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

Private Member Functions

proto native void Apply ()
 Applies the option value if the value has changed and forgets the old value.
proto native int GetAccessType ()
 AccessType of current option.
void GetAllItemsText (array< string > output)
proto native int GetControlType ()
 Current option controller type.
proto native int GetDefaultIndex ()
proto native int GetDefaultIndex ()
proto native int GetIndex ()
proto native int GetIndex ()
proto native int GetItemsCount ()
proto void GetItemText (int index, out string value)
proto void GetItemText (out string value)
proto native int IsChanged ()
 If the option value is changed and not applied or reverted.
proto native int NeedRestart ()
 If the option value will take effect only after the game is restarted.
proto native void Revert ()
 Reverts the option value to old value if the value has changed and wasnt applied.
proto native int SetChangeImmediately ()
 If the value is changed internally immediately upon change.
proto native void SetIndex (int index)
proto native void Switch ()
proto native void Test ()
 Sets the option value internaly if the value has changed and wasnt set immediately upon change.
Script Events API

Setting and getting of ScriptEvents

proto void SetScriptEvents (Managed events)
 Set the events.
proto Managed GetScriptEvents ()
 Get the events.
OptionsAccessEvents GetEvents ()
 Get the events.
Events

Events called from C++

void OnRevert ()
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 1320 of file gameplay.c.

Member Function Documentation

◆ Apply()

proto native void Apply ( )
private

Applies the option value if the value has changed and forgets the old value.

This function has no effect on internal options, see OptionsAccess::Test

◆ GetAccessType()

proto native int GetAccessType ( )
private

AccessType of current option.

Returns
AccessType

◆ GetAllItemsText()

void GetAllItemsText ( array< string > output)
inlineprivate

Definition at line 1439 of file gameplay.c.

References GetItemsCount(), and GetItemText().

◆ GetControlType()

proto native int GetControlType ( )
private

Current option controller type.

OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2

Returns
ControlType

◆ GetDefaultIndex() [1/2]

proto native int GetDefaultIndex ( )
private

◆ GetDefaultIndex() [2/2]

proto native int GetDefaultIndex ( )
private

◆ GetEvents()

OptionsAccessEvents GetEvents ( )
inlineprivate

Get the events.

Returns
ParticleManagerEvents If there is any events set, this will return them so that additional functionality can be bound to them

Definition at line 1392 of file gameplay.c.

References GetScriptEvents().

Referenced by OnRevert().

◆ GetIndex() [1/2]

proto native int GetIndex ( )
private

◆ GetIndex() [2/2]

proto native int GetIndex ( )
private

◆ GetItemsCount()

proto native int GetItemsCount ( )
private

Referenced by GetAllItemsText().

◆ GetItemText() [1/2]

proto void GetItemText ( int index,
out string value )
private

Referenced by GetAllItemsText().

◆ GetItemText() [2/2]

proto void GetItemText ( out string value)
private

◆ GetScriptEvents()

proto Managed GetScriptEvents ( )
private

Get the events.

Returns
Managed If there is any events set, this will return them

Referenced by GetEvents().

◆ IsChanged()

proto native int IsChanged ( )
private

If the option value is changed and not applied or reverted.

Value can already be set internally if the value was changed immediately

Returns
1 if the value is changed, 0 othewise

◆ NeedRestart()

proto native int NeedRestart ( )
private

If the option value will take effect only after the game is restarted.

Returns
1 if the value is changed, 0 othewise

◆ OnRevert()

void OnRevert ( )
inlineprivate

◆ Revert()

proto native void Revert ( )
private

Reverts the option value to old value if the value has changed and wasnt applied.

This function has effect on internal options

◆ SetChangeImmediately()

proto native int SetChangeImmediately ( )
private

If the value is changed internally immediately upon change.

Returns
1 if the value is changed immediately, 0 othewise

◆ SetIndex()

proto native void SetIndex ( int index)
private

◆ SetScriptEvents()

proto void SetScriptEvents ( Managed events)
private

Set the events.

Parameters
eventsManaged The events to set

◆ Switch()

proto native void Switch ( )
private

◆ Test()

proto native void Test ( )
private

Sets the option value internaly if the value has changed and wasnt set immediately upon change.


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