 1351 of file dayzgame.c.

References m_Backlit.

◆ GetBillboardHandler()

BillboardSetHandler GetBillboardHandler ( )
inlineprotected

Definition at line 3930 of file dayzgame.c.

References m_BillboardSetHandler.

◆ GetCallQueue() [1/2]

override ScriptCallQueue GetCallQueue ( int call_category)
inlineprivate

◆ GetCallQueue() [2/2]

ScriptCallQueue GetCallQueue ( int call_category)
inlineprotected

Returns CallQueue for certain category.

Parameters
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused
usage:
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Refresh"); // calls "Refresh" function on "this" with no arguments
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Show", new Param1<bool>(true)); // calls "Show" function on "this" with one bool argument
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "SetPos", new Param2<float, float>(0.2, 0.5)); // calls "SetPos" function on "this" with two float arguments
const int CALL_CATEGORY_GUI
Definition tools.c:9

Definition at line 1525 of file game.c.

◆ GetConnectedInputDeviceList()

array< int > GetConnectedInputDeviceList ( )
inlineprotected

Definition at line 3862 of file dayzgame.c.

References m_ConnectedInputDeviceList.

◆ GetContentDLCService()

proto native ContentDLC GetContentDLCService ( )
protected

Return DLC service (service for entitlement keys for unlock content).

◆ GetCurrentCameraDirection()

proto native vector GetCurrentCameraDirection ( )
private

◆ GetCurrentCameraPosition()

proto native vector GetCurrentCameraPosition ( )
private

◆ GetCurrentDisplayLanguageIdx()

int GetCurrentDisplayLanguageIdx ( )
inlineprotected

Definition at line 3826 of file dayzgame.c.

References GameOptions::GetOptionByType().

◆ GetCurrentEVValue()

float GetCurrentEVValue ( )
inlineprotected

Definition at line 3816 of file dayzgame.c.

References m_EVValue.

◆ GetDatabaseID()

string GetDatabaseID ( )
inlineprotected

Definition at line 2139 of file dayzgame.c.

References m_DatabaseID.

◆ GetDayTime()

proto native float GetDayTime ( )
private

Returns current daytime on server.

◆ GetDeltaT()

float GetDeltaT ( )
inlineprotected

Definition at line 2950 of file dayzgame.c.

References m_DeltaTime.

◆ GetDiagDrawMode()

proto native int GetDiagDrawMode ( )
private

Gets current debug draw mode.

◆ GetDiagDrawModeNames()

proto native void GetDiagDrawModeNames ( out TStringArray diag_names)
private

Get list of all debug draw modes.

◆ GetDiagModeEnable()

proto native bool GetDiagModeEnable ( int diag_mode)
private

Gets state of specific debug mode.

◆ GetDiagModeNames()

proto native void GetDiagModeNames ( out TStringArray diag_names)
private

Get list of all debug modes.

◆ GetDragQueue() [1/2]

override DragQueue GetDragQueue ( )
inlineprivate

Definition at line 1226 of file dayzgame.c.

References m_dragQueue.

Referenced by OnUpdate().

◆ GetDragQueue() [2/2]

DragQueue GetDragQueue ( )
inlineprotected

Returns DragQueue.

Callbacks are called on mouse move until mouse button is released, then the queue is cleaned.

Definition at line 1542 of file game.c.

◆ GetEntityByPersitentID()

proto native EntityAI GetEntityByPersitentID ( int b1,
int b2,
int b3,
int b4 )
protected

Returns EntityAI by its persistent ID parts or null if entity with given persistent ID does not exists.

This function returns valid data only inside AfterLoad event. Do not use this in anywhere else.

Its main purpose is only for keep track on object connections after server restarts, all data related to this function are deleted when server initialization is done.

◆ GetFoodDecayModifier()

float GetFoodDecayModifier ( )
inlineprotected

Definition at line 3850 of file dayzgame.c.

References m_FoodDecayModifier.

Referenced by IsFoodDecayEnabled().

◆ GetFOVByZoomType()

◆ GetFps()

proto native float GetFps ( )
private

Returns average FPS of last 16 frames.

Returns
fps in milliseconds

◆ GetFPSStats()

void GetFPSStats ( out float min,
out float max,
out float avg,
int nFrames = 64 )
inlineprivate

Outputs framerate statistics.

Parameters
minOutputs minimum framerate over last n frames in frames per second.
maxOutputs maximum framerate over last n frames in frames per second.
avgOutputs average framerate over last n frames in frames per second.
nFramesThe number of frames to take into account, up to 64.

Definition at line 902 of file game.c.

References GetAvgFPS(), GetMaxFPS(), and GetMinFPS().

◆ GetGameState()

DayZGameState GetGameState ( )
inlineprivate

Definition at line 1331 of file dayzgame.c.

References m_GameState.

Referenced by DisconnectSessionEx(), OnEvent(), OnMPConnectionLostEvent(), and TryConnect().

◆ GetHighestSurfaceYDifference()

float GetHighestSurfaceYDifference ( array< vector > positions)
inlineprotected

Returns the largest height difference between the given positions.

Definition at line 1192 of file game.c.

References SurfaceRoadY(), and y.

◆ GetHostAddress()

proto bool GetHostAddress ( out string address,
out int port )
private

Gets the server address.

(from client)

Referenced by Connect(), OnEvent(), RefreshCurrentServerInfo(), and TryConnect().

◆ GetHostData()

proto GetServersResultRow GetHostData ( )
private

Gets the server data.

(from client)

◆ GetHostName()

proto owned string GetHostName ( )
private

Gets the server name.

(from client)

◆ GetHUDBrightnessSetting()

float GetHUDBrightnessSetting ( )
inlineprotected

Definition at line 3784 of file dayzgame.c.

References g_Game.

Referenced by OnInitialize().

◆ GetInput()

◆ GetInventoryItemSize()

proto void GetInventoryItemSize ( InventoryItem item,
out int width,
out int height )
private

◆ GetLastFPS()

proto native float GetLastFPS ( )
private

Returns current framerate.

Returns
Current framerate as frames per second.

◆ GetLastVisitedServer()

bool GetLastVisitedServer ( out string ip,
out int port )
inlineprotected

Definition at line 2604 of file dayzgame.c.

References m_Visited, and string::Split().

◆ GetLoadingWorkspace()

proto native WorkspaceWidget GetLoadingWorkspace ( )
private

◆ GetLoadState()

DayZLoadState GetLoadState ( )
inlineprivate

Definition at line 1341 of file dayzgame.c.

References m_LoadState.

Referenced by OnInitialize(), SelectGamepad(), SelectUser(), and TryConnect().

◆ GetLogoutAfterCancelTimeout()

proto native int GetLogoutAfterCancelTimeout ( )
protected

◆ GetMainMenuWorld()

proto native owned string GetMainMenuWorld ( )
protected

Referenced by MainMenuLaunch(), and PartyLaunch().

◆ GetMaxFPS()

proto native float GetMaxFPS ( int nFrames = 64)
private

Returns maximum framerate over last n frames.

Parameters
nFramesThe number of frames to find maximum of, up to 64.
Returns
Maximum frames per second over last n frames.

Referenced by GetFPSStats().

◆ GetMenuData()

proto native MenuData GetMenuData ( )
private

Return singleton of MenuData class - at main menu contains characters played with current profile.

Referenced by GetMenuDefaultCharacterData().

◆ GetMenuDefaultCharacterData()

MenuDefaultCharacterData GetMenuDefaultCharacterData ( bool fill_data = true)
inlineprotected

◆ GetMinFPS()

proto native float GetMinFPS ( int nFrames = 64)
private

Returns minimum framerate over last n frames.

Parameters
nFramesThe number of frames to find minimum of, up to 64.
Returns
Minimum frames per second over last 64 frames.

Referenced by GetFPSStats().

◆ GetMission()

◆ GetMissionFolderPath()

string GetMissionFolderPath ( )
inlineprivate

Definition at line 1193 of file dayzgame.c.

References m_MissionFolderPath.

◆ GetMissionPath()

string GetMissionPath ( )
inlineprivate

Definition at line 1188 of file dayzgame.c.

References m_MissionPath.

◆ GetMissionState()

int GetMissionState ( )
inlineprivate

Definition at line 1239 of file dayzgame.c.

References m_MissionState.

◆ GetModelName()

string GetModelName ( string class_name)
inlineprivate

Get name of the p3d file of the given class name.

Parameters
classname of the desired object
Returns
Name of the object's p3d file (without the '.p3d' suffix)

Definition at line 488 of file game.c.

References class_name, g_Game, string::Get(), string::Length(), and string::Substring().

◆ GetModInfos()

proto native void GetModInfos ( notnull out array< ref ModInfo > modArray)
private

◆ GetModToBeReported()

proto native bool GetModToBeReported ( )
private

Referenced by DayZGame().

◆ GetMouseCursorDesiredVisibility()

bool GetMouseCursorDesiredVisibility ( )
inlineprotected

Definition at line 3878 of file dayzgame.c.

References m_CursorDesiredVisibilityScript.

◆ GetNoiseSystem()

proto native NoiseSystem GetNoiseSystem ( )
private

◆ GetObjectByNetworkId()

proto native Object GetObjectByNetworkId ( int networkIdLowBits,
int networkIdHighBits )
private

Returns entity identified by network id.

Parameters
networkIdLowBitsidentity used in MP (use NULL in singleplayer)
networkIdHighBitsobject which should be controlled by player

◆ GetObjectsAtPosition()

proto native void GetObjectsAtPosition ( vector pos,
float radius,
out array< Object > objects,
out array< CargoBase > proxyCargos )
private

Returns list of all objects in circle "radius" around position "pos".

Parameters
pos
radius
objectsoutput array

◆ GetObjectsAtPosition3D()

proto native void GetObjectsAtPosition3D ( vector pos,
float radius,
out array< Object > objects,
out array< CargoBase > proxyCargos )
private

Returns list of all objects in sphere "radius" around position "pos".

Parameters
pos
radius
objectsoutput array

◆ GetPlayer()

proto native DayZPlayer GetPlayer ( )
private

Referenced by OnEvent(), OnRespawnEvent(), and OnUpdate().

◆ GetPlayerByIndex()

DayZPlayer GetPlayerByIndex ( int index = 0)
inlineprivate

Definition at line 948 of file game.c.

References GetPlayers().

◆ GetPlayerGameName()

string GetPlayerGameName ( )
inlineprotected

Definition at line 3720 of file dayzgame.c.

References m_PlayerName.

◆ GetPlayerIndentities()

proto native void GetPlayerIndentities ( out array< PlayerIdentity > identities)
protected

◆ GetPlayerName()

proto void GetPlayerName ( out string name)
private

Gets current player name.

Parameters
nameoutput value

References name.

◆ GetPlayerNameShort()

proto void GetPlayerNameShort ( int maxLength,
out string name )
private

Gets current player name.

If length of player name is grater than maxLength, then it is omitted and append ellipsis

Parameters
maxLength- max chars in name
name- output value of player name with 'maxLength' characters and then ellipsis "..."

References name.

◆ GetPlayerNetworkIDByIdentityID()

proto void GetPlayerNetworkIDByIdentityID ( int playerIdentityID,
out int networkIdLowBits,
out int networkIdHightBits )
private

returns player's network id from identity id in out parameters

Parameters
identityPlayerIdentity.id used in MP (use NULL in singleplayer)
networkIdLowBitslower bits of 64bit network id
networkIdHighBitshigher bits of 64bit network id
Note
Usable only on server

◆ GetPlayers()

proto native void GetPlayers ( out array< Man > players)
private

Referenced by GetPlayerByIndex().

◆ GetPointerDirection()

proto native vector GetPointerDirection ( )
private

Returns the direction where the mouse points, from the camera view.

◆ GetPostUpdateQueue() [1/2]

override ScriptInvoker GetPostUpdateQueue ( int call_category)
inlineprivate

Definition at line 1208 of file dayzgame.c.

References m_postUpdateQueue.

Referenced by OnPostUpdate().

◆ GetPostUpdateQueue() [2/2]

ScriptInvoker GetPostUpdateQueue ( int call_category)
inlineprotected

Definition at line 1529 of file game.c.

◆ GetPreviousEVValue()

float GetPreviousEVValue ( )
inlineprotected

Definition at line 3821 of file dayzgame.c.

References m_PreviousEVValue.

◆ GetPreviousGamepad()

int GetPreviousGamepad ( )
inlineprotected

Definition at line 2430 of file dayzgame.c.

References m_PreviousGamepad.

◆ GetProfileOption()

bool GetProfileOption ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1251 of file dayzgame.c.

References m_DayZProfileOptions.

Referenced by GetProfileOptionBool().

◆ GetProfileOptionBool()

bool GetProfileOptionBool ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1256 of file dayzgame.c.

References GetProfileOption().

◆ GetProfileOptionDefault()

bool GetProfileOptionDefault ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1271 of file dayzgame.c.

References m_DayZProfileOptions.

Referenced by GetProfileOptionDefaultBool().

◆ GetProfileOptionDefaultBool()

bool GetProfileOptionDefaultBool ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1276 of file dayzgame.c.

References GetProfileOptionDefault().

◆ GetProfileOptionDefaultFloat()

float GetProfileOptionDefaultFloat ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1286 of file dayzgame.c.

References m_DayZProfileOptions.

◆ GetProfileOptionDefaultInt()

int GetProfileOptionDefaultInt ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1281 of file dayzgame.c.

References m_DayZProfileOptions.

◆ GetProfileOptionFloat()

float GetProfileOptionFloat ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1266 of file dayzgame.c.

References m_DayZProfileOptions.

◆ GetProfileOptionInt()

int GetProfileOptionInt ( EDayZProfilesOptions option)
inlineprivate

Definition at line 1261 of file dayzgame.c.

References m_DayZProfileOptions.

◆ GetProfileOptionMap()

map< EDayZProfilesOptions, ref DayZProfilesOption > GetProfileOptionMap ( )
inlineprivate

Definition at line 1311 of file dayzgame.c.

References m_DayZProfileOptions.

◆ GetProfileString()

proto bool GetProfileString ( string name,
out string value )
private

Gets string from profile variable.

Parameters
nameof the variable
valueoutput value
Returns
true when successful

References name.

◆ GetProfileStringList()

proto native void GetProfileStringList ( string name,
out TStringArray values )
private

Gets array of strings from profile variable.

Parameters
nameof the variable
valuesoutput values
usage:
TStringArray lastInventoryArray = new TStringArray;
g_Game.GetProfileStringList("lastInventory", lastInventoryArray);

References name.

Referenced by OnInitialize().

◆ GetScreenPos()

proto native vector GetScreenPos ( vector world_pos)
private

Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetScreenPosRelative()

proto native vector GetScreenPosRelative ( vector world_pos)
private

Transforms position in world to position in screen in percentage (0.0 - 1.0) as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetSoundScene()

proto native AbstractSoundScene GetSoundScene ( )
private

Referenced by DeferredInit().

◆ GetSurface()

proto native bool GetSurface ( SurfaceDetectionParameters params,
SurfaceDetectionResult result )
protected

API for surface detection.

◆ GetSurfaceDigPile()

bool GetSurfaceDigPile ( string surface,
out string result )
inlineprotected

Definition at line 1234 of file game.c.

References ConfigGetText().

◆ GetSurfaceOrientation()

vector GetSurfaceOrientation ( float x,
float z )
inlineprotected

Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.

Definition at line 1216 of file game.c.

References g_Game, vector::VectorToAngles(), and x.

◆ GetTickTime()

proto native float GetTickTime ( )
private

Returns current time from start of the game.

Returns
time in seconds

◆ GetTime()

proto int GetTime ( )
protected

returns mission time in milliseconds

◆ GetTimerQueue() [1/2]

override TimerQueue GetTimerQueue ( int call_category)
inlineprivate

Definition at line 1221 of file dayzgame.c.

References m_timerQueue.

Referenced by OnUpdate().

◆ GetTimerQueue() [2/2]

TimerQueue GetTimerQueue ( int call_category)
inlineprotected

Returns TimerQueue for certain category.

Parameters
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused

Definition at line 1537 of file game.c.

◆ GetUIManager()

◆ GetUpdateQueue() [1/2]

override ScriptInvoker GetUpdateQueue ( int call_category)
inlineprivate

Definition at line 1203 of file dayzgame.c.

References m_updateQueue.

Referenced by OnUpdate().

◆ GetUpdateQueue() [2/2]

ScriptInvoker GetUpdateQueue ( int call_category)
inlineprotected

Definition at line 1527 of file game.c.

◆ GetUserFOV()

float GetUserFOV ( )
inlineprotected

Definition at line 3746 of file dayzgame.c.

References m_UserFOV.

Referenced by GetFOVByZoomType().

◆ GetUserFOVFromConfig()

float GetUserFOVFromConfig ( )
inlinestaticprotected

Definition at line 3751 of file dayzgame.c.

References Class::CastTo(), and GameOptions::GetOptionByType().

Referenced by DeferredInit(), and SelectGamepad().

◆ GetUserManager()

◆ GetVersion()

proto void GetVersion ( out string version)
private

◆ GetVoiceLevel()

proto native int GetVoiceLevel ( Object player = null)
private

Get voice level of VoN (on both client and server) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2).

◆ GetWaterDepth()

proto native float GetWaterDepth ( vector posWS)
protected

◆ GetWaterSurfaceHeightNoFakeWave()

proto native float GetWaterSurfaceHeightNoFakeWave ( vector posWS)
protected

Get the nearest water or object surface under a point, ignoring land (without the fake wave that's on top of the real wave).

◆ GetWaterSurfaceHeightWithFakeWave()

proto native float GetWaterSurfaceHeightWithFakeWave ( vector posWS)
protected

Get the nearest water or object surface under a point, ignoring land (with the fake wave that's on top of the real wave).

◆ GetWeather()

proto native Weather GetWeather ( )
protected

Returns weather controller object.

Referenced by OnUpdate().

◆ GetWorkspace()

proto native WorkspaceWidget GetWorkspace ( )
private

Referenced by CreateTitleScreen().

◆ GetWorld()

proto native World GetWorld ( )
private

Referenced by OnEvent().

◆ GetWorldDirectionFromScreen()

proto native vector GetWorldDirectionFromScreen ( vector world_pos)
private

Transforms position in world to position in screen in pixels as x, y component of vector, z parameter represents distance between camera and world_pos.

◆ GetWorldName() [1/2]

string GetWorldName ( )
inlineprivate

Definition at line 933 of file game.c.

References g_Game.

◆ GetWorldName() [2/2]

proto void GetWorldName ( out string world_name)
private

◆ GetYieldDataInitInvoker()

ScriptInvoker GetYieldDataInitInvoker ( )
inlineprivate

Definition at line 1213 of file dayzgame.c.

References m_YieldDataInitInvoker.

◆ GizmoClear()

proto native void GizmoClear ( int index)
private

Clear the gizmo.

◆ GizmoClearAll()

proto native void GizmoClearAll ( )
private

Clear all gizmos.

◆ GizmoFindByTracker()

proto native int GizmoFindByTracker ( Managed tracker)
private

Returned index is invalid if any other Gizmo function is called.

◆ GizmoGetCount()

proto native int GizmoGetCount ( )
private

Return the number of gizmos.

◆ GizmoGetInstance()

proto native Class GizmoGetInstance ( int index)
private

Return the instance passed in for the gizmo.

◆ GizmoGetTracker()

proto native Managed GizmoGetTracker ( int index)
private

Return the tracker passed in for the gizmo.

◆ GizmoSelectObject()

proto native void GizmoSelectObject ( Object object)
private

Applies impulses to set the position when dynamic, otherwise sets the transform in the physics scene.

Tracker for 'GizmoFind' is the passed in object

◆ GizmoSelectPhysics()

proto native void GizmoSelectPhysics ( Physics physics)
private

Applies impulses to set the position when dynamic, otherwise sets the transform in the physics scene.

Doesn't work in multiplayer

Tracker for 'GizmoFind' is the owned Entity

Note: Currently, GizmoGetInstance doesn't work due to Script Error: 'Physics' can't be compared against 'Class'

◆ GizmoSelectUser()

proto native void GizmoSelectUser ( Managed instance)
private

Scripted controls, requires the following methods to be implemented in the class void Gizmo_SetWorldTransform(vector[4] transform, bool finalize) void Gizmo_GetWorldTransform(vector[4] transform).

Tracker for 'GizmoFind' is the passed in instance

◆ GlobalsInit()

void GlobalsInit ( )
inlineprivate

◆ GoBuyWorldDLC()

proto native bool GoBuyWorldDLC ( string sWorldName)
private

◆ HasInventoryJuncture()

proto native bool HasInventoryJuncture ( Man player,
notnull EntityAI item )
private

◆ HasInventoryJunctureDestination()

proto native bool HasInventoryJunctureDestination ( Man player,
notnull InventoryLocation dst )
private

◆ HasInventoryJunctureItem()

proto native bool HasInventoryJunctureItem ( notnull EntityAI item)
private

◆ InitCharacterMenuDataInfo()

void InitCharacterMenuDataInfo ( int menudata_count)
inlineprotected

Definition at line 3710 of file dayzgame.c.

References m_OriginalCharactersCount.

◆ InitDamageEffects()

proto native void InitDamageEffects ( Object effect)
protected

Initialization of damage effects.

◆ InitNotifications()

void InitNotifications ( )
inlineprotected

Definition at line 2119 of file dayzgame.c.

References NotificationSystem::InitInstance(), and m_Notifications.

Referenced by OnInitialize().

◆ IsAimLogEnabled()

bool IsAimLogEnabled ( )
inlineprivate

Definition at line 1321 of file dayzgame.c.

References m_AimLoggingEnabled.

◆ IsAppActive()

proto native bool IsAppActive ( )
private

Returns if the application is focused on PC, returns true always on console.

Referenced by RefreshMouseCursorVisibility().

◆ IsBoxColliding()

proto native bool IsBoxColliding ( vector center,
vector orientation,
vector edgeLength,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects that are in choosen oriented bounding box (OBB).

Parameters
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Returns
bool, true if at least one object collided with OBB, false otherwise
Note
Object that doesn't have collision geometry will be ignored, as this only uses geometry
vector orientation = GetOrientation();
vector size = "10 4 8";
array<Object> excluded_objects = new array<Object>;
excluded_objects.Insert(this);
array<Object> nearby_objects = new array<Object>;
if(g_Game.IsBoxColliding( pos, orientation, size, excluded_objects, nearby_objects))
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}
vector GetOrientation()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
class array< Class T > PrintString
vector GetPosition()
Get the world position of the Effect.
Definition effect.c:473

◆ IsBoxCollidingGeometry()

proto native bool IsBoxCollidingGeometry ( vector center,
vector orientation,
vector edgeLength,
int iPrimaryType,
int iSecondaryType,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects with geometry iType that are in choosen oriented bounding box (OBB).

Parameters
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
iPrimaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
iSecondaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Returns
bool, true if at least one object collided with OBB, false otherwise
vector orientation = GetOrientation();
vector size = "10 4 8";
array<Object> excluded_objects = new array<Object>;
excluded_objects.Insert(this);
array<Object> nearby_objects = new array<Object>;
if(g_Game.IsBoxCollidingGeometry( pos, orientation, size, ObjIntersectView, ObjIntersectGeom, excluded_objects, nearby_objects))
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}

◆ IsBoxCollidingGeometryProxy()

proto native bool IsBoxCollidingGeometryProxy ( notnull BoxCollidingParams params,
array< Object > excludeObjects,
array< ref BoxCollidingResult > collidedObjects = NULL )
protected

◆ IsClient()

proto native bool IsClient ( )
protected

Referenced by OnUpdate().

◆ IsConnecting()

bool IsConnecting ( )
inlineprotected

Definition at line 3404 of file dayzgame.c.

References m_IsConnecting.

◆ IsDebug()

proto native bool IsDebug ( )
protected

◆ IsDebugMonitor()

bool IsDebugMonitor ( )
inlineprotected

Definition at line 1152 of file game.c.

References IsServer(), and m_DebugMonitorEnabled.

◆ IsDedicatedServer()

proto native bool IsDedicatedServer ( )
protected

Robust check which is preferred than the above, as it is valid much sooner.

Note
You may want to use #ifdef SERVER instead for slight performance gain...

Referenced by CGame().

◆ IsDigitalCopy()

bool IsDigitalCopy ( )
inlinestaticprotected

Definition at line 1136 of file game.c.

References OnlineServices::IsGameActive().

◆ IsFoodDecayEnabled()

bool IsFoodDecayEnabled ( )
inlineprotected

Definition at line 3845 of file dayzgame.c.

References GetFoodDecayModifier().

◆ IsInPartyChat()

proto native bool IsInPartyChat ( )
private

Returns whether user is currently in a voice party (currently only supported on xbox).

◆ IsInventoryOpen() [1/2]

override bool IsInventoryOpen ( )
inlineprivate

Definition at line 1357 of file dayzgame.c.

References GetUIManager(), and MENU_INVENTORY.

◆ IsInventoryOpen() [2/2]

bool IsInventoryOpen ( )
inlineprotected

Definition at line 1553 of file game.c.

◆ IsKindOf()

bool IsKindOf ( string cfg_class_name,
string cfg_parent_name )
inlineprotected

Returns is class name inherited from parent class name.

Parameters
cfg_class_nameConfig Class name ("Animal_CervusElaphus")
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Returns
bool is class name inherited from parent class name
bool is_kind = g_Game.IsKindOf( "Animal_CervusElaphus", "DZ_LightAI");
>> 1
proto string ToString()

Definition at line 1412 of file game.c.

References ConfigGetFullPath(), and string::ToLower().

Referenced by DayZGame().

◆ IsLeftCtrlDown()

bool IsLeftCtrlDown ( )
inlineprotected

Definition at line 2798 of file dayzgame.c.

References m_IsCtrlHolding.

◆ IsLoading()

bool IsLoading ( )
inlineprotected

Definition at line 3410 of file dayzgame.c.

References m_loading.

Referenced by LoadingHide().

◆ IsMicCapturing()

proto native bool IsMicCapturing ( )
private

Returns whether mic is currently capturing audio from user.

◆ IsMissionMainMenu()

bool IsMissionMainMenu ( )
inlineprotected

Returns true when current mission is Main Menu.

Definition at line 1563 of file game.c.

References DayZGame(), and g_Game.

◆ IsMultiplayer()

proto native bool IsMultiplayer ( )
protected

Referenced by CGame(), and OnUpdate().

◆ IsNetworkInputBufferFull()

proto native bool IsNetworkInputBufferFull ( )
private

Returns the state of the buffer for network inputs (UAInterface).

Note
See: NetworkInputBufferEventTypeID
Client side only, returns false on the server always
Returns
true, if the buffer is filled and client simulation must stop

◆ IsNewCharacter()

bool IsNewCharacter ( )
inlineprotected

Definition at line 3730 of file dayzgame.c.

References m_IsNewCharacter.

◆ IsObjectAccesible()

proto native bool IsObjectAccesible ( EntityAI item,
Man player )
private

returns true if player can access item's cargo/attachments (check only distance)

◆ IsPhysicsExtrapolationEnabled()

proto native bool IsPhysicsExtrapolationEnabled ( )
private

If physics extrapolation is enabled, always true on retail release builds.

◆ IsServer()

proto native bool IsServer ( )
protected

◆ IsStressTest()

bool IsStressTest ( )
inlineprivate

Definition at line 1316 of file dayzgame.c.

References m_IsStressTest.

◆ IsSurfaceDigable()

bool IsSurfaceDigable ( string surface)
inlineprotected

Checks if the surface is digable.

Definition at line 1229 of file game.c.

References ConfigGetInt().

◆ IsSurfaceFertile()

bool IsSurfaceFertile ( string surface)
inlineprotected

Checks if the surface is fertile.

Definition at line 1240 of file game.c.

References ConfigGetInt().

◆ IsVisited()

bool IsVisited ( string ip,
int port )
inlineprotected

Definition at line 2648 of file dayzgame.c.

References m_Visited.

◆ IsWorldWetTempUpdateEnabled()

bool IsWorldWetTempUpdateEnabled ( )
inlineprotected

Definition at line 3840 of file dayzgame.c.

References m_IsWorldWetTempUpdateEnabled.

◆ JoinLaunch()

void JoinLaunch ( )
inlineprotected

◆ ListAvailableCharacters() [1/2]

override TStringArray ListAvailableCharacters ( )
inlineprotected

Definition at line 3464 of file dayzgame.c.

References m_CharClassNames.

◆ ListAvailableCharacters() [2/2]

TStringArray ListAvailableCharacters ( )
inlineprotected

outputs array of all valid survivor class names

Definition at line 1551 of file game.c.

◆ LoadingHide()

void LoadingHide ( bool force = false)
inlineprotected

◆ LoadingShow()

void LoadingShow ( )
inlineprotected

Definition at line 3422 of file dayzgame.c.

References m_loading.

Referenced by OnEvent().

◆ LoadProgressUpdate()

void LoadProgressUpdate ( int progressState,
float progress,
string title )
inlineprotected

◆ LoadVersion()

proto native int LoadVersion ( )
private

Returns actual storage version - loading.

◆ LoginTimeCountdown()

void LoginTimeCountdown ( )
inlineprotected

◆ LogoutRequestCancel()

proto native void LogoutRequestCancel ( )
protected

◆ LogoutRequestTime()

proto native void LogoutRequestTime ( )
protected

Logout methods.

◆ MainMenuLaunch()

◆ MissionLaunch()

◆ MuteAllPlayers()

proto native void MuteAllPlayers ( string listenerId,
bool mute )
private

Mute all players for listenerId.

Parameters
listenerIduid of player
mutetrue, if player can not listen anybody. Otherwise false.

◆ MutePlayer()

proto native void MutePlayer ( string muteUID,
string playerUID,
bool mute )
private

Mutes voice of source player to target player.

Parameters
muteUIDuid of player you want to mute
playerUIDuid of player that (doesnt't) want to hear muteUID

Referenced by OnRPC().

◆ NightVissionLightParams()

proto native void NightVissionLightParams ( float lightIntensityMul,
float noiseIntensity )
protected

set night vission parameters (set to zero when to disable it)

Parameters
lightIntensityMulmultiplicator of lights intensity
noiseIntensityintensity of noise PP

◆ ObjectDelete()

proto native void ObjectDelete ( Object obj)
private

◆ ObjectDeleteOnClient()

proto native void ObjectDeleteOnClient ( Object obj)
private

◆ ObjectGetDisplayName()

proto void ObjectGetDisplayName ( Object obj,
out string name )
private

References name.

◆ ObjectGetSelectionPosition()

proto native vector ObjectGetSelectionPosition ( Object obj,
string name )
private

References name.

◆ ObjectGetSelectionPositionLS()

proto native vector ObjectGetSelectionPositionLS ( Object obj,
string name )
private

References name.

◆ ObjectGetSelectionPositionMS()

proto native vector ObjectGetSelectionPositionMS ( Object obj,
string name )
private

References name.

◆ ObjectGetSelectionPositionWS()

proto native vector ObjectGetSelectionPositionWS ( Object obj,
string name )
private

References name.

◆ ObjectGetType()

proto void ObjectGetType ( Object obj,
out string type )
private

◆ ObjectIsKindOf()

bool ObjectIsKindOf ( Object object,
string cfg_parent_name )
inlineprotected

Returns is object inherited from parent class name.

Parameters
objectObject
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Returns
bool is object inherited from parent class name
bool is_kind = g_Game.IsKindOf( my_animal, "DZ_LightAI");
>> 1

Definition at line 1465 of file game.c.

References ConfigGetObjectFullPath(), and string::ToLower().

◆ ObjectModelToWorld()

proto native vector ObjectModelToWorld ( Object obj,
vector modelPos )
private

◆ ObjectRelease()

proto native int ObjectRelease ( Object obj)
private

RemoteObjectTreeCreate - postponed registration of network object tree (and creation of remote objects). do not use if not sure what you do.

◆ ObjectWorldToModel()

proto native vector ObjectWorldToModel ( Object obj,
vector worldPos )
private

◆ OnActivateMessage() [1/2]

override void OnActivateMessage ( )
inlineprotected

Definition at line 2058 of file dayzgame.c.

References RefreshMouseCursorVisibility().

◆ OnActivateMessage() [2/2]

void OnActivateMessage ( )
inlineprivate

Called when recieving focus (windows).

Definition at line 118 of file game.c.

◆ OnAfterCreate() [1/2]

override void OnAfterCreate ( )
inlineprotected

Definition at line 2052 of file dayzgame.c.

References Math::Randomize().

◆ OnAfterCreate() [2/2]

void OnAfterCreate ( )
inlineprivate

Called after creating of CGame instance.

Definition at line 111 of file game.c.

◆ OnConnectivityStatChange()

bool OnConnectivityStatChange ( EConnectivityStatType type,
EConnectivityStatLevel newLevel,
EConnectivityStatLevel oldLevel )
inlineprotected

Definition at line 1761 of file dayzgame.c.

References g_Game, and Hud::SetConnectivityStatIcon().

Referenced by SetConnectivityStatState().

◆ OnDeactivateMessage() [1/2]

override void OnDeactivateMessage ( )
inlineprotected

Definition at line 2064 of file dayzgame.c.

References RefreshMouseCursorVisibility().

◆ OnDeactivateMessage() [2/2]

void OnDeactivateMessage ( )
inlineprivate

Called when loosing focus (windows).

Definition at line 125 of file game.c.

◆ OnDeviceReset() [1/2]

override void OnDeviceReset ( )
inlineprotected

Definition at line 2941 of file dayzgame.c.

References m_IsCtrlHolding, m_IsLeftAltHolding, m_IsRightAltHolding, and m_IsWinHolding.

◆ OnDeviceReset() [2/2]

void OnDeviceReset ( )
inlineprivate

Called when inputs is not possible (Steam overlay active or something), all internal script variables should be reset here!

Definition at line 140 of file game.c.

◆ OnEvent() [1/2]

override void OnEvent ( EventType eventTypeId,
Param params )
inlineprivate

Definition at line 1444 of file dayzgame.c.

References AbortMission(), AddVisitedServer(), ScriptCallQueue::Call(), CALL_CATEGORY_GUI, CALL_CATEGORY_SYSTEM, CancelLoginQueue(), CancelLoginTimeCountdown(), Class::CastTo(), ChatMessageEventTypeID, ClearConnectivityStates(), OnlineServices::ClearCurrentServerInfo(), ConnectingAbortEventTypeID, ConnectingStartEventTypeID, ConnectivityStatsUpdatedEventTypeID, ProgressAsync::DestroyAllPendingProgresses(), DialogQueuedEventTypeID, DLCOwnerShipFailedEventTypeID, OnlineServices::EnterGameplaySession(), g_Game, GetCallQueue(), GetGameState(), GetHostAddress(), ErrorModuleHandler::GetInstance(), VONManager::GetInstance(), GetMission(), PlayerIdentityBase::GetPingAvg(), GetPlayer(), GetUserManager(), GetWorld(), OnlineServices::Init(), OnlineServices::LeaveGameplaySession(), string::Length(), LoadingHide(), LoadingShow(), LoadProgressUpdate(), OnlineServices::LoadVoicePrivilege(), LoginStatusEventTypeID, LoginTimeEventTypeID, LogoutEventTypeID, StatsEventDisconnectedData::m_CharacterId, StatsEventSpawnedData::m_CharacterId, m_ConnectFromJoin, StatsEventSpawnedData::m_DaytimeHour, m_FirstConnect, StatsEventSpawnedData::m_Lifetime, m_loading, m_LoginTimeScreen, m_Notifications, StatsEventSpawnedData::m_Population, StatsEventSpawnedData::m_Position, StatsEventDisconnectedData::m_Reason, mission, MPConnectionLostEventTypeID, MPSessionEndEventTypeID, MPSessionFailEventTypeID, MPSessionPlayerReadyEventTypeID, MPSessionStartEventTypeID, ErrorModuleHandler::OnEvent(), VONManagerBase::OnEvent(), OnLoginTimeEvent(), OnMPConnectionLostEvent(), OnPreloadEvent(), OnRespawnEvent(), ParticleManager(), Analytics::PlayerDisconnected(), Analytics::PlayerSpawned(), PreloadEventTypeID, Print(), ProgressEventTypeID, ClientData::ResetClientData(), RespawnEventTypeID, SelectedUserChangedEventTypeID, ServerFpsStatsUpdatedEventTypeID, SetConnecting(), SetConnectivityStatState(), SetGameState(), SetLoadState(), OnlineServices::SetMultiplayState(), StartupEventTypeID, UpdateInputDeviceDisconnectWarning(), WorldCleaupEventTypeID, and vector::Zero.

◆ OnEvent() [2/2]

void OnEvent ( EventType eventTypeId,
Param params )
inlineprivate

Called when some system event occur.

Parameters
eventTypeIdevent type.
paramsParam object, cast to specific param class to get parameters for particular event.

Definition at line 93 of file game.c.

◆ OnGameplayDataHandlerLoad()

void OnGameplayDataHandlerLoad ( )
inlineprivate

Definition at line 1232 of file dayzgame.c.

◆ OnInitialize() [1/2]

◆ OnInitialize() [2/2]

bool OnInitialize ( )
inlineprivate

Called once before game update loop starts, ret value indicates if init was done in scripts, otherwise it is done in the engine.

Definition at line 132 of file game.c.

◆ OnKeyPress() [1/2]

◆ OnKeyPress() [2/2]

void OnKeyPress ( int key)
inlineprivate

Called when key is pressed.

Parameters
keydirect input key code (DIK)

Definition at line 166 of file game.c.

◆ OnKeyRelease() [1/2]

override void OnKeyRelease ( int key)
inlineprotected

◆ OnKeyRelease() [2/2]

void OnKeyRelease ( int key)
inlineprivate

Called when key is released.

Parameters
keydirect input key code (DIK)

Definition at line 174 of file game.c.

◆ OnLicenseChanged()

void OnLicenseChanged ( )
inlineprivate

Definition at line 103 of file game.c.

◆ OnLoginTimeEvent()

◆ OnMouseButtonPress() [1/2]

override void OnMouseButtonPress ( int button)
inlineprotected

Definition at line 2921 of file dayzgame.c.

References GetMission(), and mission.

◆ OnMouseButtonPress() [2/2]

void OnMouseButtonPress ( int button)
inlineprivate

Called when mouse button is pressed.

Parameters
button- number of button Mouse API

Definition at line 182 of file game.c.

◆ OnMouseButtonRelease() [1/2]

override void OnMouseButtonRelease ( int button)
inlineprotected

Definition at line 2931 of file dayzgame.c.

References GetMission(), and mission.

◆ OnMouseButtonRelease() [2/2]

void OnMouseButtonRelease ( int button)
inlineprivate

Called when mouse button is released.

Parameters
button- number of button Mouse API

Definition at line 190 of file game.c.

◆ OnMPConnectionLostEvent()

void OnMPConnectionLostEvent ( int duration)
inlineprotected

Definition at line 1989 of file dayzgame.c.

References GetGameState(), SetConnectivityStatState(), and OnlineServices::SetMultiplayState().

Referenced by OnEvent().

◆ OnPostUpdate() [1/2]

override void OnPostUpdate ( bool doSim,
float timeslice )
inlineprotected

◆ OnPostUpdate() [2/2]

void OnPostUpdate ( bool doSim,
float timeslice )
inlineprivate

Called on World update after simulation of entities.

Parameters
doSimFalse when simulation is paused, True otherwise
timeslicetime elapsed from last call

Definition at line 158 of file game.c.

◆ OnPreloadEvent()

void OnPreloadEvent ( vector pos)
inlineprotected

Definition at line 1955 of file dayzgame.c.

References CancelLoginTimeCountdown(), m_LoginTimeScreen, and StoreLoginDataPrepare().

Referenced by OnEvent().

◆ OnProcessLifetimeChanged()

void OnProcessLifetimeChanged ( int plmtype)
inlineprivate

Definition at line 98 of file game.c.

◆ OnProjectileStopped()

void OnProjectileStopped ( ProjectileStoppedInfo info)
inlineprotected

◆ OnProjectileStoppedInObject()

◆ OnProjectileStoppedInTerrain()

void OnProjectileStoppedInTerrain ( TerrainCollisionInfo info)
inlineprotected

◆ OnRespawnEvent()

◆ OnRPC() [1/2]

override void OnRPC ( PlayerIdentity sender,
Object target,
int rpc_type,
ParamsReadContext ctx )
inlineprotected

Definition at line 3086 of file dayzgame.c.

References NotificationSystem::AddNotification(), NotificationSystem::AddNotificationExtended(), CALL_CATEGORY_GAMEPLAY, ScriptCallQueue::CallLater(), GameConstants::CAMERA_SHAKE_ARTILLERY_DISTANCE, GameConstants::CAMERA_SHAKE_ARTILLERY_DISTANCE2, ParticleList::CONTAMINATED_AREA_GAS_SHELL, DayZPlayerCamera(), DelayedMidAirDetonation(), vector::DistanceSq(), ErrorEx, Event_OnRPC, g_Game, GetCallQueue(), PlayerIdentityBase::GetPlainId(), CrashSoundSets::GetSoundSetByHash(), Math::InverseLerp(), m_ArtySound, m_BillboardSetHandler, m_CrashSound, DebugWeatherRPCData::m_FogDuration, DebugWeatherRPCData::m_FogInterpolation, DebugWeatherRPCData::m_FogValue, DebugWeatherRPCData::m_OvercastDuration, DebugWeatherRPCData::m_OvercastInterpolation, DebugWeatherRPCData::m_OvercastValue, DebugWeatherRPCData::m_RainDuration, DebugWeatherRPCData::m_RainInterpolation, DebugWeatherRPCData::m_RainValue, DebugWeatherRPCData::m_SnowfallDuration, DebugWeatherRPCData::m_SnowfallInterpolation, DebugWeatherRPCData::m_SnowfallValue, DebugWeatherRPCData::m_VolFogDistanceDensity, DebugWeatherRPCData::m_VolFogDistanceDensityTime, DebugWeatherRPCData::m_VolFogHeightBias, DebugWeatherRPCData::m_VolFogHeightBiasTime, DebugWeatherRPCData::m_VolFogHeightDensity, DebugWeatherRPCData::m_VolFogHeightDensityTime, DebugWeatherRPCData::m_WindDDuration, DebugWeatherRPCData::m_WindDInterpolation, DebugWeatherRPCData::m_WindDirectionValue, DebugWeatherRPCData::m_WindMagnitudeValue, MIN_ARTY_SOUND_RANGE, MutePlayer(), CfgGameplayHandler::OnRPC(), CfgPlayerRestrictedAreaHandler::OnRPC(), UndergroundAreaLoader::OnRPC(), ParticleManager(), SEffectManager::PlaySound(), Serializer::Read(), EffectSound::SetAutodestroy(), Math::Sqrt(), and vector::Zero.

◆ OnRPC() [2/2]

void OnRPC ( PlayerIdentity sender,
Object target,
int rpc_type,
ParamsReadContext ctx )
inlineprivate

Called after remote procedure call is recieved for this object.

Parameters
targetobject on which remote procedure is called, when NULL, RPC is evaluated by CGame as global
rpc_typeuser defined identification of RPC
ctxread context for params

Definition at line 210 of file game.c.

◆ OnUpdate() [1/2]

◆ OnUpdate() [2/2]

void OnUpdate ( bool doSim,
float timeslice )
inlineprivate

Called on World update.

Parameters
doSimFalse when simulation is paused, True otherwise
timeslicetime elapsed from last call

Definition at line 149 of file game.c.

◆ OpenURL()

proto native void OpenURL ( string url)
protected

◆ OverrideDOF()

proto native void OverrideDOF ( bool enable,
float focusDistance,
float focusLength,
float focusLengthNear,
float blur,
float focusDepthOffset )
protected

◆ OverrideInventoryLights()

proto native void OverrideInventoryLights ( vector diffuse,
vector ambient,
vector ground,
vector dir )
protected

override inventory light

Parameters
diffusedirectional light
ambientambient light
groundground light
dirdirection of light, Vector(0,0,1) is from camera

◆ PartyLaunch()

void PartyLaunch ( )
inlineprotected

◆ PlayMission()

proto native void PlayMission ( string path)
private

Starts mission (equivalent for SQF playMission). You MUST use double slash \.

References path.

Referenced by AutoTestLaunch(), MissionLaunch(), and SelectGamepad().

◆ PreloadObject()

proto native bool PreloadObject ( string type,
float distance )
private

Preload objects with certain type in certain distance from camera.

Parameters
typeof objects which should be preloaded
distancefrom camera in which objects should be preloaded
Returns
true on success

◆ ProfilerStart()

proto native void ProfilerStart ( string name)
private

Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.

References name.

◆ ProfilerStop()

proto native void ProfilerStop ( string name)
private

Use for profiling code from start to stop, they must match have same name, look wiki pages for more info: https://confluence.bistudio.com/display/EN/Profiler.

References name.

◆ RefreshCurrentServerInfo()

void RefreshCurrentServerInfo ( )
inlineprotected

◆ RefreshMouseCursorVisibility()

void RefreshMouseCursorVisibility ( )
inlineprotected

◆ RegisterNetworkStaticObject()

proto native bool RegisterNetworkStaticObject ( Object object)
private

Static objects cannot be replicated by default (there are too many objects on the map).

Use this method when you want to replicate some scripted variables. Cannot be called in object's constructor, because networking is not initialized yet

Parameters
objectstatic object to replicate
Returns
false, if registration wasn't successful or when object is already registered

◆ RegisterProfilesOptions()

◆ ReloadMission()

void ReloadMission ( )
inlineprivate

Definition at line 1393 of file dayzgame.c.

References CreateMission(), m_MissionPath, and Print().

◆ RemoteObjectCreate()

proto native void RemoteObjectCreate ( Object obj)
private

RemoteObjectDelete - deletes only remote object tree (unregisters from network). do not use if not sure what you do.

◆ RemoteObjectDelete()

proto native void RemoteObjectDelete ( Object obj)
private

◆ RemoteObjectTreeCreate()

proto native void RemoteObjectTreeCreate ( Object obj)
private

RemoteObjectCreate - postponed registration of network object (and creation of remote object). do not use if not sure what you do.

◆ RemoteObjectTreeDelete()

proto native void RemoteObjectTreeDelete ( Object obj)
private

RemoteObjectDelete - deletes only remote object (unregisters from network). do not use if not sure what you do.

◆ RemoveFromReconnectCache()

proto native void RemoveFromReconnectCache ( string uid)
private

Remove player from reconnect cache.

Note
Works only on server
Parameters
uidof the player

◆ RemoveVoiceNotification()

void RemoveVoiceNotification ( VONStopSpeakingEventParams vonStopParams)
inlineprotected

Definition at line 1832 of file dayzgame.c.

References m_Notifications.

◆ ReportModded()

bool ReportModded ( )
inlinestaticprivate

Definition at line 1346 of file dayzgame.c.

References m_ReportModded.

◆ RequestExit()

proto native void RequestExit ( int code)
private

Sets exit code and quits in the right moment.

Referenced by AutoTestLaunch(), and OnKeyPress().

◆ RequestRestart()

proto native void RequestRestart ( int code)
private

Sets exit code and restart in the right moment.

◆ ResetPPMask()

proto native void ResetPPMask ( )
protected

◆ ResetProfileOptions()

void ResetProfileOptions ( )
inlineprivate

Definition at line 1164 of file dayzgame.c.

References m_DayZProfileOptions.

Referenced by SelectGamepad().

◆ RespawnPlayer()

proto native void RespawnPlayer ( )
protected

◆ RestartMission()

proto native void RestartMission ( )
protected

◆ RPC()

proto native void RPC ( Object target,
int rpcType,
notnull array< ref Param > params,
bool guaranteed,
PlayerIdentity recipient = null )
private

Initiate remote procedure call.

When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients

Parameters
targetobject on which remote procedure is called, when NULL, RPC is evaluated by CGame as global
rpc_typeuser defined identification of RPC
paramscustom params array
recipientspecified client to send RPC to. If NULL, RPC will be send to all clients (specifying recipient increase security and decrease network traffic)
const int RPC_LOW_BLOOD_PRESSURE_EFFECT = 0;
...
// on server side, after blood pressure of player is low...
Param1<float> p = new Param1<float>(m_blood_pressure);
params.Insert(p);
g_Game.RPC(player, RPC_LOW_BLOOD_PRESSURE_EFFECT, params);
// or shortcut
g_Game.RPCSingleParam(player, RPC_LOW_BLOOD_PRESSURE_EFFECT, p);
...
// on client
{
// override OnRPC function
void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
{
// dont forget to propagate this call trough class hierarchy!
super.OnRPC(rpc_type, ctx);
switch(rpc_type)
{
case RPC_LOW_BLOOD_PRESSURE_EFFECT:
Param1<float> p = Param1<float>(0);
if (ctx.Read(p))
{
float blood_pressure = p.param1;
float effect_intensity = 1.0 - blood_pressure;
ShowFancyScreenEffect(effect_intensity);
}
break;
}
}
}
override void OnRPC(PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
Definition dayzgame.c:3086
The class that will be instanced (moddable).
Definition gameplay.c:389
proto bool Read(void value_in)
Serializer ParamsReadContext
Definition gameplay.c:15

◆ RPCSelf()

proto native void RPCSelf ( Object target,
int rpcType,
notnull array< ref Param > params )
private

Not actually an RPC, as it will send it only to yourself.

◆ RPCSelfSingleParam()

proto native void RPCSelfSingleParam ( Object target,
int rpcType,
Param param )
private

◆ RPCSingleParam()

proto native void RPCSingleParam ( Object target,
int rpc_type,
Param param,
bool guaranteed,
PlayerIdentity recipient = null )
private

see CGame.RPC

◆ SaveProfile()

proto native void SaveProfile ( )
private

Saves profile on disk.

Referenced by AddVisitedServer().

◆ SaveVersion()

proto native int SaveVersion ( )
private

Returns actual storage version - saving.

◆ ScriptTest()

proto native bool ScriptTest ( )
private

◆ SelectGamepad()

◆ SelectPlayer()

proto native void SelectPlayer ( PlayerIdentity identity,
Object player )
private

Selects player's controlled object.

Parameters
identityidentity used in MP (use NULL in singleplayer)
playerobject which should be controlled by player
Note
We can use only instances of DayZPlayer now

◆ SelectSpectator()

proto native void SelectSpectator ( PlayerIdentity identity,
string spectatorObjType,
vector position )
private

Creates spectator object (mostly cameras).

Parameters
identityidentity used in MP (use NULL in singleplayer)
spectatorObjTypeclassname for spectator object (like cameras)
positionwhere to create spectator instance

◆ SelectUser()

◆ SendLogoutTime()

proto native void SendLogoutTime ( Object player,
int time )
private

Inform client about logout time (creates logout screen on specified client).

Note
Works only on server
Parameters
playerobject which is logging out
timelength of logout

◆ ServerConfigGetInt()

proto native int ServerConfigGetInt ( string name)
protected

Server config parsing. Returns 0 if not found.

References name.

◆ SetConnecting()

void SetConnecting ( bool value)
inlineprotected

Returns true when connecting to server.

Definition at line 3399 of file dayzgame.c.

References m_IsConnecting.

Referenced by Connect(), and OnEvent().

◆ SetConnectivityStatState()

void SetConnectivityStatState ( EConnectivityStatType type,
EConnectivityStatLevel level )
inlineprivate

Definition at line 1750 of file dayzgame.c.

References m_ConnectivityStatsStates, and OnConnectivityStatChange().

Referenced by OnEvent(), and OnMPConnectionLostEvent().

◆ SetDatabaseID()

void SetDatabaseID ( string id)
inlineprotected

◆ SetDebugMonitorEnabled()

void SetDebugMonitorEnabled ( int value)
inlineprotected

Definition at line 1147 of file game.c.

References m_DebugMonitorEnabled.

◆ SetDiagDrawMode()

proto native void SetDiagDrawMode ( int diag_draw_mode)
private

Set debug draw mode.

◆ SetDiagModeEnable()

proto native void SetDiagModeEnable ( int diag_mode,
bool enabled )
private

Set specific debug mode.

◆ SetEVUser()

proto native void SetEVUser ( float value)
protected

Sets custom camera camera EV. range: -50.0..50.0? //TODO.

Referenced by SetEVValue().

◆ SetEVValue()

void SetEVValue ( float value)
inlineprotected

Definition at line 3809 of file dayzgame.c.

References m_EVValue, m_PreviousEVValue, and SetEVUser().

◆ SetGameState()

void SetGameState ( DayZGameState state)
inlineprivate

◆ SetHudBrightness()

void SetHudBrightness ( float value)
inlineprotected

Definition at line 3778 of file dayzgame.c.

Referenced by OnInitialize().

◆ SetKeyboardHandle()

void SetKeyboardHandle ( UIScriptedMenu handler)
inlineprotected

Definition at line 3416 of file dayzgame.c.

References m_keyboard_handler.

◆ SetLoadState()

void SetLoadState ( DayZLoadState state)
inlineprivate

◆ SetLoginTimerFinished()

proto native void SetLoginTimerFinished ( )
protected

◆ SetMainMenuWorld()

proto native void SetMainMenuWorld ( string world)
protected

Referenced by DayZGame().

◆ SetMission()

proto native void SetMission ( Mission mission)
private

References mission.

◆ SetMissionPath()

void SetMissionPath ( string path)
inlineprivate

Called from C++.

Definition at line 1172 of file dayzgame.c.

References m_MissionFolderPath, m_MissionPath, and path.

◆ SetMissionState()

void SetMissionState ( int state)
inlineprivate

Definition at line 1245 of file dayzgame.c.

References m_MissionState.

◆ SetMouseCursorDesiredVisibility()

void SetMouseCursorDesiredVisibility ( bool visible)
inlineprotected

Definition at line 3871 of file dayzgame.c.

References m_CursorDesiredVisibilityScript, and RefreshMouseCursorVisibility().

◆ SetNewCharacter()

void SetNewCharacter ( bool state)
inlineprotected

Definition at line 3725 of file dayzgame.c.

References m_IsNewCharacter.

◆ SetPlayerGameName()

void SetPlayerGameName ( string name)
inlineprotected

Definition at line 3715 of file dayzgame.c.

References m_PlayerName, and name.

Referenced by SelectGamepad().

◆ SetPlayerName()

proto native void SetPlayerName ( string name)
private

Sets current player name.

Parameters
name

References name.

Referenced by SelectGamepad().

◆ SetPreviousGamepad()

void SetPreviousGamepad ( int gamepad)
inlineprotected

Definition at line 2425 of file dayzgame.c.

References m_PreviousGamepad.

◆ SetProfileOption()

void SetProfileOption ( EDayZProfilesOptions option,
bool value )
inlineprivate

Definition at line 1291 of file dayzgame.c.

References m_DayZProfileOptions.

Referenced by SetProfileOptionBool().

◆ SetProfileOptionBool()

void SetProfileOptionBool ( EDayZProfilesOptions option,
bool value )
inlineprivate

Definition at line 1296 of file dayzgame.c.

References SetProfileOption().

◆ SetProfileOptionFloat()

void SetProfileOptionFloat ( EDayZProfilesOptions option,
float value )
inlineprivate

Definition at line 1306 of file dayzgame.c.

References m_DayZProfileOptions.

◆ SetProfileOptionInt()

void SetProfileOptionInt ( EDayZProfilesOptions option,
int value )
inlineprivate

Definition at line 1301 of file dayzgame.c.

References m_DayZProfileOptions.

◆ SetProfileString()

proto native void SetProfileString ( string name,
string value )
private

Sets string to profile variable.

Parameters
nameof the variable
valueto set

References name.

◆ SetProfileStringList()

proto native void SetProfileStringList ( string name,
TStringArray values )
private

Sets array of strings to profile variable.

Parameters
nameof the variable
valuesto set

References name.

Referenced by AddVisitedServer().

◆ SetUserFOV()

void SetUserFOV ( float pFov)
inlineprotected

Definition at line 3735 of file dayzgame.c.

References m_UserFOV.

Referenced by SelectGamepad().

◆ SetVoiceEffect()

proto native void SetVoiceEffect ( Object player,
int effect,
bool enable )
private

Enable/disable VoN effect (only on server).

Parameters
playerin question
voiceeffect (VoiceEffectMumbling = 1, VoiceEffectExtortion = 2, VoiceEffectObstruction = 4)
enableor disable effect

◆ SetVoiceLevel()

proto native void SetVoiceLevel ( int level)
private

Set voice level of VoN (only on client) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1, VoiceLevelShout = 2).

Parameters
levelof voice

◆ ShouldShowControllerDisconnect()

bool ShouldShowControllerDisconnect ( )
inlineprotected

Definition at line 2201 of file dayzgame.c.

References m_ShouldShowControllerDisconnect.

◆ StartRandomCutscene()

proto native void StartRandomCutscene ( string world)
private

Starts intro.

Referenced by MainMenuLaunch(), and PartyLaunch().

◆ StorageVersion()

proto native void StorageVersion ( int iVersion)
private

Set actual storage version - for next save.

Referenced by CGame().

◆ StoreLoginData()

proto native void StoreLoginData ( ParamsWriteContext ctx)
private

Stores login userdata as parameters which are sent to server.

Referenced by StoreLoginDataPrepare().

◆ StoreLoginDataPrepare()

void StoreLoginDataPrepare ( )
inlineprotected

◆ SurfaceGetNoiseMultiplier()

proto native float SurfaceGetNoiseMultiplier ( Object directHit,
vector pos,
int componentIndex )
protected

◆ SurfaceGetNormal()

proto native vector SurfaceGetNormal ( float x,
float z )
protected

References x.

◆ SurfaceGetSeaLevel()

proto native float SurfaceGetSeaLevel ( )
protected

◆ SurfaceGetSeaLevelMax()

proto native float SurfaceGetSeaLevelMax ( )
protected

◆ SurfaceGetSeaLevelMin()

proto native float SurfaceGetSeaLevelMin ( )
protected

◆ SurfaceGetSeaWaveCurrent()

proto native float SurfaceGetSeaWaveCurrent ( )
protected

Get current sea wave height.

◆ SurfaceGetSeaWaveMax()

proto native float SurfaceGetSeaWaveMax ( )
protected

Get max sea wave height.

◆ SurfaceGetType()

proto float SurfaceGetType ( float x,
float z,
out string type )
protected

Returns: Y position the surface was found.

References x.

◆ SurfaceGetType3D()

proto float SurfaceGetType3D ( float x,
float y,
float z,
out string type )
protected

Y input: Maximum Y to trace down from; Returns: Y position the surface was found.

References x, and y.

◆ SurfaceIsPond()

proto native bool SurfaceIsPond ( float x,
float z )
protected

References x.

◆ SurfaceIsSea()

proto native bool SurfaceIsSea ( float x,
float z )
protected

References x.

◆ SurfaceRoadY()

proto native float SurfaceRoadY ( float x,
float z,
RoadSurfaceDetection rsd = RoadSurfaceDetection.LEGACY )
protected

References x.

Referenced by GetHighestSurfaceYDifference().

◆ SurfaceRoadY3D()

proto native float SurfaceRoadY3D ( float x,
float y,
float z,
RoadSurfaceDetection rsd )
protected

References x, and y.

◆ SurfaceUnderObject()

proto void SurfaceUnderObject ( notnull Object object,
out string type,
out int liquidType )
protected

◆ SurfaceUnderObjectByBone()

proto void SurfaceUnderObjectByBone ( notnull Object object,
int boneType,
out string type,
out int liquidType )
protected

◆ SurfaceUnderObjectByBoneCorrectedLiquid()

void SurfaceUnderObjectByBoneCorrectedLiquid ( notnull Object object,
int boneType,
out string type,
out int liquidType )
inlineprotected

Definition at line 1266 of file game.c.

References CorrectLiquidType(), and SurfaceUnderObjectByBone().

◆ SurfaceUnderObjectCorrectedLiquid()

void SurfaceUnderObjectCorrectedLiquid ( notnull Object object,
out string type,
out int liquidType )
inlineprotected

Definition at line 1256 of file game.c.

References CorrectLiquidType(), and SurfaceUnderObject().

◆ SurfaceUnderObjectEx()

proto void SurfaceUnderObjectEx ( notnull Object object,
out string type,
out string impact,
out int liquidType )
protected

◆ SurfaceUnderObjectExCorrectedLiquid()

void SurfaceUnderObjectExCorrectedLiquid ( notnull Object object,
out string type,
out string impact,
out int liquidType )
inlineprotected

Definition at line 1261 of file game.c.

References CorrectLiquidType(), and SurfaceUnderObjectEx().

◆ SurfaceY()

proto native float SurfaceY ( float x,
float z )
protected

References x.

◆ TryConnect()

◆ UpdateInputDeviceDisconnectWarning()

◆ UpdateLoginQueue()

void UpdateLoginQueue ( float timeslice)
inlineprotected

Display login queue position dialog

manually update static login queue dialog

Definition at line 1838 of file dayzgame.c.

References UIManager::CloseAll(), EnterLoginQueue(), UIManager::GetLoginQueuePosition(), UIManager::GetMenu(), GetMission(), GetUIManager(), m_LoginQueue, and UIManager::ShowScriptedMenu().

Referenced by OnUpdate().

◆ UpdatePathgraphRegion()

proto native void UpdatePathgraphRegion ( vector regionMin,
vector regionMax )
protected

◆ UpdatePathgraphRegionByObject()

void UpdatePathgraphRegionByObject ( Object object)
inlineprotected

Definition at line 1272 of file game.c.

References UpdatePathgraphRegion(), and Vector().

◆ UpdateSpectatorPosition()

proto native void UpdateSpectatorPosition ( vector position)
private

Updates spectator position on server = position of network bubble.

Parameters
position

◆ UpdateVoiceLevel()

void UpdateVoiceLevel ( int level)
inlineprotected

Definition at line 3705 of file dayzgame.c.

References GetMission(), and Mission::UpdateVoiceLevelWidgets().

◆ VerifyWorldOwnership()

proto native bool VerifyWorldOwnership ( string sWorldName)
private

Field Documentation

◆ ARROW_PIERCE_DEPTH

const float ARROW_PIERCE_DEPTH = 0.05
protected

Definition at line 3546 of file dayzgame.c.

Referenced by OnProjectileStoppedInObject(), and OnProjectileStoppedInTerrain().

◆ Event_OnRPC

ref ScriptInvoker Event_OnRPC = new ScriptInvoker()
staticprivate

Definition at line 970 of file dayzgame.c.

Referenced by OnRPC().

◆ GameScript

ScriptModule GameScript
private

Definition at line 12 of file game.c.

◆ m_AimLoggingEnabled

bool m_AimLoggingEnabled
private

Definition at line 942 of file dayzgame.c.

Referenced by DayZGame(), and IsAimLogEnabled().

◆ m_AmmoShakeParams

ref AmmoCamParams m_AmmoShakeParams = new AmmoCamParams()
staticprivate

Definition at line 968 of file dayzgame.c.

Referenced by ExplosionEffects().

◆ m_AnalyticsManagerClient

ref AnalyticsManagerClient m_AnalyticsManagerClient
private

Definition at line 19 of file game.c.

Referenced by CGame(), and GetAnalyticsClient().

◆ m_AnalyticsManagerServer

ref AnalyticsManagerServer m_AnalyticsManagerServer
private

Definition at line 18 of file game.c.

Referenced by CGame(), and GetAnalyticsServer().

◆ m_ArtySound

ref EffectSound m_ArtySound
private

Definition at line 981 of file dayzgame.c.

Referenced by OnRPC().

◆ m_AutotestEnabled

bool m_AutotestEnabled
protected

Definition at line 899 of file dayzgame.c.

Referenced by AutoTestLaunch().

◆ m_Backlit

ref Backlit m_Backlit
private

Definition at line 972 of file dayzgame.c.

Referenced by DayZGame(), and GetBacklit().

◆ m_BillboardSetHandler

ref BillboardSetHandler m_BillboardSetHandler
protected

Definition at line 893 of file dayzgame.c.

Referenced by GetBillboardHandler(), and OnRPC().

◆ m_callQueue

ref ScriptCallQueue m_callQueue[CALL_CATEGORY_COUNT]
private

Definition at line 920 of file dayzgame.c.

Referenced by DayZGame(), and GetCallQueue().

◆ m_CharacterData

ref MenuDefaultCharacterData m_CharacterData
private

Definition at line 20 of file game.c.

Referenced by GetMenuDefaultCharacterData().

◆ m_CharClassNames

ref array<string> m_CharClassNames = new array<string>()
private

◆ m_ConnectAddress

string m_ConnectAddress
protected

◆ m_ConnectedInputDeviceList

ref array<int> m_ConnectedInputDeviceList
private

Definition at line 975 of file dayzgame.c.

Referenced by GetConnectedInputDeviceList().

◆ m_ConnectFromJoin

bool m_ConnectFromJoin
private

◆ m_connectionLost

ref ConnectionLost m_connectionLost
private

Definition at line 918 of file dayzgame.c.

◆ m_ConnectivityStatsStates

EConnectivityStatLevel m_ConnectivityStatsStates[STATS_COUNT]
private

Definition at line 902 of file dayzgame.c.

Referenced by ClearConnectivityStates(), and SetConnectivityStatState().

◆ m_ConnectPassword

string m_ConnectPassword
protected

Definition at line 2134 of file dayzgame.c.

Referenced by Connect(), ConnectFromCLI(), and ConnectFromServerBrowser().

◆ m_ConnectPort

int m_ConnectPort
protected

◆ m_ConnectSteamQueryPort

int m_ConnectSteamQueryPort
protected

Definition at line 2133 of file dayzgame.c.

Referenced by Connect(), and ConnectFromServerBrowserEx().

◆ m_CrashSound

ref EffectSound m_CrashSound
private

Definition at line 978 of file dayzgame.c.

Referenced by OnRPC().

◆ m_CursorDesiredVisibilityScript

bool m_CursorDesiredVisibilityScript = true
private

◆ m_DatabaseID

string m_DatabaseID
protected

Definition at line 2129 of file dayzgame.c.

Referenced by GetDatabaseID(), and SetDatabaseID().

◆ m_DayZProfileOptions

◆ m_DebugMonitorEnabled

int m_DebugMonitorEnabled
private

Definition at line 10 of file game.c.

Referenced by IsDebugMonitor(), and SetDebugMonitorEnabled().

◆ m_DeltaTime

float m_DeltaTime
private

Definition at line 953 of file dayzgame.c.

Referenced by GetDeltaT(), and OnUpdate().

◆ m_dragQueue

ref DragQueue m_dragQueue
private

Definition at line 923 of file dayzgame.c.

Referenced by DayZGame(), and GetDragQueue().

◆ m_early_access_dialog_accepted

bool m_early_access_dialog_accepted
private

Definition at line 926 of file dayzgame.c.

Referenced by DayZGame(), and EarlyAccessDialog().

◆ m_EVValue

float m_EVValue = 0
private

Definition at line 962 of file dayzgame.c.

Referenced by GetCurrentEVValue(), and SetEVValue().

◆ m_FirstConnect

bool m_FirstConnect = true
protected

Definition at line 910 of file dayzgame.c.

Referenced by OnEvent().

◆ m_FoodDecayModifier

float m_FoodDecayModifier
private

Definition at line 938 of file dayzgame.c.

Referenced by GetFoodDecayModifier(), and GlobalsInit().

◆ m_GamepadDisconnectMenu

ref Widget m_GamepadDisconnectMenu
protected

Definition at line 2126 of file dayzgame.c.

◆ m_GameState

DayZGameState m_GameState
protected

Definition at line 907 of file dayzgame.c.

Referenced by GetGameState(), and SetGameState().

◆ m_IntroMenu

ref Widget m_IntroMenu
protected

Definition at line 2125 of file dayzgame.c.

Referenced by CreateTitleScreen(), DeleteTitleScreen(), and GamepadCheck().

◆ m_IsConnecting

bool m_IsConnecting
private

Definition at line 946 of file dayzgame.c.

Referenced by DayZGame(), IsConnecting(), OnUpdate(), and SetConnecting().

◆ m_IsCtrlHolding

bool m_IsCtrlHolding
private

Definition at line 931 of file dayzgame.c.

Referenced by IsLeftCtrlDown(), OnDeviceReset(), OnKeyPress(), and OnKeyRelease().

◆ m_IsFoodDecayEnabled

bool m_IsFoodDecayEnabled = true
private

Definition at line 937 of file dayzgame.c.

◆ m_IsLeftAltHolding

bool m_IsLeftAltHolding
private

Definition at line 933 of file dayzgame.c.

Referenced by OnDeviceReset(), OnKeyPress(), and OnKeyRelease().

◆ m_IsNewCharacter

bool m_IsNewCharacter
private

Definition at line 945 of file dayzgame.c.

Referenced by IsNewCharacter(), and SetNewCharacter().

◆ m_IsRightAltHolding

bool m_IsRightAltHolding
private

Definition at line 934 of file dayzgame.c.

Referenced by OnDeviceReset(), OnKeyPress(), and OnKeyRelease().

◆ m_IsStressTest

bool m_IsStressTest
private

Definition at line 941 of file dayzgame.c.

Referenced by DayZGame(), and IsStressTest().

◆ m_IsWinHolding

bool m_IsWinHolding
private

Definition at line 932 of file dayzgame.c.

Referenced by OnDeviceReset(), and OnKeyRelease().

◆ m_IsWorldWetTempUpdateEnabled

bool m_IsWorldWetTempUpdateEnabled = true
private

Definition at line 936 of file dayzgame.c.

Referenced by GlobalsInit(), and IsWorldWetTempUpdateEnabled().

◆ m_keyboard_handler

UIScriptedMenu m_keyboard_handler
private

Definition at line 927 of file dayzgame.c.

Referenced by DayZGame(), OnKeyPress(), OnKeyRelease(), and SetKeyboardHandle().

◆ m_loading

◆ m_LoadState

DayZLoadState m_LoadState
protected

Definition at line 908 of file dayzgame.c.

Referenced by GetLoadState(), LoadingHide(), and SetLoadState().

◆ m_LoginQueue

ref LoginQueueBase m_LoginQueue
private

Definition at line 915 of file dayzgame.c.

Referenced by CancelLoginQueue(), EnterLoginQueue(), and UpdateLoginQueue().

◆ m_LoginTime

int m_LoginTime
private

Definition at line 916 of file dayzgame.c.

Referenced by DayZGame(), LoginTimeCountdown(), OnLoginTimeEvent(), and OnRespawnEvent().

◆ m_LoginTimeScreen

◆ m_mission_module

ScriptModule m_mission_module
private

Definition at line 928 of file dayzgame.c.

◆ m_MissionFolderPath

string m_MissionFolderPath
private

Definition at line 930 of file dayzgame.c.

Referenced by GetMissionFolderPath(), and SetMissionPath().

◆ m_MissionPath

string m_MissionPath
private

Definition at line 929 of file dayzgame.c.

Referenced by GetMissionPath(), ReloadMission(), and SetMissionPath().

◆ m_MissionState

int m_MissionState
private

Definition at line 904 of file dayzgame.c.

Referenced by DayZGame(), GetMissionState(), and SetMissionState().

◆ m_NoiseParams

ref NoiseParams m_NoiseParams = new NoiseParams()
staticprivate

Definition at line 984 of file dayzgame.c.

Referenced by CloseCombatEffects(), ExplosionEffectsEx(), and FirearmEffects().

◆ m_Notifications

ref NotificationUI m_Notifications
protected

◆ m_OriginalCharactersCount

int m_OriginalCharactersCount
private

Definition at line 943 of file dayzgame.c.

Referenced by InitCharacterMenuDataInfo().

◆ m_ParamCache

ref array<ref Param> m_ParamCache
private

Definition at line 15 of file game.c.

Referenced by CGame().

◆ m_PlayerName

string m_PlayerName
private

Definition at line 944 of file dayzgame.c.

Referenced by GetPlayerGameName(), and SetPlayerGameName().

◆ m_postUpdateQueue

ref ScriptInvoker m_postUpdateQueue[CALL_CATEGORY_COUNT]
private

Definition at line 922 of file dayzgame.c.

Referenced by DayZGame(), and GetPostUpdateQueue().

◆ m_PrevBlur

int m_PrevBlur
protected

Definition at line 2127 of file dayzgame.c.

◆ m_PreviousEVValue

float m_PreviousEVValue
private

Definition at line 961 of file dayzgame.c.

Referenced by GetPreviousEVValue(), and SetEVValue().

◆ m_PreviousGamepad

int m_PreviousGamepad
private

Definition at line 950 of file dayzgame.c.

Referenced by GetPreviousGamepad(), and SetPreviousGamepad().

◆ m_ReportModded

bool m_ReportModded
staticprivate

Definition at line 940 of file dayzgame.c.

Referenced by DayZGame(), and ReportModded().

◆ m_ShouldShowControllerDisconnect

bool m_ShouldShowControllerDisconnect
private

◆ m_TAManager

ref TemperatureAccessManager m_TAManager = new TemperatureAccessManager()
staticprivate

Definition at line 985 of file dayzgame.c.

◆ m_timerQueue

ref TimerQueue m_timerQueue[CALL_CATEGORY_COUNT]
private

Definition at line 919 of file dayzgame.c.

Referenced by DayZGame(), and GetTimerQueue().

◆ m_updateQueue

ref ScriptInvoker m_updateQueue[CALL_CATEGORY_COUNT]
private

Definition at line 921 of file dayzgame.c.

Referenced by DayZGame(), and GetUpdateQueue().

◆ m_UserFOV

float m_UserFOV
private

Definition at line 951 of file dayzgame.c.

Referenced by DeferredInit(), GetUserFOV(), and SetUserFOV().

◆ m_Visited

ref TStringArray m_Visited
protected

Definition at line 2137 of file dayzgame.c.

Referenced by AddVisitedServer(), GetLastVisitedServer(), IsVisited(), and OnInitialize().

◆ m_volume_music

float m_volume_music
private

Definition at line 957 of file dayzgame.c.

Referenced by DeferredInit().

◆ m_volume_radio

float m_volume_radio
private

Definition at line 959 of file dayzgame.c.

Referenced by DeferredInit().

◆ m_volume_sound

float m_volume_sound
private

Definition at line 955 of file dayzgame.c.

Referenced by DeferredInit().

◆ m_volume_speechEX

float m_volume_speechEX
private

Definition at line 956 of file dayzgame.c.

Referenced by DeferredInit().

◆ m_volume_VOIP

float m_volume_VOIP
private

Definition at line 958 of file dayzgame.c.

Referenced by DeferredInit().

◆ m_YieldDataInitInvoker

ref ScriptInvoker m_YieldDataInitInvoker
private

Definition at line 924 of file dayzgame.c.

Referenced by GetYieldDataInitInvoker().

◆ MAX_VISITED

const int MAX_VISITED = 50
protected

Definition at line 2136 of file dayzgame.c.

Referenced by AddVisitedServer().

◆ MIN_ARTY_SOUND_RANGE

const int MIN_ARTY_SOUND_RANGE = 300
private

Definition at line 982 of file dayzgame.c.

Referenced by OnRPC().

◆ MISSION_STATE_FINNISH

const int MISSION_STATE_FINNISH = 2
protected

Definition at line 897 of file dayzgame.c.

◆ MISSION_STATE_GAME

const int MISSION_STATE_GAME = 1
protected

Definition at line 896 of file dayzgame.c.

Referenced by DayZGame().

◆ MISSION_STATE_MAINMENU

const int MISSION_STATE_MAINMENU = 0
protected

Definition at line 895 of file dayzgame.c.

◆ STATS_COUNT

const int STATS_COUNT = EConnectivityStatType.COUNT
private

Definition at line 901 of file dayzgame.c.

Referenced by ClearConnectivityStates().


The documentation for this class was generated from the following files:
  • F:/Games/Dayz/scripts/3_game/dayzgame.c
  • F:/Games/Dayz/scripts/3_game/global/game.c