Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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EntityAI Class Reference
Inheritance diagram for EntityAI:
Building ScriptedEntity AnniversarySpotLight BuildingBase DynamicArea_Flare SpookyPlayerStalker TriggerEvents UndergroundTriggerCarrierBase House Land_Underground_WaterReservoir_Water Trigger UndergroundTriggerCarrier Land_Bilboard_Base Land_HotSpring Land_Underground_EntranceBase Land_WarheadStorage_Bunker_Facility Land_WarheadStorage_Main Land_WarheadStorage_PowerStation StaticObj_Roadblock_Wood_Small BarbedWireTrigger CylinderTrigger ManTrigger SphereTrigger TrapTrigger

Protected Member Functions

proto void ApplyCentralImpulse (vector centralImpulse)
 Applies impulse on the physics body (at origin).
proto void ApplyForce (vector force)
 -------------— deterministic physics ---------------------—
proto void ApplyForceAt (vector pos, vector force)
 Applies constant force on the physics body at a position (world space coordinates).
proto void ApplyImpulseAt (vector pos, vector force)
 Applies impulse on the physics body at a position (world space coordinates).
proto void ApplyTorque (vector force)
 Applies constant torque on the physics body.
proto void ApplyTorqueImpulse (vector torqueImpulse)
 Applies impulse torque on the physics body.
override bool CanBeSkinned ()
override bool CanDropEntity (notnull EntityAI item)
bool CanPlaceItem (EntityAI item)
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
bool CrewCanGetThrough (int posIdx)
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
proto native Human CrewDriver ()
 Returns the driver Null can be returned if no Human is present.
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
proto native Human CrewMember (int posIdx)
 Returns crew member based on position index. Null can be returned if no Human is present on the given position.
proto native int CrewMemberIndex (Human player)
 Returns crew member index based on player's instance. -1 is returned when the player is not isnide.
proto native int CrewPositionIndex (int componentIdx)
 Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index.
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
bool DetectFlipped (VehicleFlippedContext ctx)
 Override based on vehicle implementation (Car, Boat, modded, etc.).
bool DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance)
override bool DisableVicinityIcon ()
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
int Get3rdPersonCameraType ()
string GetActionCompNameFuel ()
float GetActionDistanceFuel ()
int GetAnimInstance ()
CachedEquipmentStorageBase GetCachedEquipment ()
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
VehicleFlippedContext GetFlipContext ()
override int GetHideIconMask ()
string GetImpactSurfaceType (IEntity other, Contact impact)
string GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid)
override int GetMeleeTargetType ()
float GetMomentum ()
override event GetMoveType ()
override event GetOwnerStateType ()
vector GetRefillPointPosWS ()
string GetRuinedMeleeAmmoType ()
 returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
int GetSeatAnimationType (int posIdx)
int GetSeatIndexFromDoor (string pDoorSelection)
float GetTransportCameraDistance ()
vector GetTransportCameraOffset ()
string GetVehicleType ()
bool HasEngineZoneReceivedHit ()
void InitImpactSoundData ()
bool IsActionFlipped (Man player)
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).
bool IsAnyCrewPresent ()
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
bool IsFlipped ()
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).
override bool IsHealthVisible ()
override bool IsIgnoredByConstruction ()
bool IsIgnoredObject (Object o)
bool IsInTransport ()
 returns true if man is in transport, false otherwise
bool IsInventorySoftLocked ()
override bool IsTransport ()
bool IsVitalSparkPlug ()
void JunctureDeleteItem (EntityAI item)
proto native bool LightIsOn ()
 Returns true when lights are on, false otherwise.
proto native void LightOff ()
 Signals for LightIsOn to return false.
proto native void LightOn ()
 Signals for LightIsOn to return true.
proto native void LightToggle ()
 Calls LightOn/LightOff depending on current light state.
void LocalDestroyEntityInHands ()
void MarkCrewMemberDead (int crewMemberIndex)
void MarkCrewMemberUnconscious (int crewMemberIndex)
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
bool OnBeforeLightOn ()
 Is called by native every time the game wants to turn on the light.
void OnContact (string zoneName, vector localPos, IEntity other, Contact data)
 Is called every time when vehicle collides with other object.
array< InventoryItemOnDrawOptics2D ()
 Called when 2D optics are about to be drawn.
void OnDriverEnter (Human player)
 Is called when the crew member enters the driver seat.
void OnDriverExit (Human player)
 Is called when the crew member leaves the driver seat.
void OnGameplayDataHandlerSync ()
void OnInput (float dt)
 Called after every input simulation step.
void OnItemInHandsChanged ()
void OnUpdate (float dt)
 Is called every game frame on client, fixed rate on server.
void OnUpdateLight ()
 Is called by native every time the game wants to update the light.
bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
void PlaySoundByAnimEvent (EAnimSoundEventID id)
void PredictiveMoveItemFromHandsToInventory ()
 ToDo: Old system method. Might should be adjusted to new system at some point.
float ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash)
float ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
proto native int Random ()
 -------------— deterministic random numbers ---------------------—
proto native float Random01 ()
 Random number in range of <0,1> - !
float RandomFloat (float min, float max)
 Random number in range of <min,max> - !
proto native float RandomRange (int pRange)
 Random number in range of <0,pRange-1> - !
void SetEngineZoneReceivedHit (bool pState)
void SetInventorySoftLock (bool status)
void SetProcessUIWarning (bool state)
override bool ShowZonesHealth ()
void StopDeathDarkeningEffect ()
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
void Transport ()
void UpdateInventoryMenu ()
void UpdateLights (int new_gear=-1)
void JunctureTakeEntityToHands (notnull EntityAI item)
 hand juncture
void PredictiveTakeEntityToHands (EntityAI item)
void LocalTakeEntityToHands (EntityAI item)
void ServerTakeEntityToHands (EntityAI item)
void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
bool ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand -> !hand replace
bool LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand replace -> hand
bool LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace
bool LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace2
bool LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
bool JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 to inv juncture
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
override bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
override bool PredictiveTakeEntityToCargo (notnull EntityAI item)
override bool LocalTakeEntityToCargo (notnull EntityAI item)
override bool ServerTakeEntityToCargo (notnull EntityAI item)
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
override bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
override bool LocalTakeEntityAsAttachment (notnull EntityAI item)
override bool ServerTakeEntityAsAttachment (notnull EntityAI item)
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
override bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
override bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
override bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
bool JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 swap juncture
bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
bool JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 ForceSwap juncture.
bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 to target inv juncture
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool PredictiveTakeOrSwapAttachment (notnull EntityAI item)
override bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 to target cgo ex juncture
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
override bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
override bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 to target cgo juncture
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
override bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 to target att ex juncture
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
override bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
override bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
bool TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
bool JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 to target att juncture
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
override bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 to dst juncture
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
override bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
override bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
proto native bool StatRegister (string name)
 Stats Registers new stat type for this player.
proto native float StatGet (string name)
 Gets counter value of the specified stat type.
proto void StatGetCounter (string name, out string value)
 Gets counter value as string of the specified stat type.
proto void StatGetAsTime (string name, out string value)
 Gets counter value as formatted time string of the specified stat type.
proto native void StatUpdate (string name, float value)
 Updates stat counter with given value.
proto native void StatUpdateByTime (string name)
 Updates stat counter by time.
proto native void StatUpdateByPosition (string name)
 Updates stat counter by player's actual position.
proto native void StatUpdateByGivenPos (string name, vector pos)
 Updates stat counter by given position.
proto native void StatInvokeUpdate ()
 Invokes read stats from server to client.
proto native void StatSyncToClient ()
 Invokes save stats from server to client.

Protected Attributes

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

Private Member Functions

void AddAction (typename actionName)
void AddItemToDelete (EntityAI item)
void AdvancedCommunication ()
proto native void EnableCollisionsWithCharacter (bool state)
 collisions with character
proto native void ForceFarBubble (bool state)
 Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
proto native owned string GetCurrentWeaponMode ()
proto native EntityAI GetDrivingVehicle ()
 Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.
proto native PlayerIdentity GetIdentity ()
 Returns player's identity.
proto native UAInterface GetInputInterface ()
 Returns player's input interface.
proto native InventoryItemType GetInventoryItemType ()
proto native owned string GetMasterAttenuation ()
proto native MeleeCombatData GetMeleeCombatData ()
int GetMeleeHeavyMode ()
int GetMeleeMode ()
int GetMeleeSprintMode ()
int GetPlayerState ()
string GetTooltip ()
 Get tooltip text.
proto native bool HasCollisionsWithCharacter ()
override bool HasFixedActionTargetCursorPosition ()
void InitializeActions ()
void InventoryItem ()
proto native bool IsCameraInsideVehicle ()
override bool IsHealthVisible ()
override bool IsInventoryItem ()
override bool IsMan ()
bool IsMeleeFinisher ()
override bool IsMeleeWeapon ()
proto native bool IsOn ()
 Some inventoryItem devices can be switched on/off (radios, transmitters).
proto native bool IsSoundInsideBuilding ()
proto native bool IsSpeechRestricted ()
 Check if player has resctricted speech.
bool IsUnconscious ()
bool IsUnconsciousStateOnly ()
 uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)
void Man ()
void OnRightClick ()
event bool OnUseFromInventory (Man owner)
void PlayImpactSound (float weight, float velocity, int surfaceHash)
void RemoveAction (typename actionName)
void SetActions ()
proto native void SetFaceMaterial (string material_name)
 Material that is used on the Man's face and hands.
proto native void SetFaceTexture (string texture_name)
 Texture that is used on the Man's face and hands.
proto native void SetMasterAttenuation (string masterAttenuation)
proto native void SetSpeechRestricted (bool state)
 Set speech restriction.
proto native void SwitchOn (bool onOff)
 Some inventoryItem devices can be switched on/off (radios, transmitters).
proto native void ThrowPhysically (DayZPlayer player, vector force, bool collideWithCharacters=true)
void TurnOffTransmitter ()
void TurnOnTransmitter ()

Private Attributes

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

Static Private Attributes

static ref map< typename, ref TInputActionMapm_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
static ref VehicleFlippedContext m_FlippedContext
 Shared context across all vehicles for flipping.
const float SOUND_CONTACT_SKIP = 0.33
ref ScriptInvoker m_OnItemAddedToHands
ref ScriptInvoker m_OnItemRemovedFromHands
ref CachedEquipmentStorageBase m_CachedEquipmentStorage
proto native HumanInventory GetHumanInventory ()
 inventory Returns player's inventory
proto native EntityAI GetEntityInHands ()
 Returns the current entity in hands.
ScriptInvoker GetOnItemAddedToHands ()
ScriptInvoker GetOnItemRemovedFromHands ()
void EEItemIntoHands (EntityAI item)
void EEItemOutOfHands (EntityAI item)
bool JunctureDropEntity (notnull EntityAI item)
 drop juncture
override bool PredictiveDropEntity (notnull EntityAI item)
override bool LocalDropEntity (notnull EntityAI item)
override bool ServerDropEntity (notnull EntityAI item)
bool DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)

Detailed Description

Definition at line 1 of file inventoryitem.c.

Member Function Documentation

◆ AddAction()

◆ AddItemToDelete()

void AddItemToDelete ( EntityAI item)
private

◆ AdvancedCommunication()

void AdvancedCommunication ( )
inlineprivate

Definition at line 7 of file advancedcommunication.c.

References g_Game, and m_ActionsInitialize.

◆ ApplyCentralImpulse()

proto void ApplyCentralImpulse ( vector centralImpulse)
protected

Applies impulse on the physics body (at origin).

◆ ApplyForce()

proto void ApplyForce ( vector force)
protected

-------------— deterministic physics ---------------------—

Applies constant force on the physics body (at origin).

◆ ApplyForceAt()

proto void ApplyForceAt ( vector pos,
vector force )
protected

Applies constant force on the physics body at a position (world space coordinates).

◆ ApplyImpulseAt()

proto void ApplyImpulseAt ( vector pos,
vector force )
protected

Applies impulse on the physics body at a position (world space coordinates).

◆ ApplyTorque()

proto void ApplyTorque ( vector force)
protected

Applies constant torque on the physics body.

◆ ApplyTorqueImpulse()

proto void ApplyTorqueImpulse ( vector torqueImpulse)
protected

Applies impulse torque on the physics body.

◆ CanBeSkinned()

override bool CanBeSkinned ( )
inlineprotected

Definition at line 883 of file man.c.

◆ CanDropEntity()

override bool CanDropEntity ( notnull EntityAI item)
inlineprotected

Definition at line 159 of file man.c.

◆ CanPlaceItem()

bool CanPlaceItem ( EntityAI item)
protected

◆ CanReachDoorsFromSeat()

bool CanReachDoorsFromSeat ( string pDoorsSelection,
int pCurrentSeat )
inlineprotected

Definition at line 520 of file transport.c.

◆ CanReachSeatFromDoors()

bool CanReachSeatFromDoors ( string pSeatSelection,
vector pFromPos,
float pDistance = 1.0 )
inlineprotected

Definition at line 511 of file transport.c.

◆ CanReachSeatFromSeat()

bool CanReachSeatFromSeat ( int currentSeat,
int nextSeat )
inlineprotected

Definition at line 502 of file transport.c.

◆ CrewCanGetThrough()

bool CrewCanGetThrough ( int posIdx)
inlineprotected

Definition at line 493 of file transport.c.

◆ CrewDeath()

proto native void CrewDeath ( int posIdx)
protected

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

◆ CrewDriver()

proto native Human CrewDriver ( )
protected

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

◆ CrewEntry()

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

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

Referenced by IsAreaAtDoorFree().

◆ CrewEntryWS()

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

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

◆ CrewGetIn()

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

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

◆ CrewGetOut()

proto native Human CrewGetOut ( int posIdx)
protected

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

◆ CrewMember()

proto native Human CrewMember ( int posIdx)
protected

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

Referenced by IsAnyCrewPresent().

◆ CrewMemberIndex()

proto native int CrewMemberIndex ( Human player)
protected

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

◆ CrewPositionIndex()

proto native int CrewPositionIndex ( int componentIdx)
protected

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

◆ CrewSize()

proto native int CrewSize ( )
protected

Returns crew capacity of this vehicle.

Referenced by IsAnyCrewPresent().

◆ CrewTransform()

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

Returns crew transformation indside vehicle in model space.

◆ CrewTransformWS()

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

Returns crew transformation indside vehicle in world space.

◆ DebugFreeAreaAtDoor()

Shape DebugFreeAreaAtDoor ( int currentSeat,
float maxAllowedObjHeight = 0.5,
float horizontalExtents = 0.5,
float playerHeight = 1.7 )
inlineprotected

Definition at line 691 of file transport.c.

References ARGB(), Debug::DrawBox(), Transport::IsAreaAtDoorFree(), and Shape.

◆ DetectFlipped()

bool DetectFlipped ( VehicleFlippedContext ctx)
inlineprotected

Override based on vehicle implementation (Car, Boat, modded, etc.).

Definition at line 418 of file transport.c.

Referenced by IsActionFlipped(), and IsFlipped().

◆ DetectFlippedUsingSurface()

◆ DisableVicinityIcon()

override bool DisableVicinityIcon ( )
inlineprotected

Definition at line 888 of file man.c.

Referenced by VicinityContainer::UpdateInterval().

◆ DropEntityImpl()

bool DropEntityImpl ( InventoryMode mode,
notnull EntityAI owner,
notnull EntityAI item )
inlineprotected

◆ EEHitBy()

override void EEHitBy ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprotected

Definition at line 84 of file transport.c.

References component, and SetEngineZoneReceivedHit().

◆ EEItemIntoHands()

void EEItemIntoHands ( EntityAI item)
inlineprotected

Definition at line 106 of file man.c.

References m_OnItemAddedToHands.

◆ EEItemOutOfHands()

void EEItemOutOfHands ( EntityAI item)
inlineprotected

Definition at line 113 of file man.c.

References m_OnItemRemovedFromHands.

◆ EnableCollisionsWithCharacter()

proto native void EnableCollisionsWithCharacter ( bool state)
private

collisions with character

◆ ForceFarBubble()

proto native void ForceFarBubble ( bool state)
private

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

◆ ForceSwapEntitiesImpl()

bool ForceSwapEntitiesImpl ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected

◆ Get3rdPersonCameraType()

int Get3rdPersonCameraType ( )
inlineprotected

Definition at line 483 of file transport.c.

References Error().

◆ GetActionCompNameFuel()

string GetActionCompNameFuel ( )
inlineprotected

Definition at line 313 of file transport.c.

◆ GetActionDistanceFuel()

float GetActionDistanceFuel ( )
inlineprotected

Definition at line 318 of file transport.c.

◆ GetActions()

override void GetActions ( typename action_input_type ,
out array< ActionBase_Basic > actions )
inlineprivate

◆ GetAnimInstance()

int GetAnimInstance ( )
inlineprotected

Definition at line 465 of file transport.c.

References Error().

◆ GetCachedEquipment()

CachedEquipmentStorageBase GetCachedEquipment ( )
inlineprotected

Definition at line 895 of file man.c.

References m_CachedEquipmentStorage.

◆ GetCurrentWeaponMode()

proto native owned string GetCurrentWeaponMode ( )
private

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx outputList)
inlineprotected

Definition at line 590 of file transport.c.

References SAT_DEBUG_ACTION.

◆ GetDrivingVehicle()

proto native EntityAI GetDrivingVehicle ( )
private

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

◆ GetEntityInHands()

proto native EntityAI GetEntityInHands ( )
private

Returns the current entity in hands.

Referenced by LocalDestroyEntityInHands(), PredictiveMoveItemFromHandsToInventory(), and TakeEntityToHandsImpl().

◆ GetFlipContext()

VehicleFlippedContext GetFlipContext ( )
inlineprotected

Definition at line 328 of file transport.c.

References DiagMenu::GetBool(), and m_FlippedContext.

Referenced by IsActionFlipped(), and IsFlipped().

◆ GetHideIconMask()

override int GetHideIconMask ( )
inlineprotected

Definition at line 293 of file transport.c.

Referenced by VicinitySlotsContainer::ExcludeFromContainer().

◆ GetHumanInventory()

◆ GetIdentity()

proto native PlayerIdentity GetIdentity ( )
private

Returns player's identity.

◆ GetImpactSurfaceType()

string GetImpactSurfaceType ( IEntity other,
Contact impact )
inlineprotected

Definition at line 152 of file inventoryitem.c.

References GetImpactSurfaceTypeEx().

◆ GetImpactSurfaceTypeEx()

string GetImpactSurfaceTypeEx ( IEntity other,
Contact impact,
out int liquid )
inlineprotected

◆ GetInputInterface()

proto native UAInterface GetInputInterface ( )
private

Returns player's input interface.

◆ GetInventoryItemType()

proto native InventoryItemType GetInventoryItemType ( )
private

References InventoryItemType().

Referenced by PlaySoundByAnimEvent().

◆ GetMasterAttenuation()

proto native owned string GetMasterAttenuation ( )
private

◆ GetMeleeCombatData()

proto native MeleeCombatData GetMeleeCombatData ( )
private

◆ GetMeleeHeavyMode()

int GetMeleeHeavyMode ( )
inlineprivate

Definition at line 71 of file inventoryitem.c.

◆ GetMeleeMode()

int GetMeleeMode ( )
inlineprivate

Definition at line 66 of file inventoryitem.c.

◆ GetMeleeSprintMode()

int GetMeleeSprintMode ( )
inlineprivate

Definition at line 76 of file inventoryitem.c.

◆ GetMeleeTargetType()

override int GetMeleeTargetType ( )
inlineprotected

Definition at line 91 of file transport.c.

Referenced by EvaluateHit().

◆ GetMomentum()

float GetMomentum ( )
inlineprotected

Definition at line 298 of file transport.c.

References dBodyGetMass(), GetVelocity(), and vector::Length().

◆ GetMoveType()

override event GetMoveType ( )
inlineprotected

Definition at line 103 of file transport.c.

◆ GetOnItemAddedToHands()

ScriptInvoker GetOnItemAddedToHands ( )
inlineprotected

Definition at line 89 of file man.c.

References m_OnItemAddedToHands.

◆ GetOnItemRemovedFromHands()

ScriptInvoker GetOnItemRemovedFromHands ( )
inlineprotected

Definition at line 98 of file man.c.

References m_OnItemRemovedFromHands.

◆ GetOwnerStateType()

override event GetOwnerStateType ( )
inlineprotected

Definition at line 97 of file transport.c.

◆ GetPlayerState()

int GetPlayerState ( )
inlineprivate

Definition at line 67 of file man.c.

◆ GetRefillPointPosWS()

vector GetRefillPointPosWS ( )
inlineprotected

Definition at line 323 of file transport.c.

References m_fuelPos.

◆ GetRuinedMeleeAmmoType()

string GetRuinedMeleeAmmoType ( )
inlineprotected

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

Definition at line 184 of file inventoryitem.c.

◆ GetSeatAnimationType()

int GetSeatAnimationType ( int posIdx)
inlineprotected

Definition at line 475 of file transport.c.

References Error().

◆ GetSeatIndexFromDoor()

int GetSeatIndexFromDoor ( string pDoorSelection)
inlineprotected

Definition at line 529 of file transport.c.

◆ GetTooltip()

string GetTooltip ( )
inlineprivate

Get tooltip text.

Definition at line 53 of file inventoryitem.c.

◆ GetTransportCameraDistance()

float GetTransportCameraDistance ( )
inlineprotected

Definition at line 452 of file transport.c.

◆ GetTransportCameraOffset()

vector GetTransportCameraOffset ( )
inlineprotected

Definition at line 460 of file transport.c.

◆ GetVehicleType()

string GetVehicleType ( )
inlineprotected

Definition at line 308 of file transport.c.

◆ HasCollisionsWithCharacter()

proto native bool HasCollisionsWithCharacter ( )
private

◆ HasEngineZoneReceivedHit()

bool HasEngineZoneReceivedHit ( )
inlineprotected

Definition at line 585 of file transport.c.

References m_EngineZoneReceivedHit.

◆ HasFixedActionTargetCursorPosition()

override bool HasFixedActionTargetCursorPosition ( )
inlineprivate

Definition at line 58 of file man.c.

◆ InitializeActions()

void InitializeActions ( )
inlineprivate

Definition at line 57 of file advancedcommunication.c.

References m_AdvComTypeActionsMap, m_InputActionMap, SetActions(), and Type.

◆ InitImpactSoundData()

void InitImpactSoundData ( )
inlineprotected

Definition at line 114 of file inventoryitem.c.

References AnimSoundLookupTableBank(), and m_SoundImpactTable.

Referenced by InventoryItem().

◆ InventoryItem()

void InventoryItem ( )
inlineprivate

Definition at line 33 of file inventoryitem.c.

References InitImpactSoundData(), and m_IsMeleeWeapon.

◆ IsActionFlipped()

bool IsActionFlipped ( Man player)
inlineprotected

Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).

Definition at line 433 of file transport.c.

References DetectFlipped(), GetFlipContext(), VehicleFlippedContext::m_ActionPlayer, VehicleFlippedContext::m_bIsAction, and Man().

◆ IsAnyCrewPresent()

bool IsAnyCrewPresent ( )
inlineprotected

Definition at line 441 of file transport.c.

References CrewMember(), and CrewSize().

◆ IsAreaAtDoorFree() [1/2]

bool IsAreaAtDoorFree ( int currentSeat,
float maxAllowedObjHeight,
inout vector extents,
out vector transform[4] )
inlineprotected

◆ IsAreaAtDoorFree() [2/2]

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

Definition at line 679 of file transport.c.

References Transport::IsAreaAtDoorFree().

◆ IsCameraInsideVehicle()

proto native bool IsCameraInsideVehicle ( )
private

◆ IsFlipped()

bool IsFlipped ( )
inlineprotected

Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).

Definition at line 424 of file transport.c.

References DetectFlipped(), GetFlipContext(), VehicleFlippedContext::m_ActionPlayer, and VehicleFlippedContext::m_bIsAction.

◆ IsHealthVisible() [1/2]

override bool IsHealthVisible ( )
inlineprivate

Definition at line 53 of file man.c.

◆ IsHealthVisible() [2/2]

override bool IsHealthVisible ( )
inlineprotected

Definition at line 283 of file transport.c.

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )
inlineprotected

Definition at line 278 of file transport.c.

Referenced by IsColliding(), and IsCollidingEx().

◆ IsIgnoredObject()

bool IsIgnoredObject ( Object o)
inlineprotected

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

Ignore any player that is currently in this vehicle

Definition at line 550 of file transport.c.

References Class::CastTo(), dBodyGetInteractionLayer(), dGetInteractionLayer(), and HumanCommandVehicle::GetTransport().

Referenced by IsAreaAtDoorFree().

◆ IsInTransport()

bool IsInTransport ( )
inlineprotected

returns true if man is in transport, false otherwise

Definition at line 965 of file man.c.

References GetParent(), and Transport().

◆ IsInventoryItem()

override bool IsInventoryItem ( )
inlineprivate

Definition at line 61 of file inventoryitem.c.

◆ IsInventorySoftLocked()

bool IsInventorySoftLocked ( )
inlineprotected

Definition at line 957 of file man.c.

◆ IsMan()

◆ IsMeleeFinisher()

bool IsMeleeFinisher ( )
inlineprivate

Definition at line 86 of file inventoryitem.c.

◆ IsMeleeWeapon()

override bool IsMeleeWeapon ( )
inlineprivate

Definition at line 81 of file inventoryitem.c.

References m_IsMeleeWeapon.

Referenced by Achievements::OnPlayerKilled(), and PluginBase::PlayerHitBy().

◆ IsOn()

proto native bool IsOn ( )
private

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

◆ IsSoundInsideBuilding()

proto native bool IsSoundInsideBuilding ( )
private

◆ IsSpeechRestricted()

proto native bool IsSpeechRestricted ( )
private

Check if player has resctricted speech.

◆ IsTransport()

override bool IsTransport ( )
inlineprotected

Definition at line 273 of file transport.c.

◆ IsUnconscious()

bool IsUnconscious ( )
private

◆ IsUnconsciousStateOnly()

bool IsUnconsciousStateOnly ( )
private

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

◆ IsVitalSparkPlug()

bool IsVitalSparkPlug ( )
inlineprotected

Definition at line 303 of file transport.c.

◆ JunctureDeleteItem()

void JunctureDeleteItem ( EntityAI item)
inlineprotected

Definition at line 878 of file man.c.

◆ JunctureDropEntity()

bool JunctureDropEntity ( notnull EntityAI item)
inlineprotected

drop juncture

Definition at line 121 of file man.c.

References DropEntityImpl().

Referenced by PredictiveDropEntity().

◆ JunctureForceSwapEntities()

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

ForceSwap juncture.

Definition at line 573 of file man.c.

References ForceSwapEntitiesImpl().

◆ JunctureSwapEntities()

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

swap juncture

Definition at line 523 of file man.c.

References SwapEntitiesImpl().

◆ JunctureTakeEntityAsAttachment()

bool JunctureTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

as att juncture

Definition at line 445 of file man.c.

References TakeEntityAsAttachmentImpl().

Referenced by PredictiveTakeEntityAsAttachment().

◆ JunctureTakeEntityAsAttachmentEx()

bool JunctureTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

as att ex juncture

Definition at line 484 of file man.c.

References TakeEntityAsAttachmentExImpl().

Referenced by PredictiveTakeEntityAsAttachmentEx().

◆ JunctureTakeEntityToCargo()

bool JunctureTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

to cgo juncture

Definition at line 406 of file man.c.

References TakeEntityToCargoImpl().

Referenced by PredictiveTakeEntityToCargo().

◆ JunctureTakeEntityToHands()

void JunctureTakeEntityToHands ( notnull EntityAI item)
inlineprotected

hand juncture

Definition at line 166 of file man.c.

References TakeEntityToHandsImpl().

Referenced by PredictiveTakeEntityToHands().

◆ JunctureTakeEntityToInventory()

bool JunctureTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

to inv juncture

Definition at line 367 of file man.c.

References TakeEntityToInventoryImpl().

Referenced by PredictiveTakeEntityToInventory().

◆ JunctureTakeEntityToTargetAttachment()

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

to target att juncture

Definition at line 798 of file man.c.

References TakeEntityToTargetAttachmentImpl().

Referenced by PredictiveTakeEntityToTargetAttachment().

◆ JunctureTakeEntityToTargetAttachmentEx()

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

to target att ex juncture

Definition at line 759 of file man.c.

References TakeEntityToTargetAttachmentExImpl().

Referenced by PredictiveTakeEntityToTargetAttachmentEx().

◆ JunctureTakeEntityToTargetCargo()

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

to target cgo juncture

Definition at line 716 of file man.c.

References TakeEntityToTargetCargoImpl().

Referenced by PredictiveTakeEntityToTargetCargo().

◆ JunctureTakeEntityToTargetCargoEx()

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

to target cgo ex juncture

Definition at line 677 of file man.c.

References TakeEntityToTargetCargoExImpl().

Referenced by PredictiveTakeEntityToTargetCargoEx().

◆ JunctureTakeEntityToTargetInventory()

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

to target inv juncture

Definition at line 620 of file man.c.

References TakeEntityToTargetInventoryImpl().

Referenced by PredictiveTakeEntityToTargetInventory().

◆ JunctureTakeToDst()

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

to dst juncture

Definition at line 839 of file man.c.

References TakeToDstImpl().

Referenced by PredictiveTakeToDst().

◆ LightIsOn()

proto native bool LightIsOn ( )
protected

Returns true when lights are on, false otherwise.

◆ LightOff()

proto native void LightOff ( )
protected

Signals for LightIsOn to return false.

◆ LightOn()

proto native void LightOn ( )
protected

Signals for LightIsOn to return true.

◆ LightToggle()

proto native void LightToggle ( )
protected

Calls LightOn/LightOff depending on current light state.

◆ LocalDestroyEntityInHands()

void LocalDestroyEntityInHands ( )
inlineprotected

◆ LocalDropEntity()

override bool LocalDropEntity ( notnull EntityAI item)
inlineprotected

Definition at line 140 of file man.c.

References DropEntityImpl().

Referenced by UnlockServer().

◆ LocalForceSwapEntities()

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

Definition at line 596 of file man.c.

References ForceSwapEntitiesImpl().

◆ LocalReplaceItemElsewhereWithNewInHands()

bool LocalReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 315 of file man.c.

References ReplaceItemElsewhereWithNewInHandsImpl().

◆ LocalReplaceItemInHandsWithNew()

bool LocalReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 335 of file man.c.

References ReplaceItemInHandsWithNewImpl().

◆ LocalReplaceItemInHandsWithNewElsewhere()

bool LocalReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 355 of file man.c.

References ReplaceItemInHandsWithNewElsewhereImpl().

◆ LocalReplaceItemWithNew()

bool LocalReplaceItemWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 295 of file man.c.

References ReplaceItemWithNewImpl().

◆ LocalSwapEntities()

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

Definition at line 546 of file man.c.

References SwapEntitiesImpl().

◆ LocalTakeEntityAsAttachment()

override bool LocalTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

◆ LocalTakeEntityAsAttachmentEx()

override bool LocalTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

◆ LocalTakeEntityToCargo()

override bool LocalTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

Definition at line 425 of file man.c.

References TakeEntityToCargoImpl().

◆ LocalTakeEntityToHands()

void LocalTakeEntityToHands ( EntityAI item)
inlineprotected

Definition at line 185 of file man.c.

References TakeEntityToHandsImpl().

◆ LocalTakeEntityToInventory()

override bool LocalTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

Definition at line 386 of file man.c.

References TakeEntityToInventoryImpl().

◆ LocalTakeEntityToTargetAttachment()

override bool LocalTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

Definition at line 817 of file man.c.

References TakeEntityToTargetAttachmentImpl().

◆ LocalTakeEntityToTargetAttachmentEx()

override bool LocalTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected

Definition at line 778 of file man.c.

References TakeEntityToTargetAttachmentExImpl().

◆ LocalTakeEntityToTargetCargo()

override bool LocalTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

Definition at line 735 of file man.c.

References TakeEntityToTargetCargoImpl().

◆ LocalTakeEntityToTargetCargoEx()

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

Definition at line 696 of file man.c.

References TakeEntityToTargetCargoExImpl().

◆ LocalTakeEntityToTargetInventory()

override bool LocalTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

Definition at line 662 of file man.c.

References TakeEntityToTargetInventoryImpl().

◆ LocalTakeToDst()

override bool LocalTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected

Definition at line 858 of file man.c.

References TakeToDstImpl().

Referenced by DropNonUsableMaterialsServer().

◆ Man()

void Man ( )
inlineprivate

Definition at line 43 of file man.c.

References SetFlags().

Referenced by IsActionFlipped(), Building::OnAction(), OnAction(), and OnUseFromInventory().

◆ MarkCrewMemberDead()

void MarkCrewMemberDead ( int crewMemberIndex)
protected

◆ MarkCrewMemberUnconscious()

void MarkCrewMemberUnconscious ( int crewMemberIndex)
protected

◆ NeedInventoryJunctureFromServer()

◆ OnAction()

override bool OnAction ( int action_id,
Man player,
ParamsReadContext ctx )
inlineprotected

◆ OnBeforeLightOn()

bool OnBeforeLightOn ( )
inlineprotected

Is called by native every time the game wants to turn on the light.

Returns
true if the light can turn on, false otherwise.

Definition at line 180 of file transport.c.

◆ OnContact()

void OnContact ( string zoneName,
vector localPos,
IEntity other,
Contact data )
inlineprotected

Is called every time when vehicle collides with other object.

Parameters
[in]zoneNameconfigured vehicle's zone that was hit
[in]localPosposition where the vehicle was hit in vehicle's space
[in]otherobject with which the vehicle is colliding
[in]datacontact properties

Definition at line 252 of file transport.c.

◆ OnDrawOptics2D()

array< InventoryItem > OnDrawOptics2D ( )
inlineprotected

Called when 2D optics are about to be drawn.

Returns
Collection of optics to be drawn. Draws the provided optics when of ItemOptics type. Draws optic of current muzzle when of Weapon_Base type.

Definition at line 982 of file man.c.

◆ OnDriverEnter()

void OnDriverEnter ( Human player)
inlineprotected

Is called when the crew member enters the driver seat.

Parameters
[in]playerThe player that entered the driver seat

Definition at line 155 of file transport.c.

◆ OnDriverExit()

void OnDriverExit ( Human player)
inlineprotected

Is called when the crew member leaves the driver seat.

Parameters
[in]playerThe player that left the driver seat

Definition at line 161 of file transport.c.

◆ OnGameplayDataHandlerSync()

void OnGameplayDataHandlerSync ( )
protected

◆ OnInput()

void OnInput ( float dt)
inlineprotected

Called after every input simulation step.

Note that the player character and other systems can always change the internal state. It is highly recommended to store state of custom inputs elsewhere and call Setters here.

Parameters
[in]dtdelta time since last called in seconds

Definition at line 262 of file transport.c.

◆ OnItemInHandsChanged()

void OnItemInHandsChanged ( )
inlineprotected

Definition at line 161 of file man.c.

◆ OnRightClick()

void OnRightClick ( )
inlineprivate

Definition at line 42 of file inventoryitem.c.

◆ OnUpdate()

void OnUpdate ( float dt)
inlineprotected

Is called every game frame on client, fixed rate on server.

Parameters
[in]dtdelta time since last called in seconds

Definition at line 268 of file transport.c.

◆ OnUpdateLight()

void OnUpdateLight ( )
inlineprotected

Is called by native every time the game wants to update the light.

Definition at line 189 of file transport.c.

References UpdateLights().

◆ OnUseFromInventory()

event bool OnUseFromInventory ( Man owner)
inlineprivate

Definition at line 47 of file inventoryitem.c.

References Man().

◆ PhysicalPredictiveDropItem()

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

◆ PlayImpactSound()

void PlayImpactSound ( float weight,
float velocity,
int surfaceHash )
inlineprivate

◆ PlaySound()

AbstractWave PlaySound ( SoundObject so,
SoundObjectBuilder sob )
inlineprotected

◆ PlaySoundByAnimEvent()

void PlaySoundByAnimEvent ( EAnimSoundEventID id)
inlineprotected

Definition at line 138 of file inventoryitem.c.

References GetInventoryItemType(), PlaySound(), and SoundObjectBuilder().

◆ PredictiveDropEntity()

override bool PredictiveDropEntity ( notnull EntityAI item)
inlineprotected

◆ PredictiveForceSwapEntities()

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

◆ PredictiveMoveItemFromHandsToInventory()

void PredictiveMoveItemFromHandsToInventory ( )
inlineprotected

ToDo: Old system method. Might should be adjusted to new system at some point.

returns item to previous location, if available

Check if old strored location is somewhere on this player

This should not happen after clearing inventory reservation but just in case handle also getting a new location if the old location is obscured by an item.

Definition at line 231 of file man.c.

References ScriptInputUserData::CanStoreInputUserData(), GameInventory::ClearInventoryReservation(), GameInventory::FindFreeLocationFor(), GetDebugName(), GetEntityInHands(), GetHumanInventory(), LogManager::IsSyncLogEnable(), GameInventory::LocationCanMoveEntity(), GameInventory::LocationGetEntity(), NeedInventoryJunctureFromServer(), Print(), syncDebugPrint(), HumanInventory::TakeEntityToInventory(), HumanInventory::TakeToDst(), and UpdateInventoryMenu().

◆ PredictiveSwapEntities()

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

◆ PredictiveTakeEntityAsAttachment()

override bool PredictiveTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

◆ PredictiveTakeEntityAsAttachmentEx()

override bool PredictiveTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

◆ PredictiveTakeEntityToCargo()

override bool PredictiveTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

◆ PredictiveTakeEntityToHands()

void PredictiveTakeEntityToHands ( EntityAI item)
inlineprotected

◆ PredictiveTakeEntityToInventory()

override bool PredictiveTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

◆ PredictiveTakeEntityToTargetAttachment()

override bool PredictiveTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

◆ PredictiveTakeEntityToTargetAttachmentEx()

override bool PredictiveTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected

◆ PredictiveTakeEntityToTargetCargo()

override bool PredictiveTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

◆ PredictiveTakeEntityToTargetCargoEx()

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

◆ PredictiveTakeEntityToTargetInventory()

override bool PredictiveTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

◆ PredictiveTakeOrSwapAttachment()

◆ PredictiveTakeToDst()

override bool PredictiveTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected

◆ ProcessImpactSound()

float ProcessImpactSound ( IEntity other,
Contact extra,
float weight,
out int surfaceHash )
inlineprotected

Definition at line 190 of file inventoryitem.c.

References ProcessImpactSoundEx().

◆ ProcessImpactSoundEx()

float ProcessImpactSoundEx ( IEntity other,
Contact extra,
float weight,
out int surfaceHash,
out int liquidType )
inlineprotected

◆ Random()

proto native int Random ( )
protected

-------------— deterministic random numbers ---------------------—

Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)

Returns
int value in range of <0,0xffffffff>

◆ Random01()

proto native float Random01 ( )
protected

Random number in range of <0,1> - !

!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)

Returns
float value in range of <0,1>

◆ RandomFloat()

float RandomFloat ( float min,
float max )
inlineprotected

Random number in range of <min,max> - !

!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)

Returns
float value in range of <min,max>

Definition at line 239 of file transport.c.

References Random01().

◆ RandomRange()

proto native float RandomRange ( int pRange)
protected

Random number in range of <0,pRange-1> - !

!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)

Parameters
pRangeupper bounds of random number
Returns
int value in range of <0,pRange-1>

◆ RemoveAction()

void RemoveAction ( typename actionName )
inlineprivate

Definition at line 119 of file advancedcommunication.c.

References g_Game, ActionBase::GetInputType(), and m_InputActionMap.

◆ ReplaceItemElsewhereWithNewInHandsImpl()

◆ ReplaceItemInHandsWithNewElsewhereImpl()

◆ ReplaceItemInHandsWithNewImpl()

◆ ReplaceItemWithNewImpl()

◆ ServerDropEntity()

override bool ServerDropEntity ( notnull EntityAI item)
inlineprotected

Definition at line 145 of file man.c.

References DropEntityImpl().

Referenced by UnlockServer().

◆ ServerForceSwapEntities()

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

Definition at line 601 of file man.c.

References ForceSwapEntitiesImpl().

◆ ServerReplaceItemElsewhereWithNewInHands()

bool ServerReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 320 of file man.c.

References ReplaceItemElsewhereWithNewInHandsImpl().

◆ ServerReplaceItemInHandsWithNew()

bool ServerReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 340 of file man.c.

References ReplaceItemInHandsWithNewImpl().

◆ ServerReplaceItemInHandsWithNewElsewhere()

bool ServerReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 360 of file man.c.

References ReplaceItemInHandsWithNewElsewhereImpl().

◆ ServerReplaceItemWithNew()

bool ServerReplaceItemWithNew ( ReplaceItemWithNewLambdaBase lambda)
inlineprotected

Definition at line 300 of file man.c.

References ReplaceItemWithNewImpl().

◆ ServerSwapEntities()

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

Definition at line 551 of file man.c.

References SwapEntitiesImpl().

◆ ServerTakeEntityAsAttachment()

override bool ServerTakeEntityAsAttachment ( notnull EntityAI item)
inlineprotected

Definition at line 469 of file man.c.

References TakeEntityAsAttachmentImpl().

◆ ServerTakeEntityAsAttachmentEx()

override bool ServerTakeEntityAsAttachmentEx ( notnull EntityAI item,
int slot )
inlineprotected

Definition at line 508 of file man.c.

References TakeEntityAsAttachmentExImpl().

◆ ServerTakeEntityToCargo()

override bool ServerTakeEntityToCargo ( notnull EntityAI item)
inlineprotected

Definition at line 430 of file man.c.

References TakeEntityToCargoImpl().

◆ ServerTakeEntityToHands()

void ServerTakeEntityToHands ( EntityAI item)
inlineprotected

Definition at line 190 of file man.c.

References TakeEntityToHandsImpl().

◆ ServerTakeEntityToInventory()

override bool ServerTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

Definition at line 391 of file man.c.

References TakeEntityToInventoryImpl().

◆ ServerTakeEntityToTargetAttachment()

override bool ServerTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

Definition at line 822 of file man.c.

References TakeEntityToTargetAttachmentImpl().

◆ ServerTakeEntityToTargetAttachmentEx()

override bool ServerTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected

Definition at line 783 of file man.c.

References TakeEntityToTargetAttachmentExImpl().

◆ ServerTakeEntityToTargetCargo()

override bool ServerTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected

Definition at line 740 of file man.c.

References TakeEntityToTargetCargoImpl().

◆ ServerTakeEntityToTargetCargoEx()

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

Definition at line 701 of file man.c.

References TakeEntityToTargetCargoExImpl().

◆ ServerTakeToDst()

override bool ServerTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected

Definition at line 863 of file man.c.

References TakeToDstImpl().

Referenced by DropNonUsableMaterialsServer().

◆ SetActions()

void SetActions ( )
inlineprivate

Definition at line 80 of file advancedcommunication.c.

References AddAction().

◆ SetEngineZoneReceivedHit()

void SetEngineZoneReceivedHit ( bool pState)
inlineprotected

Definition at line 579 of file transport.c.

References m_EngineZoneReceivedHit.

Referenced by EEHitBy().

◆ SetFaceMaterial()

proto native void SetFaceMaterial ( string material_name)
private

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

◆ SetFaceTexture()

proto native void SetFaceTexture ( string texture_name)
private

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

◆ SetInventorySoftLock()

void SetInventorySoftLock ( bool status)
protected

◆ SetMasterAttenuation()

proto native void SetMasterAttenuation ( string masterAttenuation)
private

◆ SetProcessUIWarning()

void SetProcessUIWarning ( bool state)
protected

◆ SetSpeechRestricted()

proto native void SetSpeechRestricted ( bool state)
private

Set speech restriction.

◆ ShowZonesHealth()

override bool ShowZonesHealth ( )
inlineprotected

Definition at line 288 of file transport.c.

Referenced by ActionTargetsCursor::GetItemDesc().

◆ StatGet()

proto native float StatGet ( string name)
protected

Gets counter value of the specified stat type.

Parameters
[in]nameThe name of the stat type.

References name.

◆ StatGetAsTime()

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

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

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

References name.

◆ StatGetCounter()

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

Gets counter value as string of the specified stat type.

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

References name.

◆ StatInvokeUpdate()

proto native void StatInvokeUpdate ( )
protected

Invokes read stats from server to client.

Note
Call this on client when you need update stats.

◆ StatRegister()

proto native bool StatRegister ( string name)
protected

Stats Registers new stat type for this player.

Parameters
[in]nameThe name of the stat type.

References name.

◆ StatSyncToClient()

proto native void StatSyncToClient ( )
protected

Invokes save stats from server to client.

Note
Call this on server when you need update stats.

◆ StatUpdate()

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

Updates stat counter with given value.

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

References name.

◆ StatUpdateByGivenPos()

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

Updates stat counter by given position.

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

References name.

◆ StatUpdateByPosition()

proto native void StatUpdateByPosition ( string name)
protected

Updates stat counter by player's actual position.

Use this to measure player's travelling distance.

Parameters
[in]nameThe name of the stat type.

References name.

◆ StatUpdateByTime()

proto native void StatUpdateByTime ( string name)
protected

Updates stat counter by time.

Use this to measure play time.

Parameters
[in]nameThe name of the stat type.

References name.

◆ StopDeathDarkeningEffect()

void StopDeathDarkeningEffect ( )
protected

◆ SwapEntitiesImpl()

◆ SwitchOn()

proto native void SwitchOn ( bool onOff)
private

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

Referenced by ActionTurnOnSpotlight::OnExecuteServer(), and ActionTurnOnWhileOnGround::OnExecuteServer().

◆ Synchronize()

proto native void Synchronize ( )
protected

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

◆ TakeEntityAsAttachmentExImpl()

◆ TakeEntityAsAttachmentImpl()

◆ TakeEntityToCargoImpl()

◆ TakeEntityToHandsImpl()

◆ TakeEntityToInventoryImpl()

◆ TakeEntityToTargetAttachmentExImpl()

◆ TakeEntityToTargetAttachmentImpl()

◆ TakeEntityToTargetCargoExImpl()

bool TakeEntityToTargetCargoExImpl ( InventoryMode mode,
notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected

◆ TakeEntityToTargetCargoImpl()

bool TakeEntityToTargetCargoImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item )
inlineprotected

◆ TakeEntityToTargetInventoryImpl()

bool TakeEntityToTargetInventoryImpl ( InventoryMode mode,
notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected

◆ TakeToDstImpl()

◆ ThrowPhysically()

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

◆ Transport()

void Transport ( )
inlineprotected

Definition at line 71 of file transport.c.

References m_DeadCrewMemberIndices, m_fuelPos, and m_UnconsciousCrewMemberIndices.

Referenced by IsInTransport().

◆ TurnOffTransmitter()

void TurnOffTransmitter ( )
inlineprivate

Definition at line 52 of file advancedcommunication.c.

◆ TurnOnTransmitter()

void TurnOnTransmitter ( )
inlineprivate

Definition at line 47 of file advancedcommunication.c.

◆ UpdateInventoryMenu()

◆ UpdateLights()

void UpdateLights ( int new_gear = -1)
inlineprotected

Definition at line 271 of file transport.c.

Referenced by OnUpdateLight().

Field Documentation

◆ m_ActionsInitialize

bool m_ActionsInitialize
private

Definition at line 5 of file advancedcommunication.c.

Referenced by AddAction(), AdvancedCommunication(), and GetActions().

◆ m_AdvComTypeActionsMap

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

Definition at line 3 of file advancedcommunication.c.

Referenced by InitializeActions().

◆ m_CachedEquipmentStorage

ref CachedEquipmentStorageBase m_CachedEquipmentStorage
protected

Definition at line 87 of file man.c.

Referenced by GetCachedEquipment().

◆ m_ContinuousActions

ref TIntArray m_ContinuousActions
private

Definition at line 62 of file transport.c.

◆ m_DeadCrewMemberIndices

ref set<int> m_DeadCrewMemberIndices
protected

Definition at line 69 of file transport.c.

Referenced by Transport().

◆ m_EngineZoneReceivedHit

bool m_EngineZoneReceivedHit
protected

Definition at line 65 of file transport.c.

Referenced by HasEngineZoneReceivedHit(), and SetEngineZoneReceivedHit().

◆ m_FlippedContext

ref VehicleFlippedContext m_FlippedContext
staticprivate

Shared context across all vehicles for flipping.

Definition at line 59 of file transport.c.

Referenced by GetFlipContext().

◆ m_fuelPos

vector m_fuelPos
protected

Definition at line 66 of file transport.c.

Referenced by GetRefillPointPosWS(), and Transport().

◆ m_InputActionMap

TInputActionMap m_InputActionMap
private

Definition at line 4 of file advancedcommunication.c.

Referenced by AddAction(), GetActions(), InitializeActions(), and RemoveAction().

◆ m_InteractActions

ref TIntArray m_InteractActions
private

Definition at line 63 of file transport.c.

◆ m_IsMeleeWeapon

bool m_IsMeleeWeapon = false
private

Definition at line 11 of file inventoryitem.c.

Referenced by InventoryItem(), and IsMeleeWeapon().

◆ m_OnItemAddedToHands

ref ScriptInvoker m_OnItemAddedToHands
protected

Definition at line 83 of file man.c.

Referenced by EEItemIntoHands(), and GetOnItemAddedToHands().

◆ m_OnItemRemovedFromHands

ref ScriptInvoker m_OnItemRemovedFromHands
protected

Definition at line 85 of file man.c.

Referenced by EEItemOutOfHands(), and GetOnItemRemovedFromHands().

◆ m_SingleUseActions

ref TIntArray m_SingleUseActions
private

Definition at line 61 of file transport.c.

◆ m_SoundContactTickTime

float m_SoundContactTickTime
private

Definition at line 10 of file inventoryitem.c.

Referenced by ProcessImpactSoundEx().

◆ m_SoundImpactTable

SoundLookupTable m_SoundImpactTable
private

Definition at line 9 of file inventoryitem.c.

Referenced by InitImpactSoundData(), and PlayImpactSound().

◆ m_UnconsciousCrewMemberIndices

ref set<int> m_UnconsciousCrewMemberIndices
protected

Definition at line 68 of file transport.c.

Referenced by Transport().

◆ SOUND_CONTACT_SKIP

const float SOUND_CONTACT_SKIP = 0.33
staticprivate

Definition at line 3 of file inventoryitem.c.

Referenced by ProcessImpactSoundEx().


The documentation for this class was generated from the following files: