Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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ScriptedEntity Class Reference
Inheritance diagram for ScriptedEntity:
EntityAI DynamicArea_Flare SpookyPlayerStalker TriggerEvents UndergroundTriggerCarrierBase Trigger UndergroundTriggerCarrier BarbedWireTrigger CylinderTrigger ManTrigger SphereTrigger TrapTrigger EffectTrigger ConstructionBoxTrigger GeyserTrigger HotSpringTrigger VolcanicTrigger

Private Member Functions

proto native TriggerShape GetTriggerShape ()
 Get the current TriggerShape.
override bool IsInventoryVisible ()
proto native void SetClippingInfo (vector mins, vector maxs, float radius)
 Sets collision properties for object.
proto native void SetCollisionBox (vector mins, vector maxs)
 Sets collision box for object.
proto native void SetCollisionCylinder (float radius, float height)
 Sets collision cylinder for object, representing cylinder from origin(center) up to defined positive height.
void SetCollisionCylinderTwoWay (float radius, float negativeHeight, float positiveHeight)
 Input value validated version of SetCollisionCylinderTwoWay.
proto native void SetCollisionCylinderTwoWayNative (float radius, float negativeHeight, float positiveHeight)
 Sets collision cylinder for object, representing cylinder from origin(center), height can be defined in both directions.
proto native void SetCollisionSphere (float radius)
 Sets collision sphere for object.
proto native void SetTriggerShape (TriggerShape shape)
 Set the TriggerShape to be used, default is TriggerShape.BOX.
Private Member Functions inherited from EntityAI
proto void ApplyCentralImpulse (vector centralImpulse)
 Applies impulse on the physics body (at origin).
proto void ApplyForce (vector force)
 -------------— deterministic physics ---------------------—
proto void ApplyForceAt (vector pos, vector force)
 Applies constant force on the physics body at a position (world space coordinates).
proto void ApplyImpulseAt (vector pos, vector force)
 Applies impulse on the physics body at a position (world space coordinates).
proto void ApplyTorque (vector force)
 Applies constant torque on the physics body.
proto void ApplyTorqueImpulse (vector torqueImpulse)
 Applies impulse torque on the physics body.
override bool CanBeSkinned ()
override bool CanDropEntity (notnull EntityAI item)
bool CanPlaceItem (EntityAI item)
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
bool CrewCanGetThrough (int posIdx)
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
proto native Human CrewDriver ()
 Returns the driver Null can be returned if no Human is present.
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
proto native Human CrewMember (int posIdx)
 Returns crew member based on position index. Null can be returned if no Human is present on the given position.
proto native int CrewMemberIndex (Human player)
 Returns crew member index based on player's instance. -1 is returned when the player is not isnide.
proto native int CrewPositionIndex (int componentIdx)
 Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index.
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
bool DetectFlipped (VehicleFlippedContext ctx)
 Override based on vehicle implementation (Car, Boat, modded, etc.).
bool DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance)
override bool DisableVicinityIcon ()
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
int Get3rdPersonCameraType ()
string GetActionCompNameFuel ()
float GetActionDistanceFuel ()
int GetAnimInstance ()
CachedEquipmentStorageBase GetCachedEquipment ()
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
VehicleFlippedContext GetFlipContext ()
override int GetHideIconMask ()
string GetImpactSurfaceType (IEntity other, Contact impact)
string GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid)
override int GetMeleeTargetType ()
float GetMomentum ()
override event GetMoveType ()
override event GetOwnerStateType ()
vector GetRefillPointPosWS ()
string GetRuinedMeleeAmmoType ()
 returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
int GetSeatAnimationType (int posIdx)
int GetSeatIndexFromDoor (string pDoorSelection)
float GetTransportCameraDistance ()
vector GetTransportCameraOffset ()
string GetVehicleType ()
bool HasEngineZoneReceivedHit ()
void InitImpactSoundData ()
bool IsActionFlipped (Man player)
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).
bool IsAnyCrewPresent ()
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
bool IsFlipped ()
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state).
override bool IsHealthVisible ()
override bool IsIgnoredByConstruction ()
bool IsIgnoredObject (Object o)
bool IsInTransport ()
 returns true if man is in transport, false otherwise
bool IsInventorySoftLocked ()
override bool IsTransport ()
bool IsVitalSparkPlug ()
void JunctureDeleteItem (EntityAI item)
proto native bool LightIsOn ()
 Returns true when lights are on, false otherwise.
proto native void LightOff ()
 Signals for LightIsOn to return false.
proto native void LightOn ()
 Signals for LightIsOn to return true.
proto native void LightToggle ()
 Calls LightOn/LightOff depending on current light state.
void LocalDestroyEntityInHands ()
void MarkCrewMemberDead (int crewMemberIndex)
void MarkCrewMemberUnconscious (int crewMemberIndex)
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
bool OnBeforeLightOn ()
 Is called by native every time the game wants to turn on the light.
void OnContact (string zoneName, vector localPos, IEntity other, Contact data)
 Is called every time when vehicle collides with other object.
array< InventoryItemOnDrawOptics2D ()
 Called when 2D optics are about to be drawn.
void OnDriverEnter (Human player)
 Is called when the crew member enters the driver seat.
void OnDriverExit (Human player)
 Is called when the crew member leaves the driver seat.
void OnGameplayDataHandlerSync ()
void OnInput (float dt)
 Called after every input simulation step.
void OnItemInHandsChanged ()
void OnUpdate (float dt)
 Is called every game frame on client, fixed rate on server.
void OnUpdateLight ()
 Is called by native every time the game wants to update the light.
bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
void PlaySoundByAnimEvent (EAnimSoundEventID id)
void PredictiveMoveItemFromHandsToInventory ()
 ToDo: Old system method. Might should be adjusted to new system at some point.
float ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash)
float ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
proto native int Random ()
 -------------— deterministic random numbers ---------------------—
proto native float Random01 ()
 Random number in range of <0,1> - !
float RandomFloat (float min, float max)
 Random number in range of <min,max> - !
proto native float RandomRange (int pRange)
 Random number in range of <0,pRange-1> - !
void SetEngineZoneReceivedHit (bool pState)
void SetInventorySoftLock (bool status)
void SetProcessUIWarning (bool state)
override bool ShowZonesHealth ()
void StopDeathDarkeningEffect ()
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
void Transport ()
void UpdateInventoryMenu ()
void UpdateLights (int new_gear=-1)
void JunctureTakeEntityToHands (notnull EntityAI item)
 hand juncture
void PredictiveTakeEntityToHands (EntityAI item)
void LocalTakeEntityToHands (EntityAI item)
void ServerTakeEntityToHands (EntityAI item)
void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
bool ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand -> !hand replace
bool LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand replace -> hand
bool LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace
bool LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace2
bool LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
bool ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
bool JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 to inv juncture
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
override bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
override bool PredictiveTakeEntityToCargo (notnull EntityAI item)
override bool LocalTakeEntityToCargo (notnull EntityAI item)
override bool ServerTakeEntityToCargo (notnull EntityAI item)
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
override bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
override bool LocalTakeEntityAsAttachment (notnull EntityAI item)
override bool ServerTakeEntityAsAttachment (notnull EntityAI item)
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
override bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
override bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
override bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
bool JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 swap juncture
bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
bool SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
bool JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 ForceSwap juncture.
bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
bool JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 to target inv juncture
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool PredictiveTakeOrSwapAttachment (notnull EntityAI item)
override bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 to target cgo ex juncture
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
override bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
override bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
bool JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 to target cgo juncture
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
override bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 to target att ex juncture
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
override bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
override bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
bool TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
bool JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 to target att juncture
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
override bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 to dst juncture
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
override bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
override bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
proto native bool StatRegister (string name)
 Stats Registers new stat type for this player.
proto native float StatGet (string name)
 Gets counter value of the specified stat type.
proto void StatGetCounter (string name, out string value)
 Gets counter value as string of the specified stat type.
proto void StatGetAsTime (string name, out string value)
 Gets counter value as formatted time string of the specified stat type.
proto native void StatUpdate (string name, float value)
 Updates stat counter with given value.
proto native void StatUpdateByTime (string name)
 Updates stat counter by time.
proto native void StatUpdateByPosition (string name)
 Updates stat counter by player's actual position.
proto native void StatUpdateByGivenPos (string name, vector pos)
 Updates stat counter by given position.
proto native void StatInvokeUpdate ()
 Invokes read stats from server to client.
proto native void StatSyncToClient ()
 Invokes save stats from server to client.
ScriptInvoker GetOnItemAddedToHands ()
ScriptInvoker GetOnItemRemovedFromHands ()
void EEItemIntoHands (EntityAI item)
void EEItemOutOfHands (EntityAI item)
bool JunctureDropEntity (notnull EntityAI item)
 drop juncture
override bool PredictiveDropEntity (notnull EntityAI item)
override bool LocalDropEntity (notnull EntityAI item)
override bool ServerDropEntity (notnull EntityAI item)
bool DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)

Additional Inherited Members

Private Attributes inherited from EntityAI
ref set< intm_DeadCrewMemberIndices
bool m_EngineZoneReceivedHit
vector m_fuelPos
ref set< intm_UnconsciousCrewMemberIndices
ref ScriptInvoker m_OnItemAddedToHands
ref ScriptInvoker m_OnItemRemovedFromHands
ref CachedEquipmentStorageBase m_CachedEquipmentStorage

Detailed Description

Definition at line 12 of file scriptedentity.c.

Member Function Documentation

◆ GetTriggerShape()

proto native TriggerShape GetTriggerShape ( )
private

Get the current TriggerShape.

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate

Definition at line 107 of file scriptedentity.c.

◆ SetClippingInfo()

proto native void SetClippingInfo ( vector mins,
vector maxs,
float radius )
private

Sets collision properties for object.

Parameters
minsvector Min values of box
maxsvector Max values of box
radiusfloat Radius of bounding sphere
Note
This function is obsolete, use rather SetCollisionBox()

◆ SetCollisionBox()

proto native void SetCollisionBox ( vector mins,
vector maxs )
private

Sets collision box for object.

Parameters
minsvector Min values of box
maxsvector Max values of box
Note
Automatically sets TriggerShape.BOX
usage :
vector mins = "-1 -1 -1";
vector maxs = "1 1 1";
SetCollisionBox(mins, maxs);
proto native void SetCollisionBox(vector mins, vector maxs)
Sets collision box for object.

Referenced by Trigger::SetExtents().

◆ SetCollisionCylinder()

proto native void SetCollisionCylinder ( float radius,
float height )
private

Sets collision cylinder for object, representing cylinder from origin(center) up to defined positive height.

Parameters
radiusfloat Radius of cylinder
heightfloat Height of cylinder
Note
Automatically sets TriggerShape.CYLINDER
usage :
proto native void SetCollisionCylinder(float radius, float height)
Sets collision cylinder for object, representing cylinder from origin(center) up to defined positive ...

◆ SetCollisionCylinderTwoWay()

void SetCollisionCylinderTwoWay ( float radius,
float negativeHeight,
float positiveHeight )
inlineprivate

Input value validated version of SetCollisionCylinderTwoWay.

Parameters
radiusfloat Radius of cylinder
negativeHeighfloat Negative height of cylinder
positiveHeightfloat Positive height of cylinder
Note
Automatically sets TriggerShape.CYLINDER
usage :
SetCollisionCylinderTwoWayValidated(3, -3, 3);

Definition at line 84 of file scriptedentity.c.

References ErrorEx, and SetCollisionCylinderTwoWayNative().

Referenced by CylinderTrigger::EOnInit().

◆ SetCollisionCylinderTwoWayNative()

proto native void SetCollisionCylinderTwoWayNative ( float radius,
float negativeHeight,
float positiveHeight )
private

Sets collision cylinder for object, representing cylinder from origin(center), height can be defined in both directions.

Parameters
radiusfloat Radius of cylinder
negativeHeighfloat Negative height of cylinder
positiveHeightfloat Positive height of cylinder
Note
Automatically sets TriggerShape.CYLINDER
usage :
void SetCollisionCylinderTwoWay(float radius, float negativeHeight, float positiveHeight)
Input value validated version of SetCollisionCylinderTwoWay.

Referenced by SetCollisionCylinderTwoWay().

◆ SetCollisionSphere()

proto native void SetCollisionSphere ( float radius)
private

Sets collision sphere for object.

Parameters
radiusfloat Radius of cylinder
Note
Automatically sets TriggerShape.SPHERE
usage :
proto native void SetCollisionSphere(float radius)
Sets collision sphere for object.

Referenced by SphereTrigger::EOnInit().

◆ SetTriggerShape()

proto native void SetTriggerShape ( TriggerShape shape)
private

Set the TriggerShape to be used, default is TriggerShape.BOX.


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