Dayz Build 1.29.163047, Scripts Rev. 123548
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PlayerIdentityBase Class Reference

Player description (base engine class). More...

Inheritance diagram for PlayerIdentityBase:
Managed PlayerIdentity

Private Member Functions

void PlayerIdentityBase ()
 This is a C++ managed class, so script has no business managing the lifetime.
void ~PlayerIdentityBase ()
proto int GetBandwidthAvg ()
 bandwidth estimation (in kbps)
proto int GetBandwidthMax ()
 bandwidth estimation (in kbps)
proto int GetBandwidthMin ()
 bandwidth estimation (in kbps)
proto string GetFullName ()
 full name of player
proto string GetId ()
 unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
proto float GetInputThrottle ()
 Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server).
proto string GetName ()
 nick (short) name of player
proto float GetOutputThrottle ()
 Throttling performed on output bandwidth since last update (percentage [0,1]).
proto int GetPingAct ()
 ping range estimation
proto int GetPingAvg ()
 ping range estimation
proto int GetPingMax ()
 ping range estimation
proto int GetPingMin ()
 ping range estimation
proto string GetPlainId ()
 plaintext unique id of player (cannot be used in database or logs)
proto string GetPlainName ()
 nick without any processing
proto Man GetPlayer ()
 get player
proto int GetPlayerId ()
 id of player in one session (is reused after player disconnects)
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

Player description (base engine class).

Definition at line 338 of file gameplay.c.

Constructor & Destructor Documentation

◆ PlayerIdentityBase()

void PlayerIdentityBase ( )
private

This is a C++ managed class, so script has no business managing the lifetime.

◆ ~PlayerIdentityBase()

void ~PlayerIdentityBase ( )
private

Member Function Documentation

◆ GetBandwidthAvg()

proto int GetBandwidthAvg ( )
private

bandwidth estimation (in kbps)

◆ GetBandwidthMax()

proto int GetBandwidthMax ( )
private

bandwidth estimation (in kbps)

◆ GetBandwidthMin()

proto int GetBandwidthMin ( )
private

bandwidth estimation (in kbps)

◆ GetFullName()

proto string GetFullName ( )
private

full name of player

◆ GetId()

proto string GetId ( )
private

unique id of player (hashed steamID, database Xbox id...) can be used in database or logs

Referenced by PluginBase::GetPlayerPrefix(), MissionBase::OnClientDisconnectedEvent(), MissionBase::OnEvent(), and ManBase::OnSelectPlayer().

◆ GetInputThrottle()

proto float GetInputThrottle ( )
private

Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server).

Referenced by CGame::OnUpdate().

◆ GetName()

proto string GetName ( )
private

nick (short) name of player

Referenced by PluginBase::GetPlayerPrefix(), and ManBase::OnSelectPlayer().

◆ GetOutputThrottle()

proto float GetOutputThrottle ( )
private

Throttling performed on output bandwidth since last update (percentage [0,1]).

Referenced by CGame::OnUpdate().

◆ GetPingAct()

proto int GetPingAct ( )
private

ping range estimation

Referenced by CGame::OnUpdate().

◆ GetPingAvg()

proto int GetPingAvg ( )
private

ping range estimation

Referenced by CGame::OnEvent(), and CGame::OnUpdate().

◆ GetPingMax()

proto int GetPingMax ( )
private

ping range estimation

◆ GetPingMin()

proto int GetPingMin ( )
private

ping range estimation

◆ GetPlainId()

proto string GetPlainId ( )
private

plaintext unique id of player (cannot be used in database or logs)

Referenced by CGame::OnRPC(), and ClientData::SyncEvent_PreprocessPlayerList().

◆ GetPlainName()

proto string GetPlainName ( )
private

nick without any processing

Referenced by ClientData::SyncEvent_PreprocessPlayerList().

◆ GetPlayer()

proto Man GetPlayer ( )
private

◆ GetPlayerId()

proto int GetPlayerId ( )
private

id of player in one session (is reused after player disconnects)


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