Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Internal ancestor of all Entity implementations. More...

Inheritance diagram for IEntity:
Managed

Protected Member Functions

Event methods

Event method stubs.

Reimplement these in inherited entities to receive event calls

void EOnTouch (IEntity other, int extra)
 EntityEvent.TOUCH.
void EOnInit (IEntity other, int extra)
 EntityEvent.INIT.
void EOnExtra (IEntity other, int extra)
 EntityEvent.EXTRA.
void EOnNotVisible (IEntity other, int extra)
 EntityEvent.NOTVISIBLE.
void EOnFrame (IEntity other, float timeSlice)
 EntityEvent.FRAME.
int EOnVisible (IEntity other, int extra)
 EntityEvent.VISIBLE.
void EOnPostFrame (IEntity other, int extra)
 EntityEvent.POSTFRAME.
void EOnWorldProcess (IEntity other, int extra)
 EntityEvent.WORLDPROCESS.
void EOnAnimEvent (IEntity other, AnimEvent extra)
 EntityEvent.ANIMEVENT.
void EOnSoundEvent (IEntity other, SoundEvent extra)
 EntityEvent.SOUNDEVENT.
void EOnSimulate (IEntity other, float dt)
 EntityEvent.SIMULATE.
void EOnPostSimulate (IEntity other, float timeSlice)
 EntityEvent.POSTSIMULATE.
void EOnJointBreak (IEntity other, int extra)
 EntityEvent.JOINTBREAK.
void EOnPhysicsMove (IEntity other, int extra)
 EntityEvent.PHYSICSMOVE.
void EOnContact (IEntity other, Contact extra)
 EntityEvent.CONTACT.
void EOnUser0 (IEntity other, int extra)
 EntityEvent.EV_USER+0.
void EOnUser1 (IEntity other, int extra)
 EntityEvent.EV_USER+1.
void EOnEnter (IEntity other, int extra)
 EntityEvent.ENTER.
void EOnLeave (IEntity other, int extra)
 EntityEvent.LEAVE.
void EOnUser4 (IEntity other, int extra)
 EntityEvent.EV_USER+4.
void EOnDummy020 (IEntity other, int extra)
 Placeholder.
void EOnDummy021 (IEntity other, int extra)
 Placeholder.
void EOnDummy022 (IEntity other, int extra)
 Placeholder.
void EOnDummy023 (IEntity other, int extra)
 Placeholder.
void EOnDummy024 (IEntity other, int extra)
 Placeholder.
void EOnDummy025 (IEntity other, int extra)
 Placeholder.
void EOnDummy026 (IEntity other, int extra)
 Placeholder.
void EOnDummy027 (IEntity other, int extra)
 Placeholder.
void EOnDummy028 (IEntity other, int extra)
 Placeholder.
void EOnDummy029 (IEntity other, int extra)
 Placeholder.
void EOnDummy030 (IEntity other, int extra)
 Placeholder.
void EOnDummy031 (IEntity other, int extra)
 Placeholder.
Transformation methods

Setting and getting of entity transformation

proto external void GetTransform (out vector mat[])
 Returns transformation of Entity.
proto external void GetRenderTransform (out vector mat[])
 Returns render transformation of Entity.
proto external void GetLocalTransform (out vector mat[])
 Returns local transformation of Entity.
proto native external vector GetTransformAxis (int axis)
 Returns one row of Entity transformation matrix.
proto native external void SetTransform (vector mat[4])
 Sets entity transformation.
proto native external vector GetOrigin ()
 Returns origin of Entity.
proto external vector GetLocalPosition ()
 Returns local position of Entity.
proto native external vector GetYawPitchRoll ()
 Returns orientation of Entity in world space (Yaw, Pitch, Roll).
proto native external vector GetAngles ()
 Same as GetYawPitchRoll, but returns rotation vector around X, Y and Z axis.
proto native external vector GetLocalYawPitchRoll ()
 Returns local orientation when it's in hierarchy (Yaw, Pitch, Roll).
proto native external vector GetLocalAngles ()
 Same as GetLocalYawPitchRoll, but returns rotation vector around X, Y and Z axis.
proto native external void SetYawPitchRoll (vector angles)
 Sets angles for entity (Yaw, Pitch, Roll).
proto native external void SetAngles (vector angles)
 Same as SetYawPitchRoll, but sets rotation around X, Y and Z axis.
proto native external void SetOrigin (vector orig)
 Sets origin for entity.
proto native external float GetScale ()
proto native external void SetScale (float scale)
proto native external vector VectorToParent (vector vec)
 Transforms local vector to world space.
proto native external vector CoordToParent (vector coord)
 Transforms local position to world space.
proto native external vector VectorToLocal (vector vec)
 Transforms world space vector to local space.
proto native external vector CoordToLocal (vector coord)
 Transforms world space position to local space.
Name/ID methods
proto native int GetID ()
 Return unique entity ID.
proto native void SetID (int id)
 Set unique entity ID.
proto native void SetName (string name)
proto native external owned string GetName ()
Hierarchy methods

Scene hierarchy management

proto native external bool AddChild (notnull IEntity child, int pivot, bool positionOnly=false)
 Adds child entity to this entity.
proto native external bool RemoveChild (notnull IEntity child, bool keepTransform=false)
 Removes child entity from hierarchy.
proto native external Physics GetPhysics ()
proto native bool IsHierarchyPositionOnly ()
 Returns if the hierarchy component was created with positionOnly.
proto native int GetHierarchyPivot ()
 Returns the hierarchy component pivot.
proto native IEntity GetParent ()
 Returns pointer to parent Entity in hierarchy.
proto native IEntity GetChildren ()
 Returns pointer to first child Entity in hierarchy.
proto native IEntity GetSibling ()
 Returns pointer to next child Entity on the same hierarchy.
proto external void GetBounds (out vector mins, out vector maxs)
 Returns local bounding box of model on Entity.
proto external void GetWorldBounds (out vector mins, out vector maxs)
 Returns quantized world-bound-box of Entity.
Simulation/handling properties

Flags that affects simulation and entity handling behavior

proto native external EntityFlags GetFlags ()
 Returns Entity flags.
proto native external bool IsFlagSet (EntityFlags flags)
 Test if one or more of specified flags are set.
proto native external EntityFlags SetFlags (EntityFlags flags, bool recursively)
 Sets Entity flags.
proto native external EntityFlags ClearFlags (EntityFlags flags, bool recursively)
 Clear Entity flags.
proto native external EntityEvent GetEventMask ()
 Returns current event mask.
proto native external EntityEvent SetEventMask (EntityEvent e)
 Sets event mask.
proto native external EntityEvent ClearEventMask (EntityEvent e)
 Clears event mask.
proto external volatile void SendEvent (notnull IEntity actor, EntityEvent e, void extra)
 Dynamic event invokation. Parameters are the same as in IEntity::EOnXXXX() methods.
Visual component methods

Manipulation with visual component - model, particle effect etc

proto native external void SetObject (vobject object, string options)
proto native vobject GetVObject ()
 Returns visual object set to this Entity.
proto native external int Animate (float speed, int loop)
 Updates animation (either xob, or particle, whatever).
proto native external int AnimateEx (float speed, int loop, out vector lin, out vector ang)
 Updates animation (either xob, or particle, whatever).
proto native external int SetCameraMask (int mask)
 Sets visibility mask for cameras, where Entity will be rendered.
proto native external void FilterNextTrace ()
 When called, the Entity is excluded from consequent TraceMove/TraceLine.
proto native external int Update ()

Private Member Functions

void ~Object ()
void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
void AddHealth (float add_health)
 Equivalent of AddHealth("", "", float value);.
proto native void AddHealth (string zoneName, string healthType, float value)
 Adds health.
void AddHealthLevel (int healthLevelDelta, string zone="")
 Similar to 'SetHealthLevel', but allows to jump up/down 'healthLevelDelta' amount of health levels from the current one. Positive values cause health level increase, therefore damage the item, and vice-versa.
proto native void AddProxyPhysics (string proxySelectionName)
proto native bool CanAffectPathgraph ()
 Returns true if object's geometry can affect pathgraph generation.
bool CanBeActionTarget ()
bool CanBeAutoDeleted ()
bool CanBeIgnoredByDroppedItem ()
bool CanBeRepairedToPristine ()
bool CanBeSkinned ()
bool CanObstruct ()
bool CanProxyObstruct ()
bool CanProxyObstructSelf ()
 can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'
bool CanUseConstruction ()
 Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower).
bool CanUseConstructionBuild ()
 Returns if this entity can be built, specifically.
bool CanUseHandConstruction ()
 Returns if this entity can be constructed without tools.
proto float ClippingInfo (out vector minMax[2])
 Get Clipping info.
bool ConfigGetBool (string entryName)
proto float ConfigGetFloat (string entryName)
proto native void ConfigGetFloatArray (string entryName, out TFloatArray values)
 Get array of floats from config entry.
proto int ConfigGetInt (string entryName)
proto native void ConfigGetIntArray (string entryName, out TIntArray values)
 Get array of integers from config entry.
proto string ConfigGetString (string entryName)
proto string ConfigGetStringRaw (string entryName)
 Get a raw strings from config entry.
proto native void ConfigGetTextArray (string entryName, out TStringArray values)
 Get array of strings from config entry.
proto native void ConfigGetTextArrayRaw (string entryName, out TStringArray values)
 Get array of raw strings from config entry.
proto vector ConfigGetVector (string entryName)
proto native bool ConfigIsExisting (string entryName)
 Checks if given entry exists.
proto native void CreateDynamicPhysics (int interactionLayers)
void DecreaseHealth (float dec_health, bool auto_delete=true)
 Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.
proto native void DecreaseHealth (string zoneName, string healthType, float value)
 Decreases health.
void DecreaseHealth (string zoneName, string healthType, float value, bool auto_delete)
 Decreases health with the option of auto-deleting the object if its ruined.
void DecreaseHealthCoef (float dec_health_coef, bool auto_delete=true)
 Decreases health by the given coeficient.
void Delete ()
 Delete this object in next frame.
bool DescriptionOverride (out string output)
bool DisableVicinityIcon ()
 Disables icon in the vicinity, useful for large, immovable items, that are not buildings.
bool DisplayNameRuinAttach ()
bool EEOnDamageCalculated (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 Event called from C++ right before damage is applied.
proto native void EnableDynamicCCD (bool state)
void Explode (int damageType, string ammoType="")
 Creates an explosion on this object by its ammoType in config.
proto vector GetActionComponentCenter (int level, int componentIndex)
 The center of the component, in model space.
proto vector GetActionComponentCenterOOB (int level, int componentIndex)
 The center of the component, in model space.
proto void GetActionComponentMinMax (int level, int componentIndex, out vector min, out vector max)
 The AABB of the component.
proto native owned string GetActionComponentName (int componentIndex, string geometry="")
 returns action component name by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
proto native owned int GetActionComponentNameList (int componentIndex, TStringArray nameList, string geometry="")
 outputs action component name list by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode). Returns -1 (not found), 0 (found default component only), or 1 (found named component)
proto native owned vector GetActionComponentPosition (int componentIndex, string geometry="")
 returns action component position by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
proto void GetActionComponentsForSelectionName (int level, string selectionName, TIntArray componentIndices)
 outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
proto native bool GetAdditionalHealthTypes (string zoneName, TStringArray outHealthTypes)
 List of additional health types in given zone.
proto native bool GetAllowDamage ()
 Returns if object can receive damage.
proto int GetBonePivot (int level, int component)
 Get the pivot point of the bone from the component index in the LOD, level can be geometry, fire, view or memory.
proto native void GetBonePivotsForAnimationSource (int level, string animationSource, out TIntArray pivots)
 Get the pivots assigned to the animation source at the specified LOD.
proto native vector GetBonePositionLS (int pivot)
 returns local space, model space, world space position of the bone
proto native vector GetBonePositionMS (int pivot)
proto native vector GetBonePositionWS (int pivot)
proto native void GetBoneRotationLS (int pivot, out float quaternion[4])
 returns local space, model space, world space orientation (quaternion) of a bone
proto native void GetBoneRotationMS (int pivot, out float quaternion[4])
proto native void GetBoneRotationWS (int pivot, out float quaternion[4])
proto native void GetBoneTransformLS (int pivot, out vector transform[4])
 returns local space, model space, world space transformations of a bone
proto native void GetBoneTransformMS (int pivot, out vector transform[4])
proto native void GetBoneTransformWS (int pivot, out vector transform[4])
proto native vector GetBoundingCenter ()
proto native bool GetCanBeDestroyed ()
 Returns if object is destroyable.
vector GetCenter ()
proto native bool GetCollisionBox (out vector minMax[2])
 Gets collision bounding box.
proto native float GetCollisionRadius ()
 Gets collision radius (bounding sphere).
proto native float GetDamage ()
 Get total damage (clipped to range 0..1).
proto native owned string GetDamageZoneNameByComponentIndex (int componentIndex)
 Obtains name of damage zone based on index of specific component.
proto native vector GetDamageZonePos (string zoneName)
 Obtains middle position of damage zone based on it's name.
proto native void GetDamageZones (out TStringArray dmgZones)
 Obtains a list of nammes of all object's damage zones.
override string GetDebugName ()
proto string GetDebugNameNative ()
 native GetDebugName which is internally overloaded where needed
proto native vector GetDirection ()
 Retrieve direction vector.
proto native vector GetDirectionAside ()
 Retrieve direction aside vector.
proto native vector GetDirectionUp ()
 Retrieve direction up vector.
string GetDisplayName ()
 Get display name of entity.
proto native EntityType GetEntityType ()
 Returns shared EntityType, can be null for some internal/static types.
proto native int GetFireGeometryLevel ()
proto native int GetGeometryLevel ()
 Native functions for getting the level used for calculating the pivot.
proto native vector GetGlobalPos (vector vPos)
 Calculate global position to this entity from local position.
float GetHealth ()
 Equivalent of GetHealth("", "");.
proto native float GetHealth (string zoneName, string healthType)
 Returns current state of health.
float GetHealth01 ()
 Equivalent of GetHealth01("", "");.
proto native float GetHealth01 (string zoneName, string healthType)
 Returns current state of health in range <0, 1>.
proto native int GetHealthLevel (string zone="")
 Returns global health level specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).
proto native float GetHealthLevelValue (int healthLevel, string zone="")
 Returns cutoff value for health level specified in object's config class parameter healthLevels.
TStringArray GetHiddenSelections ()
 Returns the hiddenSelections array from the object's config.
TStringArray GetHiddenSelectionsMaterials ()
 Returns the hiddenSelectionsMaterials array from the object's config.
TStringArray GetHiddenSelectionsTextures ()
 Returns the hiddenSelectionsTextures array from the object's config.
int GetLiquidSourceType ()
proto native vector GetLocalPos (vector vPos)
 Calculate local position of other entity to this entity.
LOD GetLODByName (string name)
 Retrieve LOD by given name.
proto native owned string GetLODName (LOD lod)
 Retrieve LOD name.
proto native bool GetLODS (notnull out array< LOD > lods)
 Retrieve all LODS.
float GetMaxHealth ()
 Equivalent of GetMaxHealth("", "");.
proto native float GetMaxHealth (string zoneName, string healthType)
 Returns maximum value of health.
proto native int GetMemoryLevel ()
proto native int GetMemoryPointIndex (string memoryPointName)
 If Returns true if this item has EnergyManager in its config. Otherwise returns false.
proto native vector GetMemoryPointPos (string memoryPointName)
proto native vector GetMemoryPointPosByIndex (int pointIndex)
string GetModelName ()
 Returns name of the model of this object without the '.p3d' suffix.
proto native vector GetModelSpeed ()
 Retrieve object's speed in local space.
proto void GetNetworkID (out int lowBits, out int highBits)
 Returns low and high bits of networkID. This id is shared between client and server for whole server-client session.
string GetNetworkIDString ()
proto native int GetNumberOfHealthLevels (string zone="")
 Returns global number of health levels specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).
proto native vector GetOrientation ()
 Retrieve orientation (yaw, pitch, roll) in degrees.
proto native vector GetPosition ()
 Retrieve position.
proto vector GetSelectionBasePositionLS (string name)
 Get the position of the selection with no animations applied.
proto native void GetSelectionList (out TStringArray selectionList)
proto vector GetSelectionPositionLS (string name)
proto vector GetSelectionPositionMS (string name)
proto vector GetSelectionPositionOld (string name)
proto vector GetSelectionPositionWS (string name)
proto native owned string GetShapeName ()
 Return path and name of the model.
proto native vector GetSpeed ()
 Retrieve object's speed in global space.
float GetSurfaceNoise ()
 Returns noise multiplier of surface under object.
string GetSurfaceType ()
 Returns type of surface under object.
proto native void GetTightlyPackedCorners (ETransformationAxis axis, out vector corners[4])
 Get corner positions in worldspace aligned to the orientation of the object (currently only TOP/BOTTOM supported).
string GetType ()
 Get config class of object.
proto native int GetViewGeometryLevel ()
EWaterSourceObjectType GetWaterSourceObjectType ()
proto native vector GetWorldPosition ()
 Returns world position. This function takes proxy transformation into account.
void Gizmo_GetWorldTransform (vector transform[4])
bool Gizmo_IsAllowedSpaceMode (GizmoSpaceMode mode)
bool Gizmo_IsAllowedTransformMode (GizmoTransformMode mode)
bool Gizmo_IsSupported ()
void Gizmo_SetWorldTransform (vector transform[4], bool finalize)
bool HasAnimation (string anim_name)
 Searches object's config for the given animation name. Returns true if it was found, or false if not.
proto native bool HasDamageSystem ()
 Checks if object's DamageSystem has been initialized(despite the name, does not really reliably answer the question whether the object is configured to have damage system or not).
bool HasFixedActionTargetCursorPosition ()
bool HasNetworkID ()
bool HasProxyParts ()
bool HasSelection (string selection)
 Returns true if the given selection was found in the p3d file. False if otherwise.
proto native bool IsActionComponentPartOfSelection (int componentIndex, string selectionName, string geometry="")
 return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)
bool IsAlive ()
bool IsAmmoPile ()
 Returns if this entity is Ammo Pile.
bool IsAnyInherited (array< typename > typenames)
bool IsBeingBackstabbed ()
bool IsBuilding ()
 Returns if this entity is Building.
bool IsBush ()
 Returns if this entity is bush.
bool IsClothing ()
 Returns if this entity is Clothing.
bool IsContainer ()
bool IsCorpse ()
bool IsCuttable ()
proto native bool IsDamageDestroyed ()
 Checks if object is destroyed.
bool IsDayZCreature ()
 Checks if this instance is of type DayZCreature.
bool IsElectricAppliance ()
 Returns if this is an appliance, that can be plugged into electric circuit (== not energy source).
bool IsEntityAI ()
 Returns if this entity is EntityAI.
bool IsFireplace ()
 Returns if this entity is fireplacebase.
bool IsFood ()
 Returns if this entity if a food item.
bool IsFruit ()
bool IsFuelStation ()
 Returns if this entity is Fuel Station (extends Building).
bool IsHealthVisible ()
 Returns if the health of this entity should be displayed (widgets, inventory).
bool IsHologram ()
bool IsInventoryItem ()
 Returns if this entity is InventoryItem.
bool IsItemBase ()
 Returns if this entity is ItemBase.
bool IsItemTent ()
bool IsKindOf (string type)
 Check config class name of the object.
bool IsMagazine ()
 Returns if this entity is Magazine.
bool IsMan ()
 Returns if this entity is Man.
bool IsMeat ()
bool IsMeleeWeapon ()
 returns if this entity is Melee Weapon
bool IsMushroom ()
bool IsParticle ()
bool IsPeltBase ()
 Returns if this entity is Pelt_Base.
proto native bool IsPendingDeletion ()
 Determine whether this object is in the deletion ProcessDirectDamage Is useful in the case where a parent is being deleted, since the children will be deleted first So to know if something was removed or detached from it's parent, use this check to see if it is because the parent is being deleted.
proto native bool IsPlainObject ()
 Is this just static object without config?
bool IsRock ()
 Returns if this entity is rock.
bool IsRuined ()
 Returns whether the object is ruined (0 Health).
proto native bool IsScenery ()
 Is this Scenery?
bool IsScriptedLight ()
bool IsStaticTransmitter ()
 Returns if this entity is Static Transmitter.
bool IsTransmitter ()
 Returns if this entity is a non-static Transmitter.
bool IsTransport ()
 Returns if this entity is transport.
bool IsTree ()
 Returns if this entity is tree.
bool IsWeapon ()
 Returns if this entity is Weapon.
bool IsWell ()
 Returns if this entity is Well (extends Building) DEPRECATED by GetWaterSourceObjectType.
bool IsWoodBase ()
 Returns whether object is PlanBase.
bool KindOf (string tag)
 Compares config class name to given string.
proto native bool MemoryPointExists (string memoryPoint)
proto vector ModelToWorld (vector modelPos)
bool NameOverride (out string output)
void Object ()
void OnEnterTrigger (ScriptedEntity trigger)
 Object entered trigger.
void OnExplodeClient ()
 Called on clients when this object explodes.
void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
void OnLeaveTrigger (ScriptedEntity trigger)
 Object left trigger.
void OnPlayerRecievedHit ()
 DEPRECATED.
void OnReceivedHit (ImpactEffectsData hitData)
void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 Called after remote procedure call is recieved for this object.
void OnSimulationDisabled ()
 Event called from C++ when simulation is disabled.
void OnSimulationEnabled ()
 Event called from C++ when simulation is enabled.
void OnSpawnByObjectSpawner (ITEM_SpawnerObject item)
void OnTreeCutDown (EntityAI cutting_entity)
 Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare hands.
proto native void PlaceOnSurface ()
 Place object on surface.
SoundOnVehicle PlaySound (string sound_name, float range, bool create_local=true)
 Plays the given sound once on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.
SoundOnVehicle PlaySoundLoop (string sound_name, float range, bool create_local=true)
 Plays the given sound in loop on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.
bool PlaySoundSet (out EffectSound sound, string sound_set, float fade_in, float fade_out, bool loop=false)
 EffectSound - plays soundset on this object and returns state of the sound (true - played, false - not played).
bool PlaySoundSetAtMemoryPoint (out EffectSound sound, string soundSet, string memoryPoint, bool looped=false, float play_fade_in=0, float stop_fade_out=0)
bool PlaySoundSetAtMemoryPointLooped (out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
bool PlaySoundSetAtMemoryPointLoopedSafe (out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
 Same as PlaySoundSetAtMemoryPointLooped, only requests stoppage of the currently playing EffectSound if it already exists and playing, before playing the new sound.
bool PlaySoundSetLoop (out EffectSound sound, string sound_set, float fade_in, float fade_out)
 EffectSound - plays soundset on this object in loop and returns state of the sound (true - played, false - not played).
void PostAreaDamageActions ()
void PreAreaDamageActions ()
proto native void ProcessDirectDamage (int damageType, EntityAI source, string componentName, string ammoName, vector modelPos, float damageCoef=1.0, int flags=0)
 Applies damage on object.
EntityAI ProcessMeleeItemDamage (int mode=0)
int Release ()
proto native void RemoveProxyPhysics (string proxySelectionName)
void RPC (int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
 Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.
void RPCSingleParam (int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=NULL)
 Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.
proto native void SetAffectPathgraph (bool fromConfig, bool affect)
 Sets if object's geometry affects pathgraph generation. If first parameter is true, it ignores second parameter and sets affecting pathgraph by parameter set in object's config.
proto native void SetAllowDamage (bool val)
 Enable or disable object to receive damage.
void SetBeingBackstabbed (int backstabType)
proto native void SetCanBeDestroyed (bool val)
 Enable or disable destruction of object (after health is depleated).
proto native void SetDestructTime (float time)
 Sets the time over which to perform DestructTent/DestructTree.
proto native void SetDirection (vector vPos)
 Set direction of object.
proto native void SetDynamicPhysicsLifeTime (float lifeTime)
proto native void SetFullHealth ()
 Sets full health to all zones and removes fatal damage when applicable.
void SetGlobalHealth (float health)
 Equivalent of SetHealth("", "", float value);.
void SetHealth (float health)
 Equivalent of SetHealth("", "", float value);.
proto native void SetHealth (string zoneName, string healthType, float value)
 Sets current state of health.
void SetHealth01 (string zoneName, string healthType, float coef)
 Sets health relative to its maximum.
void SetHealthLevel (int healthLevel, string zone="")
 Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the health value for the given health level, which means it will always be set to the max health as allowed by the given health level.
void SetHealthMax (string zoneName="", string healthType="")
 Sets health to its maximum (zone or global).
proto native void SetOrientation (vector vOrientation)
 Set orientation (yaw, pitch, roll) in degrees.
proto native void SetPosition (vector vPos)
 Set position.
bool ShootsExplosiveAmmo ()
 Returns if this entity is a weapon which can shoot explosive ammo.
bool ShowZonesHealth ()
 Returns true if the health of damage zones should be displayed (instead of global HP of the entity) ( action widgets).
void SpawnDamageDealtEffect ()
bool StopSoundSet (out EffectSound sound)
 EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing).
void SynchExplosion ()
proto native bool ToDelete ()
 Flag to determine this object is marked to be deleted soon.
proto vector WorldToModel (vector worldPos)
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)

Static Private Member Functions

static string GetDebugName (Object o)

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

Internal ancestor of all Entity implementations.

Definition at line 164 of file enentity.c.

Constructor & Destructor Documentation

◆ ~Object()

void ~Object ( )
private

Member Function Documentation

◆ AddArrow()

void AddArrow ( Object arrow,
int componentIndex,
vector closeBonePosWS,
vector closeBoneRotWS )
inlineprivate

◆ AddHealth() [1/2]

void AddHealth ( float add_health)
inlineprivate

Equivalent of AddHealth("", "", float value);.

Definition at line 1106 of file object.c.

References AddHealth().

◆ AddHealth() [2/2]

proto native void AddHealth ( string zoneName,
string healthType,
float value )
private

Adds health.

Parameters
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

Referenced by AddHealth().

◆ AddHealthLevel()

void AddHealthLevel ( int healthLevelDelta,
string zone = "" )
inlineprivate

Similar to 'SetHealthLevel', but allows to jump up/down 'healthLevelDelta' amount of health levels from the current one. Positive values cause health level increase, therefore damage the item, and vice-versa.

Definition at line 1088 of file object.c.

References Math::Clamp(), GetHealthLevel(), GetNumberOfHealthLevels(), and SetHealthLevel().

◆ AddProxyPhysics()

proto native void AddProxyPhysics ( string proxySelectionName)
private

◆ CanAffectPathgraph()

proto native bool CanAffectPathgraph ( )
private

Returns true if object's geometry can affect pathgraph generation.

◆ CanBeActionTarget()

bool CanBeActionTarget ( )
inlineprivate

Definition at line 1406 of file object.c.

References IsHologram().

◆ CanBeAutoDeleted()

bool CanBeAutoDeleted ( )
inlineprivate

Definition at line 802 of file object.c.

◆ CanBeIgnoredByDroppedItem()

bool CanBeIgnoredByDroppedItem ( )
inlineprivate

Definition at line 797 of file object.c.

References IsBush(), IsDayZCreature(), IsItemBase(), IsMan(), and IsTree().

◆ CanBeRepairedToPristine()

bool CanBeRepairedToPristine ( )
inlineprivate

Definition at line 1352 of file object.c.

◆ CanBeSkinned()

bool CanBeSkinned ( )
inlineprivate

Definition at line 69 of file object.c.

◆ CanObstruct()

bool CanObstruct ( )
inlineprivate

Definition at line 781 of file object.c.

References IsPlainObject(), and IsScenery().

◆ CanProxyObstruct()

bool CanProxyObstruct ( )
inlineprivate

Definition at line 786 of file object.c.

References CanUseConstruction(), and HasProxyParts().

◆ CanProxyObstructSelf()

bool CanProxyObstructSelf ( )
inlineprivate

can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'

Definition at line 792 of file object.c.

◆ CanUseConstruction()

bool CanUseConstruction ( )
inlineprivate

Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower).

Definition at line 694 of file object.c.

◆ CanUseConstructionBuild()

bool CanUseConstructionBuild ( )
inlineprivate

Returns if this entity can be built, specifically.

Definition at line 700 of file object.c.

◆ CanUseHandConstruction()

bool CanUseHandConstruction ( )
inlineprivate

Returns if this entity can be constructed without tools.

Definition at line 706 of file object.c.

◆ ClippingInfo()

proto float ClippingInfo ( out vector minMax[2])
private

Get Clipping info.

Parameters
minMaxarray[2] of vectors, into minMax[0] is returned min, into minMax[1] is returned max
Returns
radius of bounding box
vector minMax[2];
float radius = g_Game.GetPlayer().ClippingInfo(minMax);
Print(minMax);
Print(radius);
DayZGame g_Game
Definition dayzgame.c:3942
proto void Print(void var)
Prints content of variable to console/log.

◆ ConfigGetBool()

bool ConfigGetBool ( string entryName)
inlineprivate

Definition at line 883 of file object.c.

References ConfigGetInt().

◆ ConfigGetFloat()

proto float ConfigGetFloat ( string entryName)
private

◆ ConfigGetFloatArray()

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

Get array of floats from config entry.

Parameters
entryName
valueoutput

◆ ConfigGetInt()

proto int ConfigGetInt ( string entryName)
private

Referenced by ConfigGetBool().

◆ ConfigGetIntArray()

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

Get array of integers from config entry.

Parameters
entryName
valueoutput

◆ ConfigGetString()

proto string ConfigGetString ( string entryName)
private

Referenced by Explode(), and OnExplodeClient().

◆ ConfigGetStringRaw()

proto string ConfigGetStringRaw ( string entryName)
private

Get a raw strings from config entry.

Parameters
entryName
Returns
value output string
Note
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetTextArray()

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

Get array of strings from config entry.

Parameters
entryName
valueoutput

Referenced by KindOf().

◆ ConfigGetTextArrayRaw()

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

Get array of raw strings from config entry.

Parameters
entryName
valueoutput in raw format (localization keys '$STR_' are not translated).
Note
use 'FormatRawConfigStringKeys' method to change localization keys to script-friendly

◆ ConfigGetVector()

proto vector ConfigGetVector ( string entryName)
private

◆ ConfigIsExisting()

proto native bool ConfigIsExisting ( string entryName)
private

Checks if given entry exists.

Parameters
entryName

◆ CreateDynamicPhysics()

proto native void CreateDynamicPhysics ( int interactionLayers)
private

◆ DecreaseHealth() [1/3]

void DecreaseHealth ( float dec_health,
bool auto_delete = true )
inlineprivate

Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.

Definition at line 1111 of file object.c.

References DecreaseHealth().

◆ DecreaseHealth() [2/3]

proto native void DecreaseHealth ( string zoneName,
string healthType,
float value )
private

Decreases health.

Parameters
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

Referenced by DecreaseHealth(), DecreaseHealth(), and DecreaseHealthCoef().

◆ DecreaseHealth() [3/3]

void DecreaseHealth ( string zoneName,
string healthType,
float value,
bool auto_delete )
inlineprivate

Decreases health with the option of auto-deleting the object if its ruined.

Parameters
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

Definition at line 1045 of file object.c.

References CALL_CATEGORY_SYSTEM, DecreaseHealth(), g_Game, and GetHealth().

◆ DecreaseHealthCoef()

void DecreaseHealthCoef ( float dec_health_coef,
bool auto_delete = true )
inlineprivate

Decreases health by the given coeficient.

Definition at line 1116 of file object.c.

References DecreaseHealth(), GetHealth(), GetHealth01(), and GetMaxHealth().

◆ Delete()

void Delete ( )
inlineprivate

Delete this object in next frame.

Returns
void
ItemBase item = g_Game.GetPlayer().CreateInInventory("GrenadeRGD5");
item.Delete();

Definition at line 82 of file object.c.

References CALL_CATEGORY_SYSTEM, and g_Game.

◆ DescriptionOverride()

bool DescriptionOverride ( out string output)
inlineprivate

Definition at line 1345 of file object.c.

◆ DisableVicinityIcon()

bool DisableVicinityIcon ( )
inlineprivate

Disables icon in the vicinity, useful for large, immovable items, that are not buildings.

Definition at line 808 of file object.c.

◆ DisplayNameRuinAttach()

bool DisplayNameRuinAttach ( )
inlineprivate

Definition at line 497 of file object.c.

◆ EEOnDamageCalculated()

bool EEOnDamageCalculated ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprivate

Event called from C++ right before damage is applied.

Returns
whether to apply the damage or not

Definition at line 1140 of file object.c.

References component.

◆ EnableDynamicCCD()

proto native void EnableDynamicCCD ( bool state)
private

◆ Explode()

void Explode ( int damageType,
string ammoType = "" )
inlineprivate

Creates an explosion on this object by its ammoType in config.

Definition at line 144 of file object.c.

References ConfigGetString(), g_Game, GetPosition(), and SynchExplosion().

◆ GetActionComponentCenter()

proto vector GetActionComponentCenter ( int level,
int componentIndex )
private

The center of the component, in model space.

◆ GetActionComponentCenterOOB()

proto vector GetActionComponentCenterOOB ( int level,
int componentIndex )
private

The center of the component, in model space.

◆ GetActionComponentMinMax()

proto void GetActionComponentMinMax ( int level,
int componentIndex,
out vector min,
out vector max )
private

The AABB of the component.

◆ GetActionComponentName()

proto native owned string GetActionComponentName ( int componentIndex,
string geometry = "" )
private

returns action component name by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActionComponentNameList()

proto native owned int GetActionComponentNameList ( int componentIndex,
TStringArray nameList,
string geometry = "" )
private

outputs action component name list by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode). Returns -1 (not found), 0 (found default component only), or 1 (found named component)

◆ GetActionComponentPosition()

proto native owned vector GetActionComponentPosition ( int componentIndex,
string geometry = "" )
private

returns action component position by given component index, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActionComponentsForSelectionName()

proto void GetActionComponentsForSelectionName ( int level,
string selectionName,
TIntArray componentIndices )
private

outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ GetActions()

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

Definition at line 1226 of file object.c.

◆ GetAdditionalHealthTypes()

proto native bool GetAdditionalHealthTypes ( string zoneName,
TStringArray outHealthTypes )
private

List of additional health types in given zone.

Parameters
zoneNameif empty string, global will be used
outHealthTypeList of the types found (does not clear the existing content)
Returns
false on any error (uninitialized system, bad zone name)

◆ GetAllowDamage()

proto native bool GetAllowDamage ( )
private

Returns if object can receive damage.

◆ GetBonePivot()

proto int GetBonePivot ( int level,
int component )
private

Get the pivot point of the bone from the component index in the LOD, level can be geometry, fire, view or memory.

References component.

Referenced by AddArrow().

◆ GetBonePivotsForAnimationSource()

proto native void GetBonePivotsForAnimationSource ( int level,
string animationSource,
out TIntArray pivots )
private

Get the pivots assigned to the animation source at the specified LOD.

◆ GetBonePositionLS()

proto native vector GetBonePositionLS ( int pivot)
private

returns local space, model space, world space position of the bone

◆ GetBonePositionMS()

proto native vector GetBonePositionMS ( int pivot)
private

◆ GetBonePositionWS()

proto native vector GetBonePositionWS ( int pivot)
private

◆ GetBoneRotationLS()

proto native void GetBoneRotationLS ( int pivot,
out float quaternion[4] )
private

returns local space, model space, world space orientation (quaternion) of a bone

◆ GetBoneRotationMS()

proto native void GetBoneRotationMS ( int pivot,
out float quaternion[4] )
private

◆ GetBoneRotationWS()

proto native void GetBoneRotationWS ( int pivot,
out float quaternion[4] )
private

◆ GetBoneTransformLS()

proto native void GetBoneTransformLS ( int pivot,
out vector transform[4] )
private

returns local space, model space, world space transformations of a bone

◆ GetBoneTransformMS()

proto native void GetBoneTransformMS ( int pivot,
out vector transform[4] )
private

◆ GetBoneTransformWS()

proto native void GetBoneTransformWS ( int pivot,
out vector transform[4] )
private

Referenced by AddArrow().

◆ GetBoundingCenter()

proto native vector GetBoundingCenter ( )
private

◆ GetCanBeDestroyed()

proto native bool GetCanBeDestroyed ( )
private

Returns if object is destroyable.

◆ GetCenter()

vector GetCenter ( )
inlineprivate

◆ GetCollisionBox()

proto native bool GetCollisionBox ( out vector minMax[2])
private

Gets collision bounding box.

Parameters
minMaxarray[2] of vectors, into minMax[0] is returned min, into minMax[1] is returned max
Returns
true if collision box exists, false otherwise
vector minMax[2];
if(g_Game.GetPlayer().GetCollisionBox(minMax))
Print("has box");

◆ GetCollisionRadius()

proto native float GetCollisionRadius ( )
private

Gets collision radius (bounding sphere).

Returns
bounding sphere radius

◆ GetDamage()

proto native float GetDamage ( )
private

Get total damage (clipped to range 0..1).

◆ GetDamageZoneNameByComponentIndex()

proto native owned string GetDamageZoneNameByComponentIndex ( int componentIndex)
private

Obtains name of damage zone based on index of specific component.

Parameters
indexof the component

◆ GetDamageZonePos()

proto native vector GetDamageZonePos ( string zoneName)
private

Obtains middle position of damage zone based on it's name.

Parameters
nameof the damage zone

◆ GetDamageZones()

proto native void GetDamageZones ( out TStringArray dmgZones)
private

Obtains a list of nammes of all object's damage zones.

Parameters
listof names

◆ GetDebugName() [1/2]

override string GetDebugName ( )
inlineprivate

Definition at line 824 of file object.c.

References GetDebugNameNative().

◆ GetDebugName() [2/2]

string GetDebugName ( Object o)
inlinestaticprivate

Definition at line 829 of file object.c.

References Object().

◆ GetDebugNameNative()

proto string GetDebugNameNative ( )
private

native GetDebugName which is internally overloaded where needed

◆ GetDirection()

proto native vector GetDirection ( )
private

Retrieve direction vector.

◆ GetDirectionAside()

proto native vector GetDirectionAside ( )
private

Retrieve direction aside vector.

◆ GetDirectionUp()

proto native vector GetDirectionUp ( )
private

Retrieve direction up vector.

◆ GetDisplayName()

string GetDisplayName ( )
inlineprivate

Get display name of entity.

Definition at line 482 of file object.c.

References g_Game, and NameOverride().

◆ GetEntityType()

proto native EntityType GetEntityType ( )
private

Returns shared EntityType, can be null for some internal/static types.

◆ GetFireGeometryLevel()

proto native int GetFireGeometryLevel ( )
private

Referenced by AddArrow().

◆ GetGeometryLevel()

proto native int GetGeometryLevel ( )
private

Native functions for getting the level used for calculating the pivot.

◆ GetGlobalPos()

proto native vector GetGlobalPos ( vector vPos)
private

Calculate global position to this entity from local position.

◆ GetHealth() [1/2]

float GetHealth ( )
inlineprivate

Equivalent of GetHealth("", "");.

Definition at line 1058 of file object.c.

References GetHealth().

◆ GetHealth() [2/2]

proto native float GetHealth ( string zoneName,
string healthType )
private

Returns current state of health.

Parameters
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

Referenced by DecreaseHealth(), DecreaseHealthCoef(), and GetHealth().

◆ GetHealth01() [1/2]

float GetHealth01 ( )
inlineprivate

Equivalent of GetHealth01("", "");.

Definition at line 1063 of file object.c.

References GetHealth01().

◆ GetHealth01() [2/2]

proto native float GetHealth01 ( string zoneName,
string healthType )
private

Returns current state of health in range <0, 1>.

Parameters
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

Referenced by DecreaseHealthCoef(), and GetHealth01().

◆ GetHealthLevel()

proto native int GetHealthLevel ( string zone = "")
private

Returns global health level specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).

Parameters
zoneNameif empty string, returns state of global health level

Referenced by AddHealthLevel().

◆ GetHealthLevelValue()

proto native float GetHealthLevelValue ( int healthLevel,
string zone = "" )
private

Returns cutoff value for health level specified in object's config class parameter healthLevels.

Parameters
zoneNameif empty string, returns number of global health levels
healthLevelthe health level to get the value from

Referenced by SetHealthLevel().

◆ GetHiddenSelections()

TStringArray GetHiddenSelections ( )
inlineprivate

Returns the hiddenSelections array from the object's config.

Definition at line 126 of file object.c.

References HiddenSelectionsData::GetHiddenSelectionsConfig(), and GetType().

◆ GetHiddenSelectionsMaterials()

TStringArray GetHiddenSelectionsMaterials ( )
inlineprivate

Returns the hiddenSelectionsMaterials array from the object's config.

Definition at line 138 of file object.c.

References HiddenSelectionsData::GetHiddenSelectionsMaterialsConfig(), and GetType().

◆ GetHiddenSelectionsTextures()

TStringArray GetHiddenSelectionsTextures ( )
inlineprivate

Returns the hiddenSelectionsTextures array from the object's config.

Definition at line 132 of file object.c.

References HiddenSelectionsData::GetHiddenSelectionsTexturesConfig(), and GetType().

◆ GetLiquidSourceType()

int GetLiquidSourceType ( )
inlineprivate

Definition at line 658 of file object.c.

References LIQUID_NONE.

◆ GetLocalPos()

proto native vector GetLocalPos ( vector vPos)
private

Calculate local position of other entity to this entity.

◆ GetLODByName()

LOD GetLODByName ( string name)
inlineprivate

Retrieve LOD by given name.

Definition at line 106 of file object.c.

References GetLODName(), GetLODS(), name, and string::ToLower().

◆ GetLODName()

proto native owned string GetLODName ( LOD lod)
private

Retrieve LOD name.

Referenced by GetLODByName().

◆ GetLODS()

proto native bool GetLODS ( notnull out array< LOD > lods)
private

Retrieve all LODS.

Referenced by GetLODByName().

◆ GetMaxHealth() [1/2]

float GetMaxHealth ( )
inlineprivate

Equivalent of GetMaxHealth("", "");.

Definition at line 1068 of file object.c.

References GetMaxHealth().

◆ GetMaxHealth() [2/2]

proto native float GetMaxHealth ( string zoneName,
string healthType )
private

Returns maximum value of health.

Parameters
zoneNameif empty string, returns state of global health
healthTypeif empty string, returns state of main health

Referenced by DecreaseHealthCoef(), GetMaxHealth(), SetHealth01(), and SetHealthMax().

◆ GetMemoryLevel()

proto native int GetMemoryLevel ( )
private

◆ GetMemoryPointIndex()

proto native int GetMemoryPointIndex ( string memoryPointName)
private

If Returns true if this item has EnergyManager in its config. Otherwise returns false.

◆ GetMemoryPointPos()

proto native vector GetMemoryPointPos ( string memoryPointName)
private

◆ GetMemoryPointPosByIndex()

proto native vector GetMemoryPointPosByIndex ( int pointIndex)
private

◆ GetModelName()

string GetModelName ( )
inlineprivate

Returns name of the model of this object without the '.p3d' suffix.

Definition at line 503 of file object.c.

References g_Game, and GetType().

◆ GetModelSpeed()

proto native vector GetModelSpeed ( )
private

Retrieve object's speed in local space.

◆ GetNetworkID()

proto void GetNetworkID ( out int lowBits,
out int highBits )
private

Returns low and high bits of networkID. This id is shared between client and server for whole server-client session.

Referenced by GetNetworkIDString(), and HasNetworkID().

◆ GetNetworkIDString()

string GetNetworkIDString ( )
inlineprivate

Definition at line 817 of file object.c.

References GetNetworkID().

◆ GetNumberOfHealthLevels()

proto native int GetNumberOfHealthLevels ( string zone = "")
private

Returns global number of health levels specified in object's config class parameter healthLevels (range is usually 0..4, 0 = pristine, 1 = worn, 2 = damaged, 3 = badly damaged, 4 = ruined but can be changed).

Parameters
zoneNameif empty string, returns number of global health levels

Referenced by AddHealthLevel().

◆ GetOrientation()

proto native vector GetOrientation ( )
private

Retrieve orientation (yaw, pitch, roll) in degrees.

Returns
vector of yaw, pitch and roll angles (x = yaw, y = pitch, z = roll)

◆ GetPosition()

proto native vector GetPosition ( )
private

Retrieve position.

Referenced by Explode().

◆ GetSelectionBasePositionLS()

proto vector GetSelectionBasePositionLS ( string name)
private

Get the position of the selection with no animations applied.

Parameters
nameselection name of the selection (component, proxy)

References name.

◆ GetSelectionList()

proto native void GetSelectionList ( out TStringArray selectionList)
private

Referenced by HasSelection().

◆ GetSelectionPositionLS()

proto vector GetSelectionPositionLS ( string name)
private

References name.

◆ GetSelectionPositionMS()

proto vector GetSelectionPositionMS ( string name)
private

References name.

◆ GetSelectionPositionOld()

proto vector GetSelectionPositionOld ( string name)
private

References name.

◆ GetSelectionPositionWS()

proto vector GetSelectionPositionWS ( string name)
private

References name.

◆ GetShapeName()

proto native owned string GetShapeName ( )
private

Return path and name of the model.

◆ GetSpeed()

proto native vector GetSpeed ( )
private

Retrieve object's speed in global space.

◆ GetSurfaceNoise()

float GetSurfaceNoise ( )
inlineprivate

Returns noise multiplier of surface under object.

Definition at line 391 of file object.c.

References g_Game, and GetPosition().

◆ GetSurfaceType()

string GetSurfaceType ( )
inlineprivate

Returns type of surface under object.

Definition at line 398 of file object.c.

References g_Game.

◆ GetTightlyPackedCorners()

proto native void GetTightlyPackedCorners ( ETransformationAxis axis,
out vector corners[4] )
private

Get corner positions in worldspace aligned to the orientation of the object (currently only TOP/BOTTOM supported).

Parameters
axisThe axis the object is aligned to
cornersarray[4] of vector, each a corner aligned to the axis ({0,0}, {0,1}, {1,0}, {1,1})
Returns
true if collision box exists, false otherwise

References GetTightlyPackedCorners(), points, and Shape.

Referenced by GetTightlyPackedCorners().

◆ GetType()

string GetType ( )
inlineprivate

Get config class of object.

Definition at line 473 of file object.c.

References g_Game.

◆ GetViewGeometryLevel()

proto native int GetViewGeometryLevel ( )
private

◆ GetWaterSourceObjectType()

EWaterSourceObjectType GetWaterSourceObjectType ( )
inlineprivate

Definition at line 653 of file object.c.

◆ GetWorldPosition()

proto native vector GetWorldPosition ( )
private

Returns world position. This function takes proxy transformation into account.

◆ Gizmo_GetWorldTransform()

void Gizmo_GetWorldTransform ( vector transform[4])
inlineprivate

Definition at line 1433 of file object.c.

References GetTransform().

◆ Gizmo_IsAllowedSpaceMode()

bool Gizmo_IsAllowedSpaceMode ( GizmoSpaceMode mode)
inlineprivate

Definition at line 1443 of file object.c.

◆ Gizmo_IsAllowedTransformMode()

bool Gizmo_IsAllowedTransformMode ( GizmoTransformMode mode)
inlineprivate

Definition at line 1438 of file object.c.

◆ Gizmo_IsSupported()

bool Gizmo_IsSupported ( )
inlineprivate

Definition at line 1418 of file object.c.

References g_Game.

◆ Gizmo_SetWorldTransform()

void Gizmo_SetWorldTransform ( vector transform[4],
bool finalize )
inlineprivate

Definition at line 1423 of file object.c.

References SetDirection(), SetPosition(), and SetTransform().

◆ HasAnimation()

bool HasAnimation ( string anim_name)
inlineprivate

Searches object's config for the given animation name. Returns true if it was found, or false if not.

Definition at line 428 of file object.c.

References g_Game, and GetType().

◆ HasDamageSystem()

proto native bool HasDamageSystem ( )
private

Checks if object's DamageSystem has been initialized(despite the name, does not really reliably answer the question whether the object is configured to have damage system or not).

◆ HasFixedActionTargetCursorPosition()

bool HasFixedActionTargetCursorPosition ( )
inlineprivate

Definition at line 1411 of file object.c.

◆ HasNetworkID()

bool HasNetworkID ( )
inlineprivate

Definition at line 1332 of file object.c.

References GetNetworkID().

◆ HasProxyParts()

bool HasProxyParts ( )
inlineprivate

Definition at line 776 of file object.c.

Referenced by CanProxyObstruct().

◆ HasSelection()

bool HasSelection ( string selection)
inlineprivate

Returns true if the given selection was found in the p3d file. False if otherwise.

Definition at line 411 of file object.c.

References GetSelectionList().

◆ IsActionComponentPartOfSelection()

proto native bool IsActionComponentPartOfSelection ( int componentIndex,
string selectionName,
string geometry = "" )
private

return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" for mixed/legacy mode)

◆ IsAlive()

bool IsAlive ( )
inlineprivate

Definition at line 523 of file object.c.

References IsDamageDestroyed().

◆ IsAmmoPile()

bool IsAmmoPile ( )
inlineprivate

Returns if this entity is Ammo Pile.

Definition at line 577 of file object.c.

◆ IsAnyInherited()

bool IsAnyInherited ( array< typename > typenames)
inlineprivate

Definition at line 945 of file object.c.

◆ IsBeingBackstabbed()

bool IsBeingBackstabbed ( )
inlineprivate

Definition at line 711 of file object.c.

◆ IsBuilding()

bool IsBuilding ( )
inlineprivate

Returns if this entity is Building.

Definition at line 648 of file object.c.

◆ IsBush()

bool IsBush ( )
inlineprivate

Returns if this entity is bush.

Definition at line 619 of file object.c.

Referenced by CanBeIgnoredByDroppedItem().

◆ IsClothing()

bool IsClothing ( )
inlineprivate

Returns if this entity is Clothing.

Definition at line 589 of file object.c.

◆ IsContainer()

bool IsContainer ( )
inlineprivate

Definition at line 565 of file object.c.

◆ IsCorpse()

bool IsCorpse ( )
inlineprivate

Definition at line 734 of file object.c.

◆ IsCuttable()

bool IsCuttable ( )
inlineprivate

Definition at line 624 of file object.c.

◆ IsDamageDestroyed()

proto native bool IsDamageDestroyed ( )
private

Checks if object is destroyed.

Referenced by IsAlive(), and IsRuined().

◆ IsDayZCreature()

bool IsDayZCreature ( )
inlineprivate

Checks if this instance is of type DayZCreature.

Definition at line 535 of file object.c.

◆ IsElectricAppliance()

bool IsElectricAppliance ( )
inlineprivate

Returns if this is an appliance, that can be plugged into electric circuit (== not energy source).

Definition at line 688 of file object.c.

◆ IsEntityAI()

bool IsEntityAI ( )
inlineprivate

Returns if this entity is EntityAI.

Definition at line 541 of file object.c.

◆ IsFireplace()

bool IsFireplace ( )
inlineprivate

Returns if this entity is fireplacebase.

Definition at line 595 of file object.c.

◆ IsFood()

bool IsFood ( )
inlineprivate

Returns if this entity if a food item.

Definition at line 719 of file object.c.

References IsCorpse(), IsFruit(), IsMeat(), and IsMushroom().

◆ IsFruit()

bool IsFruit ( )
inlineprivate

Definition at line 724 of file object.c.

◆ IsFuelStation()

bool IsFuelStation ( )
inlineprivate

Returns if this entity is Fuel Station (extends Building).

Definition at line 676 of file object.c.

◆ IsHealthVisible()

bool IsHealthVisible ( )
inlineprivate

Returns if the health of this entity should be displayed (widgets, inventory).

Definition at line 745 of file object.c.

◆ IsHologram()

bool IsHologram ( )
inlineprivate

Definition at line 771 of file object.c.

◆ IsInventoryItem()

bool IsInventoryItem ( )
inlineprivate

Returns if this entity is InventoryItem.

Definition at line 583 of file object.c.

◆ IsItemBase()

bool IsItemBase ( )
inlineprivate

Returns if this entity is ItemBase.

Definition at line 559 of file object.c.

◆ IsItemTent()

bool IsItemTent ( )
inlineprivate

Definition at line 761 of file object.c.

◆ IsKindOf()

bool IsKindOf ( string type)
inlineprivate

Check config class name of the object.

Definition at line 517 of file object.c.

References g_Game.

◆ IsMagazine()

bool IsMagazine ( )
inlineprivate

Returns if this entity is Magazine.

Definition at line 571 of file object.c.

◆ IsMan()

bool IsMan ( )
inlineprivate

Returns if this entity is Man.

Definition at line 529 of file object.c.

Referenced by CanBeIgnoredByDroppedItem().

◆ IsMeat()

bool IsMeat ( )
inlineprivate

Definition at line 729 of file object.c.

◆ IsMeleeWeapon()

bool IsMeleeWeapon ( )
inlineprivate

returns if this entity is Melee Weapon

Definition at line 642 of file object.c.

◆ IsMushroom()

bool IsMushroom ( )
inlineprivate

Definition at line 739 of file object.c.

◆ IsParticle()

bool IsParticle ( )
inlineprivate

Definition at line 756 of file object.c.

◆ IsPeltBase()

bool IsPeltBase ( )
inlineprivate

Returns if this entity is Pelt_Base.

Definition at line 630 of file object.c.

◆ IsPendingDeletion()

proto native bool IsPendingDeletion ( )
private

Determine whether this object is in the deletion ProcessDirectDamage Is useful in the case where a parent is being deleted, since the children will be deleted first So to know if something was removed or detached from it's parent, use this check to see if it is because the parent is being deleted.

◆ IsPlainObject()

proto native bool IsPlainObject ( )
private

Is this just static object without config?

So we can avoid calling unnecessary methods

Referenced by CanObstruct().

◆ IsRock()

bool IsRock ( )
inlineprivate

Returns if this entity is rock.

Definition at line 607 of file object.c.

◆ IsRuined()

bool IsRuined ( )
inlineprivate

Returns whether the object is ruined (0 Health).

Returns
bool true = item has 0 Health or less
if ( item.IsRuined() )
{
Print("Object is ruined!");
}

Definition at line 1215 of file object.c.

References IsDamageDestroyed().

◆ IsScenery()

proto native bool IsScenery ( )
private

Is this Scenery?

(handy for excluding terain when it is not needed)

Referenced by CanObstruct().

◆ IsScriptedLight()

bool IsScriptedLight ( )
inlineprivate

Definition at line 766 of file object.c.

◆ IsStaticTransmitter()

bool IsStaticTransmitter ( )
inlineprivate

Returns if this entity is Static Transmitter.

Definition at line 547 of file object.c.

◆ IsTransmitter()

bool IsTransmitter ( )
inlineprivate

Returns if this entity is a non-static Transmitter.

Definition at line 553 of file object.c.

◆ IsTransport()

bool IsTransport ( )
inlineprivate

Returns if this entity is transport.

Definition at line 682 of file object.c.

◆ IsTree()

bool IsTree ( )
inlineprivate

Returns if this entity is tree.

Definition at line 601 of file object.c.

Referenced by CanBeIgnoredByDroppedItem().

◆ IsWeapon()

bool IsWeapon ( )
inlineprivate

Returns if this entity is Weapon.

Definition at line 636 of file object.c.

◆ IsWell()

bool IsWell ( )
inlineprivate

Returns if this entity is Well (extends Building) DEPRECATED by GetWaterSourceObjectType.

Definition at line 665 of file object.c.

◆ IsWoodBase()

bool IsWoodBase ( )
inlineprivate

Returns whether object is PlanBase.

Definition at line 613 of file object.c.

◆ KindOf()

bool KindOf ( string tag)
inlineprivate

Compares config class name to given string.

Definition at line 928 of file object.c.

References ConfigGetTextArray(), and GetType().

◆ MemoryPointExists()

proto native bool MemoryPointExists ( string memoryPoint)
private

◆ ModelToWorld()

proto vector ModelToWorld ( vector modelPos)
private

◆ NameOverride()

bool NameOverride ( out string output)
inlineprivate

Definition at line 1340 of file object.c.

Referenced by GetDisplayName().

◆ Object()

void Object ( )
private

◆ OnEnterTrigger()

void OnEnterTrigger ( ScriptedEntity trigger)
inlineprivate

Object entered trigger.

Definition at line 92 of file object.c.

◆ OnExplodeClient()

void OnExplodeClient ( )
inlineprivate

Called on clients when this object explodes.

Definition at line 173 of file object.c.

References ConfigGetString(), GetPosition(), AmmoEffects::PlayAmmoEffect(), and AmmoEffects::PlayAmmoParticle().

Referenced by SynchExplosion().

◆ OnExplosionEffects()

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

Definition at line 189 of file object.c.

References Object().

◆ OnLeaveTrigger()

void OnLeaveTrigger ( ScriptedEntity trigger)
inlineprivate

Object left trigger.

Definition at line 95 of file object.c.

◆ OnPlayerRecievedHit()

void OnPlayerRecievedHit ( )
private

DEPRECATED.

◆ OnReceivedHit()

void OnReceivedHit ( ImpactEffectsData hitData)
private

◆ OnRPC()

void OnRPC ( PlayerIdentity sender,
int rpc_type,
ParamsReadContext ctx )
private

Called after remote procedure call is recieved for this object.

Parameters
rpc_typeuser defined identification of RPC
ctxread context for params

◆ OnSimulationDisabled()

void OnSimulationDisabled ( )
inlineprivate

Event called from C++ when simulation is disabled.

Definition at line 1224 of file object.c.

◆ OnSimulationEnabled()

void OnSimulationEnabled ( )
inlineprivate

Event called from C++ when simulation is enabled.

Definition at line 1221 of file object.c.

◆ OnSpawnByObjectSpawner()

void OnSpawnByObjectSpawner ( ITEM_SpawnerObject item)
private

◆ OnTreeCutDown()

void OnTreeCutDown ( EntityAI cutting_entity)
private

Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare hands.

◆ PlaceOnSurface()

proto native void PlaceOnSurface ( )
private

Place object on surface.

◆ PlaySound()

SoundOnVehicle PlaySound ( string sound_name,
float range,
bool create_local = true )
inlineprivate

Plays the given sound once on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.

Definition at line 1231 of file object.c.

References g_Game.

◆ PlaySoundLoop()

SoundOnVehicle PlaySoundLoop ( string sound_name,
float range,
bool create_local = true )
inlineprivate

Plays the given sound in loop on this object's instance. Range is in meters. Created sound is only local, unless create_local is set to false. Returns the sound itself.

Definition at line 1237 of file object.c.

References g_Game.

◆ PlaySoundSet()

bool PlaySoundSet ( out EffectSound sound,
string sound_set,
float fade_in,
float fade_out,
bool loop = false )
inlineprivate

EffectSound - plays soundset on this object and returns state of the sound (true - played, false - not played).

Definition at line 1243 of file object.c.

References g_Game, SEffectManager::PlaySoundOnObject(), EffectSound::SetAutodestroy(), and StopSoundSet().

Referenced by PlaySoundSetLoop().

◆ PlaySoundSetAtMemoryPoint()

bool PlaySoundSetAtMemoryPoint ( out EffectSound sound,
string soundSet,
string memoryPoint,
bool looped = false,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate

◆ PlaySoundSetAtMemoryPointLooped()

bool PlaySoundSetAtMemoryPointLooped ( out EffectSound sound,
string soundSet,
string memoryPoint,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate

Definition at line 1284 of file object.c.

References PlaySoundSetAtMemoryPoint().

Referenced by PlaySoundSetAtMemoryPointLoopedSafe().

◆ PlaySoundSetAtMemoryPointLoopedSafe()

bool PlaySoundSetAtMemoryPointLoopedSafe ( out EffectSound sound,
string soundSet,
string memoryPoint,
float play_fade_in = 0,
float stop_fade_out = 0 )
inlineprivate

Same as PlaySoundSetAtMemoryPointLooped, only requests stoppage of the currently playing EffectSound if it already exists and playing, before playing the new sound.

Definition at line 1275 of file object.c.

References PlaySoundSetAtMemoryPointLooped().

◆ PlaySoundSetLoop()

bool PlaySoundSetLoop ( out EffectSound sound,
string sound_set,
float fade_in,
float fade_out )
inlineprivate

EffectSound - plays soundset on this object in loop and returns state of the sound (true - played, false - not played).

Definition at line 1269 of file object.c.

References PlaySoundSet().

◆ PostAreaDamageActions()

void PostAreaDamageActions ( )
private

◆ PreAreaDamageActions()

void PreAreaDamageActions ( )
private

◆ ProcessDirectDamage()

proto native void ProcessDirectDamage ( int damageType,
EntityAI source,
string componentName,
string ammoName,
vector modelPos,
float damageCoef = 1.0,
int flags = 0 )
private

Applies damage on object.

Parameters
damageTypeDT_CLOSE_COMBAT/DT_FIRE_ARM/DT_EXPLOSION/DT_CUSTOM
sourcesource of damage
componentNamewhich 'DamageZone' was hit (NOT a component name, actually!)
ammoNameammoType, which defines how much damage should be applied
directHitModelPoslocal position of hit
damageCoefmultiplier of applied damage
flagsenables/disables special behaviour depending on the flags used (ProcessDirectDamageFlags type)

◆ ProcessMeleeItemDamage()

EntityAI ProcessMeleeItemDamage ( int mode = 0)
inlineprivate

Definition at line 1350 of file object.c.

◆ Release()

int Release ( )
inlineprivate

Definition at line 511 of file object.c.

References g_Game.

◆ RemoveProxyPhysics()

proto native void RemoveProxyPhysics ( string proxySelectionName)
private

◆ RPC()

void RPC ( int rpc_type,
array< ref Param > params,
bool guaranteed,
PlayerIdentity recipient = NULL )
inlineprivate

Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.

Definition at line 840 of file object.c.

References g_Game.

◆ RPCSingleParam()

void RPCSingleParam ( int rpc_type,
Param param,
bool guaranteed,
PlayerIdentity recipient = NULL )
inlineprivate

Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.

Definition at line 846 of file object.c.

References g_Game.

◆ SetAffectPathgraph()

proto native void SetAffectPathgraph ( bool fromConfig,
bool affect )
private

Sets if object's geometry affects pathgraph generation. If first parameter is true, it ignores second parameter and sets affecting pathgraph by parameter set in object's config.

◆ SetAllowDamage()

proto native void SetAllowDamage ( bool val)
private

Enable or disable object to receive damage.

Parameters
enableor disable

◆ SetBeingBackstabbed()

void SetBeingBackstabbed ( int backstabType)
inlineprivate

Definition at line 716 of file object.c.

◆ SetCanBeDestroyed()

proto native void SetCanBeDestroyed ( bool val)
private

Enable or disable destruction of object (after health is depleated).

Parameters
enableor disable

◆ SetDestructTime()

proto native void SetDestructTime ( float time)
private

Sets the time over which to perform DestructTent/DestructTree.

Parameters
timetime over which to perform DestructTent/DestructTree

◆ SetDirection()

proto native void SetDirection ( vector vPos)
private

Set direction of object.

Parameters
vDirection,directionvector
Note
object up vector is always y-axis

◆ SetDynamicPhysicsLifeTime()

proto native void SetDynamicPhysicsLifeTime ( float lifeTime)
private

◆ SetFullHealth()

proto native void SetFullHealth ( )
private

Sets full health to all zones and removes fatal damage when applicable.

◆ SetGlobalHealth()

void SetGlobalHealth ( float health)
inlineprivate

Equivalent of SetHealth("", "", float value);.

Definition at line 1078 of file object.c.

References SetHealth().

◆ SetHealth() [1/2]

void SetHealth ( float health)
inlineprivate

Equivalent of SetHealth("", "", float value);.

Definition at line 1073 of file object.c.

References SetHealth().

◆ SetHealth() [2/2]

proto native void SetHealth ( string zoneName,
string healthType,
float value )
private

Sets current state of health.

Parameters
zoneNameif empty string, sets state of global health
healthTypeif empty string, sets state of main health

Referenced by SetGlobalHealth(), SetHealth(), SetHealth01(), and SetHealthMax().

◆ SetHealth01()

void SetHealth01 ( string zoneName,
string healthType,
float coef )
inlineprivate

Sets health relative to its maximum.

Definition at line 1096 of file object.c.

References GetMaxHealth(), and SetHealth().

Referenced by SetHealthLevel().

◆ SetHealthLevel()

void SetHealthLevel ( int healthLevel,
string zone = "" )
inlineprivate

Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the health value for the given health level, which means it will always be set to the max health as allowed by the given health level.

Definition at line 1083 of file object.c.

References GetHealthLevelValue(), and SetHealth01().

Referenced by AddHealthLevel().

◆ SetHealthMax()

void SetHealthMax ( string zoneName = "",
string healthType = "" )
inlineprivate

Sets health to its maximum (zone or global).

Definition at line 1101 of file object.c.

References GetMaxHealth(), and SetHealth().

◆ SetOrientation()

proto native void SetOrientation ( vector vOrientation)
private

Set orientation (yaw, pitch, roll) in degrees.

Parameters
vOrientation,vectorof yaw, pitch and roll angles (x = yaw, y = pitch, z = roll)

◆ SetPosition()

proto native void SetPosition ( vector vPos)
private

Set position.

◆ ShootsExplosiveAmmo()

bool ShootsExplosiveAmmo ( )
inlineprivate

Returns if this entity is a weapon which can shoot explosive ammo.

Definition at line 670 of file object.c.

◆ ShowZonesHealth()

bool ShowZonesHealth ( )
inlineprivate

Returns true if the health of damage zones should be displayed (instead of global HP of the entity) ( action widgets).

Definition at line 751 of file object.c.

◆ SpawnDamageDealtEffect()

void SpawnDamageDealtEffect ( )
private

◆ StopSoundSet()

bool StopSoundSet ( out EffectSound sound)
inlineprivate

EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing).

Definition at line 1310 of file object.c.

References g_Game.

Referenced by PlaySoundSet().

◆ SynchExplosion()

void SynchExplosion ( )
inlineprivate

Definition at line 159 of file object.c.

References g_Game, and OnExplodeClient().

Referenced by Explode().

◆ ToDelete()

proto native bool ToDelete ( )
private

Flag to determine this object is marked to be deleted soon.

◆ WorldToModel()

proto vector WorldToModel ( vector worldPos)
private

The documentation for this class was generated from the following files:
  • F:/Games/Dayz/scripts/1_core/proto/enentity.c
  • F:/Games/Dayz/scripts/3_game/entities/object.c