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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Private Member Functions | |
| void | UAInterface () |
| void | ~UAInterface () |
| proto native bool | SyncedClick (string action, bool check_focus=true) |
| proto native bool | SyncedClick_ID (int action, bool check_focus=true) |
| Returns true just in frame, when single click action invoked (button pressed and released before hold timer). | |
| proto native bool | SyncedDbl (string action, bool check_focus=true) |
| proto native bool | SyncedDbl_ID (int action, bool check_focus=true) |
| Returns true just in frame, when double click action invoked (button double clicked). | |
| proto native bool | SyncedHold (string action, bool check_focus=true) |
| proto native bool | SyncedHold_ID (int action, bool check_focus=true) |
| Returns true just in frame, when hold action invoked (button is hold). | |
| proto native bool | SyncedPress (string action, bool check_focus=true) |
| proto native bool | SyncedPress_ID (int action, bool check_focus=true) |
| Returns true just in frame, when action was invoked (button was pressed). | |
| proto native bool | SyncedRelease (string action, bool check_focus=true) |
| proto native bool | SyncedRelease_ID (int action, bool check_focus=true) |
| Returns true just in frame, when release action happened (button was released). | |
| proto native float | SyncedValue (string action, bool check_focus=true) |
| proto native float | SyncedValue_ID (int action, bool check_focus=true) |
| Get action state. | |
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inlineprivate |
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inlineprivate |
Returns true just in frame, when single click action invoked (button pressed and released before hold timer).
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when double click action invoked (button double clicked).
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when hold action invoked (button is hold).
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Referenced by DayZPlayerImplementThrowing::CanContinueThrowing().
Returns true just in frame, when action was invoked (button was pressed).
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Referenced by DayZPlayer::HandleOptic().
Returns true just in frame, when release action happened (button was released).
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
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private |
Get action state.
| action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
| check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Referenced by ManBase::CanChangeStance(), and DayZCreature::ModCommandHandlerBefore().