|
| override bool | Deserializer (Serializer ctx) |
| override bool | Deserializer (Serializer ctx) |
| override bool | Deserializer (Serializer ctx) |
| override bool | Deserializer (Serializer ctx) |
| override bool | Deserializer (Serializer ctx) |
| override bool | Deserializer (Serializer ctx) |
| bool | Deserializer (Serializer ctx) |
| void | Param1 (T1 p1) |
| void | Param2 (T1 p1, T2 p2) |
| void | Param3 (T1 p1, T2 p2, T3 p3) |
| void | Param4 (T1 p1, T2 p2, T3 p3, T4 p4) |
| void | Param5 (T1 p1, T2 p2, T3 p3, T4 p4, T5 p5) |
| void | Param6 (T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6) |
| override bool | Serialize (Serializer ctx) |
| override bool | Serialize (Serializer ctx) |
| override bool | Serialize (Serializer ctx) |
| override bool | Serialize (Serializer ctx) |
| override bool | Serialize (Serializer ctx) |
| override bool | Serialize (Serializer ctx) |
| bool | Serialize (Serializer ctx) |
| 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 Widget > | GetWidgetSet () |
| 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) |
Base Param Class with no parameters.
Param Class Template with six parameters.
Param Class Template with five parameters.
Param Class Template with four parameters.
Param Class Template with three parameters.
Param Class Template with two parameters.
Param Class Template with one parameter.
Used as general purpose parameter overloaded with Param1 to Param4 templates
usage:
Base Param Class with no parameters.
usage:
void Param2(T1 p1, T2 p2)
usage:
void Param3(T1 p1, T2 p2, T3 p3)
usage:
void Param4(T1 p1, T2 p2, T3 p3, T4 p4)
Definition at line 11 of file param.c.