Dayz Build 1.29.163047, Scripts Rev. 123548
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GizmoApi Class Reference

API for managing gizmos. More...

Inheritance diagram for GizmoApi:
Managed

Private Member Functions

proto void Deselect (GizmoHandle index)
 Deselect the gizmo for the temporary handle.
proto void DeselectAll ()
 Deselect all gizmos.
proto void DeselectTracker (Managed tracker)
 Deselect the gizmo for the given tracker.
proto GizmoHandle FindByTracker (Managed tracker)
 Returns a temporary handle.
proto GizmoHandle GetCount ()
 Return the number of gizmos.
proto Class GetInstance (GizmoHandle index)
 Return the instance passed in for the temporary handle.
proto GizmoSpaceMode GetSpaceMode ()
 Get current space mode for all gizmos.
proto Managed GetTracker (GizmoHandle index)
 Return the tracker passed in for the temporary handle.
proto GizmoTransformMode GetTransformMode ()
 Get current transform mode for all gizmos.
proto void SelectObject (Object object)
 Sets the transform of the object directly.
proto void SelectPhysics (Physics physics)
 Applies impulses to set the position when dynamic, otherwise sets the transform in the physics scene.
proto void SelectUser (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) bool Gizmo_IsAllowedTransformMode(GizmoTransformMode mode) bool Gizmo_IsAllowedSpaceMode(GizmoSpaceMode mode).
proto void SetSpaceMode (GizmoSpaceMode mode)
 Set current space mode for all gizmos.
proto void SetTransformMode (GizmoTransformMode mode)
 Set current transform mode for all gizmos.
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

API for managing gizmos.

Definition at line 26 of file gizmoapi.c.

Member Function Documentation

◆ Deselect()

proto void Deselect ( GizmoHandle index)
private

Deselect the gizmo for the temporary handle.

◆ DeselectAll()

proto void DeselectAll ( )
private

Deselect all gizmos.

◆ DeselectTracker()

proto void DeselectTracker ( Managed tracker)
private

Deselect the gizmo for the given tracker.

◆ FindByTracker()

proto GizmoHandle FindByTracker ( Managed tracker)
private

Returns a temporary handle.

◆ GetCount()

proto GizmoHandle GetCount ( )
private

Return the number of gizmos.

◆ GetInstance()

proto Class GetInstance ( GizmoHandle index)
private

Return the instance passed in for the temporary handle.

◆ GetSpaceMode()

proto GizmoSpaceMode GetSpaceMode ( )
private

Get current space mode for all gizmos.

Referenced by CGame::OnKeyPress().

◆ GetTracker()

proto Managed GetTracker ( GizmoHandle index)
private

Return the tracker passed in for the temporary handle.

◆ GetTransformMode()

proto GizmoTransformMode GetTransformMode ( )
private

Get current transform mode for all gizmos.

Referenced by CGame::OnKeyPress().

◆ SelectObject()

proto void SelectObject ( Object object)
private

Sets the transform of the object directly.

Internally functions similiar to 'SelectUser'

Tracker: The tracker is the same object

Referenced by Building::OnAction(), EntityAI::OnAction(), InventoryItem::OnAction(), ManBase::OnAction(), and OnAction().

◆ SelectPhysics()

proto void SelectPhysics ( 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: The tracker is the parent entity

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

Referenced by EntityAI::OnAction(), InventoryItem::OnAction(), ManBase::OnAction(), and OnAction().

◆ SelectUser()

proto void SelectUser ( 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) bool Gizmo_IsAllowedTransformMode(GizmoTransformMode mode) bool Gizmo_IsAllowedSpaceMode(GizmoSpaceMode mode).

Tracker: The tracker is the same instance

◆ SetSpaceMode()

proto void SetSpaceMode ( GizmoSpaceMode mode)
private

Set current space mode for all gizmos.

'Gizmo_IsAllowedSpaceMode' function will override the space mode per gizmo to NONE if returned false

Referenced by CGame::OnKeyPress().

◆ SetTransformMode()

proto void SetTransformMode ( GizmoTransformMode mode)
private

Set current transform mode for all gizmos.

'Gizmo_IsAllowedTransformMode' function will override the transform mode per gizmo to NONE if returned false

Referenced by CGame::OnKeyPress().


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