Dayz Build 1.29.163047, Scripts Rev. 123548
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PhysicsGeomDef Class Reference

Geometry element properties. More...

Inheritance diagram for PhysicsGeomDef:
Managed Managed

Private Member Functions

void PhysicsGeomDef (string name, dGeom geom, string materialName, int layerMask)
void PhysicsGeomDef (string name, dGeom geom, string materialName, int layerMask)
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)

Private Attributes

vector Frame [4] = {Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1), Vector(0, 0, 0)}
 Local transformation.
dGeom Geometry
 Physics geometry shape.
int LayerMask
 Bit mask of layers geometry belongs to.
string MaterialName
 Material resource name.
string Name
 Name of the element.
int ParentNode = -1
 Bone the element can be attached to.
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

Geometry element properties.

Definition at line 9 of file physicsgeomdef.c.

Constructor & Destructor Documentation

◆ PhysicsGeomDef() [1/2]

void PhysicsGeomDef ( string name,
dGeom geom,
string materialName,
int layerMask )
inlineprivate

Definition at line 18 of file physicsgeomdef.c.

References Geometry, LayerMask, MaterialName, Name, and name.

◆ PhysicsGeomDef() [2/2]

void PhysicsGeomDef ( string name,
dGeom geom,
string materialName,
int layerMask )
inlineprivate

Definition at line 18 of file physicsgeomdef.c.

Field Documentation

◆ Frame

vector Frame = {Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1), Vector(0, 0, 0)}
private

Local transformation.

Definition at line 13 of file physicsgeomdef.c.

◆ Geometry

dGeom Geometry
private

Physics geometry shape.

Definition at line 12 of file physicsgeomdef.c.

Referenced by PhysicsGeomDef().

◆ LayerMask

int LayerMask
private

Bit mask of layers geometry belongs to.

Definition at line 16 of file physicsgeomdef.c.

Referenced by PhysicsGeomDef().

◆ MaterialName

string MaterialName
private

Material resource name.

Definition at line 15 of file physicsgeomdef.c.

Referenced by PhysicsGeomDef().

◆ Name

string Name
private

Name of the element.

Definition at line 11 of file physicsgeomdef.c.

Referenced by PhysicsGeomDef().

◆ ParentNode

int ParentNode = -1
private

Bone the element can be attached to.

Definition at line 14 of file physicsgeomdef.c.


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