Dayz Build 1.29.163047, Scripts Rev. 123548
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GameOptions Class Reference
Inheritance diagram for GameOptions:
Managed

Private Member Functions

proto native void Apply ()
 Tests, Applies every option and save config with options to file, see OptionsAccess::Test, OptionsAccess::Apply.
proto native OptionsAccess GetOption (int index)
 Get option by index.
proto native OptionsAccess GetOptionByType (int accessType)
 Get option by AccessType.
proto native int GetOptionsCount ()
 Registered options count.
proto native void Initialize ()
 Initializes option values with the current users settings.
proto native int IsChanged ()
 Checks if any option is changed, see OptionsAccess::IsChanged.
proto native int NeedRestart ()
 Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedRestart.
proto native void Revert ()
 Load config with options and Revert every option, see OptionsAccess::Revert.
proto native void Test ()
 Tests every option, see OptionsAccess::Test.
Private Member Functions inherited from Managed
void ~IntroSceneCharacter ()
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
void CharacterUnload ()
void CheckBlood ()
void CheckHealth ()
void CheckValues ()
void CreateDefaultCharacter ()
void CreateNewCharacter ()
void CreateNewCharacterById (int character_id)
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
void CreateNewCharacterRandom ()
bool DataInitialized ()
void ForceStop ()
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
float GetBlood ()
ECharGender GetCharacterGender ()
int GetCharacterID ()
string GetCharacterName ()
string GetCharacterNameById (int char_id)
PlayerBase GetCharacterObj ()
TStringArray GetCharGenderList ()
TStringArray GetCharList (ECharGender gender)
TStringArray GetCharPantsList ()
TStringArray GetCharShirtsList ()
TStringArray GetCharShoesList ()
bool GetEndNow ()
float GetHealth ()
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
void GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort)
int GetNextCharacterID ()
vector GetPosition ()
int GetPrevCharacterID ()
int GetSeverity ()
array< ref WidgetGetWidgetSet ()
int GetWidgetSetID ()
int GetWidgetSetType ()
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
void Init ()
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
void InitIndicator (vector position)
void IntroSceneCharacter ()
bool IsCharacterFemale ()
bool IsDefaultCharacter ()
bool IsRunningDrops ()
 Are any drops currently being animated?
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
void OnRPC (ParamsReadContext ctx)
void OnScheduledTick (float deltatime)
void ReceiveValue (int value_type, float value)
void RegisterData (Param p)
void ResetIndicator ()
void ResetSequence ()
void SaveCharName (string name)
void SaveDefaultCharacter ()
void SendInitValues ()
 Sends values on object creation.
void SendValue (int value_type, float value)
void SetAttachment (string type, int slot)
void SetCharacterGender (ECharGender gender)
void SetCharacterID (int char_id)
void SetToDefaultCharacter ()
void SetupPlayerName (bool new_name)
void ShowDebugValues (bool show)
void StartRunningDrops ()
void StopIndicator (bool instant=false)
void TransferValues (PlayerBase player)
void TrySpawnNextDrop ()
void Update (float timeSlice)
void Update (float timeSlice=0, Param p=null, int handle=-1)
void UpdateVisibility (bool state)

Additional Inherited Members

Private Attributes inherited from Managed
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
int m_ActiveDropsCount
float m_AverageFrequency
vector m_BasePosition
MenuData m_CharacterDta
int m_CharacterId
PlayerBase m_CharacterObj
vector m_CharacterPos
vector m_CharacterRot
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
string m_CharacterType
ECharGender m_CharGender
ref TStringArray m_CharGenderList = new TStringArray
ref TStringArray m_CharPantsList = new TStringArray
ref TStringArray m_CharShirtList = new TStringArray
ref TStringArray m_CharShoesList = new TStringArray
ref set< intm_CleanupQueue
int m_CurrentDropProbabilityStep
array< floatm_DropProbabilityArray
int m_DropProbabilityRollsCount
float m_DropSpawnMaxDelay
float m_DropSpawnMinDelay
int m_DropSpawnsQueued
bool m_EndNow = false
bool m_Initialized
bool m_InitialSyncSent
bool m_IsRunning = false
float m_LastDropSpawnTime
Widget m_LayoutRoot
GameplayEffectsDataBleeding m_ParentMetaData
float m_SequenceDuration
float m_SequenceTick
int m_Severity
int m_SourceID
bool m_Terminating = false
float m_TimeElapsedSequence
float m_TimeElapsedTotal
int m_Type
ref array< ref Widgetm_WidgetArray
int m_WidgetSetIdentifier

Detailed Description

Definition at line 1460 of file gameplay.c.

Member Function Documentation

◆ Apply()

proto native void Apply ( )
private

Tests, Applies every option and save config with options to file, see OptionsAccess::Test, OptionsAccess::Apply.

◆ GetOption()

proto native OptionsAccess GetOption ( int index)
private

Get option by index.

Parameters
index
Returns
OptionsAccess

◆ GetOptionByType()

proto native OptionsAccess GetOptionByType ( int accessType)
private

◆ GetOptionsCount()

proto native int GetOptionsCount ( )
private

Registered options count.

Returns
number of options

◆ Initialize()

proto native void Initialize ( )
private

Initializes option values with the current users settings.

Referenced by CGame::DeferredInit().

◆ IsChanged()

proto native int IsChanged ( )
private

Checks if any option is changed, see OptionsAccess::IsChanged.

Returns
1 if such option was found, 0 othewise

◆ NeedRestart()

proto native int NeedRestart ( )
private

Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedRestart.

Returns
1 if such option was found, 0 othewise

◆ Revert()

proto native void Revert ( )
private

Load config with options and Revert every option, see OptionsAccess::Revert.

◆ Test()

proto native void Test ( )
private

Tests every option, see OptionsAccess::Test.


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