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

Protected Member Functions

void RainProcurementComponentBase (ItemBase procuringItem)
float GetBaseLiquidAmount ()
 override this to get different amount per ProcureLiquid cycle
bool IsActive ()
void OnUpdate (float deltaTime, float amount)
void ProcureLiquid (float amountBase, int liquidType=LIQUID_CLEANWATER)
void Reset ()
void SetActive (bool run)
void StartRainProcurement ()
 Called on server to queue rain procurement (on next cycle end).
void StopRainProcurement ()
 Called on server to queue rain procurement removal (on next cycle end).
void UpdateIsUnderRoof ()

Protected Attributes

RainProcurementHandler m_Handler
bool m_IsActive
bool m_IsUnderRoof
ItemBase m_ProcuringItem
int m_UpdateCounter
const int UPDATE_ROOFCHECK_COUNT = 3

Additional Inherited Members

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 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 1 of file rainprocurementcomponent.c.

Constructor & Destructor Documentation

◆ RainProcurementComponentBase()

void RainProcurementComponentBase ( ItemBase procuringItem)
inlineprotected

Definition at line 10 of file rainprocurementcomponent.c.

References g_Game, m_Handler, m_ProcuringItem, and Reset().

Member Function Documentation

◆ GetBaseLiquidAmount()

float GetBaseLiquidAmount ( )
inlineprotected

override this to get different amount per ProcureLiquid cycle

Definition at line 70 of file rainprocurementcomponent.c.

References GameConstants::LIQUID_RAIN_AMOUNT_COEF_BASE.

Referenced by ProcureLiquid().

◆ IsActive()

bool IsActive ( )
inlineprotected

Definition at line 75 of file rainprocurementcomponent.c.

References m_IsActive.

Referenced by StopRainProcurement().

◆ OnUpdate()

void OnUpdate ( float deltaTime,
float amount )
inlineprotected

◆ ProcureLiquid()

void ProcureLiquid ( float amountBase,
int liquidType = LIQUID_CLEANWATER )
inlineprotected

Definition at line 55 of file rainprocurementcomponent.c.

References GetBaseLiquidAmount(), LIQUID_CLEANWATER, m_IsUnderRoof, and m_ProcuringItem.

Referenced by OnUpdate().

◆ Reset()

void Reset ( )
inlineprotected

◆ SetActive()

void SetActive ( bool run)
inlineprotected

Definition at line 80 of file rainprocurementcomponent.c.

References m_IsActive, and Reset().

◆ StartRainProcurement()

void StartRainProcurement ( )
inlineprotected

Called on server to queue rain procurement (on next cycle end).

Definition at line 18 of file rainprocurementcomponent.c.

References m_Handler, Reset(), and SetActive().

◆ StopRainProcurement()

void StopRainProcurement ( )
inlineprotected

Called on server to queue rain procurement removal (on next cycle end).

Definition at line 28 of file rainprocurementcomponent.c.

References IsActive(), m_Handler, and SetActive().

◆ UpdateIsUnderRoof()

void UpdateIsUnderRoof ( )
inlineprotected

Definition at line 64 of file rainprocurementcomponent.c.

References m_IsUnderRoof, and m_ProcuringItem.

Referenced by OnUpdate().

Field Documentation

◆ m_Handler

◆ m_IsActive

bool m_IsActive
protected

Definition at line 6 of file rainprocurementcomponent.c.

Referenced by IsActive(), and SetActive().

◆ m_IsUnderRoof

bool m_IsUnderRoof
protected

Definition at line 5 of file rainprocurementcomponent.c.

Referenced by ProcureLiquid(), and UpdateIsUnderRoof().

◆ m_ProcuringItem

ItemBase m_ProcuringItem
protected

◆ m_UpdateCounter

int m_UpdateCounter
protected

Definition at line 7 of file rainprocurementcomponent.c.

Referenced by OnUpdate(), and Reset().

◆ UPDATE_ROOFCHECK_COUNT

const int UPDATE_ROOFCHECK_COUNT = 3
protected

Definition at line 8 of file rainprocurementcomponent.c.

Referenced by OnUpdate().


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