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

Private Member Functions

proto native void ClearCharacters ()
proto native Man CreateCharacterPerson (int index)
 Return Character person or null if character initialization failed (inventory load, or corrupted data).
proto void GetCharacterName (int index, out string name)
proto native int GetCharactersCount ()
proto native int GetLastPlayedCharacter ()
proto void GetLastServerAddress (int index, out string address)
proto void GetLastServerName (int index, out string address)
proto native int GetLastServerPort (int index)
proto native int GetLastSteamQueryPort (int index)
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance ()
proto native void LoadCharactersLocal ()
 Loads characters menu data from file.
bool OnGetDefaultCharacter (ParamsReadContext ctx)
 Actual DefaultCharacter loading.
void OnSetDefaultCharacter (ParamsWriteContext ctx)
 Actual DefaultCharacter saving.
proto bool RequestGetDefaultCharacterData ()
proto void RequestSetDefaultCharacterData ()
proto native void SaveCharacter (bool localPlayer, bool verified)
proto native void SaveCharactersLocal ()
 Saves characters menu data to file.
proto native void SaveDefaultCharacter (Man character)
proto native void SetCharacterName (int index, string newName)
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 916 of file gameplay.c.

Member Function Documentation

◆ ClearCharacters()

proto native void ClearCharacters ( )
private

◆ CreateCharacterPerson()

proto native Man CreateCharacterPerson ( int index)
private

Return Character person or null if character initialization failed (inventory load, or corrupted data).

◆ GetCharacterName()

proto void GetCharacterName ( int index,
out string name )
private

References name.

◆ GetCharactersCount()

proto native int GetCharactersCount ( )
private

◆ GetLastPlayedCharacter()

proto native int GetLastPlayedCharacter ( )
private

◆ GetLastServerAddress()

proto void GetLastServerAddress ( int index,
out string address )
private

◆ GetLastServerName()

proto void GetLastServerName ( int index,
out string address )
private

◆ GetLastServerPort()

proto native int GetLastServerPort ( int index)
private

◆ GetLastSteamQueryPort()

proto native int GetLastSteamQueryPort ( int index)
private

◆ GetMenuDefaultCharacterDataInstance()

MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance ( )
inlineprivate

Definition at line 972 of file gameplay.c.

References g_Game.

Referenced by OnGetDefaultCharacter(), and OnSetDefaultCharacter().

◆ LoadCharactersLocal()

proto native void LoadCharactersLocal ( )
private

Loads characters menu data from file.

◆ OnGetDefaultCharacter()

bool OnGetDefaultCharacter ( ParamsReadContext ctx)
inlineprivate

Actual DefaultCharacter loading.

Definition at line 945 of file gameplay.c.

References Error(), and GetMenuDefaultCharacterDataInstance().

◆ OnSetDefaultCharacter()

void OnSetDefaultCharacter ( ParamsWriteContext ctx)
inlineprivate

Actual DefaultCharacter saving.

Definition at line 932 of file gameplay.c.

References Error(), GetMenuDefaultCharacterDataInstance(), SaveCharactersLocal(), and MenuDefaultCharacterData::SerializeCharacterData().

◆ RequestGetDefaultCharacterData()

proto bool RequestGetDefaultCharacterData ( )
private

◆ RequestSetDefaultCharacterData()

proto void RequestSetDefaultCharacterData ( )
private

◆ SaveCharacter()

proto native void SaveCharacter ( bool localPlayer,
bool verified )
private

Referenced by ManBase::SetNewCharName().

◆ SaveCharactersLocal()

proto native void SaveCharactersLocal ( )
private

Saves characters menu data to file.

Referenced by OnSetDefaultCharacter(), and ManBase::SetNewCharName().

◆ SaveDefaultCharacter()

proto native void SaveDefaultCharacter ( Man character)
private

◆ SetCharacterName()

proto native void SetCharacterName ( int index,
string newName )
private

Referenced by ManBase::SetNewCharName().


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