Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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World Class Reference
Inheritance diagram for World:
Managed

Private Member Functions

proto native void AddEnvShootingSource (vector position, float shootingValDecrease)
 Affects env sound controller value 'Shooting'.
proto void CheckSoundObstruction (EntityAI source, bool inSource, out float obstruction, out float occlusion)
proto native bool DisableReceiveVoN (bool disable)
 enable/disable receiving all voice over network globally
proto native void DisableTransmitVoN (bool disable)
 enable/disable transmiting voice over network globally
proto native void FlattenGrassBox (float x, float z, float side, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 create box
proto native void FlattenGrassEllipse (float x, float z, float sideX, float sideZ, float offset, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 create ellipse
proto native void FlattenGrassRect (float x, float z, float sideX, float sideZ, float offset, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 create rectangle
proto native void FlattenGrassSphere (float x, float z, float radius, float centerLerp01, float timeDown01, float maxHeight01)
 create sphere
proto native AIWorld GetAIWorld ()
 returns reference to AIWorld
proto void GetDate (out int year, out int month, out int day, out int hour, out int minute)
 Get actual ingame world time.
proto native float GetEyeAccom ()
proto void GetGridCoords (vector pos, float gridSize, out int gridX, out int gridZ)
 Translates world coordinates to a grid coordinates(map grid).
proto native float GetLatitude ()
proto native float GetLongitude ()
proto native Material GetMaterial (string materialName)
proto native float GetMoonIntensity ()
proto native int GetPingCriticalThreshold ()
 Returns the value set in server config for notifying high ping.
proto native int GetPingWarningThreshold ()
 Returns the value set in server config for notifying high ping.
proto native void GetPlayerList (out array< Man > players)
proto native float GetServerFpsCriticalThreshold ()
 Returns the value set in server config for notifying low server fps.
proto native float GetServerFpsWarningThreshold ()
 Returns the value set in server config for notifying low server fps.
proto native float GetSunOrMoon ()
proto int GetWorldSize ()
proto native bool Is3rdPersonDisabled ()
 checks if 3rd person camera is disabled from server
proto native bool IsCrosshairDisabled ()
 checks if crosshair is disabled from server
proto native bool IsDisabledReceivingVoN ()
proto native bool IsDisabledTransmitingVoN ()
proto native bool IsMouseAndKeyboardEnabledOnServer ()
 checks if mouse and keyboard is enabled from server (only on console)
proto native bool IsNight ()
proto native void LoadNewLightingCfg (string path)
 load light config
proto native void LoadUserLightingCfg (string path, string name)
 load user light config (just first item is used)
proto native void MarkObjectForPathgraphUpdate (Object object)
proto native void ProcessMarkedObjectsForPathgraphUpdate ()
void SetAperture (float invDiameter)
proto native void SetBuldozerWaterEnabled (bool enable)
proto native void SetCameraPostProcessEffect (int cam, int ppEffect, string effectName, string materialName)
 set new PP effect and its material
proto native void SetDate (int year, int month, int day, int hour, int minute)
 Sets actual ingame world time.
proto native void SetExplicitVolumeFactor_EnvSounds2D (float factor, float fadeTime)
proto native void SetEyeAccom (float eyeAccom)
proto native void SetObjectViewDistance (float distance)
proto native void SetPreferredViewDistance (float distance)
 Sets preferred view distance, which persists between game sessions.
proto native void SetTimeMultiplier (float timeMultiplier)
 Sets the world time acceleration, overriding config.
proto native void SetUserLightingLerp (float val)
 set lerp to user lighting cfg
proto native void SetViewDistance (float distance)
proto void SetVoiceOn (bool listening, bool toggled=false)
 enables/disables player's voice communication
proto native void StartFpsBenchmark (int sectorsCount, float preloadDistance, float fpsLimitRed, float fpsLimitGreen, float fpsLimitBlue, float minX, float minY, float maxX, float maxY)
proto native void StartFpsBenchmarkViews (string xmlFileName, float preloadDistance)
proto native void StartFpsBenchmarkWithMask (float preloadDistance, float fpsLimitRed, float fpsLimitGreen, float fpsLimitBlue)
proto native void UpdatePathgraphDoorByAnimationSourceName (notnull Object object, string animSourceName)
 For entities that aren't a house, any animation source that contains "door" is treated as a door by the pathgraph.
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

Definition at line 1 of file world.c.

Member Function Documentation

◆ AddEnvShootingSource()

proto native void AddEnvShootingSource ( vector position,
float shootingValDecrease )
private

Affects env sound controller value 'Shooting'.

Parameters
soundposition
relativevalue (0..1) - how much should be value decreased

◆ CheckSoundObstruction()

proto void CheckSoundObstruction ( EntityAI source,
bool inSource,
out float obstruction,
out float occlusion )
private

◆ DisableReceiveVoN()

proto native bool DisableReceiveVoN ( bool disable)
private

enable/disable receiving all voice over network globally

Parameters
disableif true, then player is not able listen any voice from VoN
Returns
true if mute request was sent successfully to server. If false, then was problem with sent request or missing player idendity.

◆ DisableTransmitVoN()

proto native void DisableTransmitVoN ( bool disable)
private

enable/disable transmiting voice over network globally

Parameters
disableif true, then VoN is no more usable for transmiting voice

◆ FlattenGrassBox()

proto native void FlattenGrassBox ( float x,
float z,
float side,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create box

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
sideSizesize of side
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

References x.

◆ FlattenGrassEllipse()

proto native void FlattenGrassEllipse ( float x,
float z,
float sideX,
float sideZ,
float offset,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create ellipse

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
radiusXradius in X coord before rotate
radiusZradius in Z coord before rotate
offsetoffset, 0 = default center, <-1, 1>
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

References x.

◆ FlattenGrassRect()

proto native void FlattenGrassRect ( float x,
float z,
float sideX,
float sideZ,
float offset,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create rectangle

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
sideXSizesize of side in X
sideZSizesize of side in Z
offsetoffset, 0 = default center, <-1, 1>
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

References x.

◆ FlattenGrassSphere()

proto native void FlattenGrassSphere ( float x,
float z,
float radius,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create sphere

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
radiusradius
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

References x.

◆ GetAIWorld()

proto native AIWorld GetAIWorld ( )
private

returns reference to AIWorld

◆ GetDate()

proto void GetDate ( out int year,
out int month,
out int day,
out int hour,
out int minute )
private

Get actual ingame world time.

Parameters
year
monthin range <1, 12>
dayin range <1, 31>
hourin range <0, 23>
minutein range <0, 59>
int year, month, day, hour, minute;
g_Game.GetWorld().GetDate(year, month, day, hour, minute);
DayZGame g_Game
Definition dayzgame.c:3942

◆ GetEyeAccom()

proto native float GetEyeAccom ( )
private

◆ GetGridCoords()

proto void GetGridCoords ( vector pos,
float gridSize,
out int gridX,
out int gridZ )
private

Translates world coordinates to a grid coordinates(map grid).

Parameters
pos
sizeof grid in meters
xgrid position result [out]
zgrid position result [out]
int x,z;
g_Game.GetWorld().GetGridCoords(g_Game.GetPlayer().GetPosition(), 100, x, z);
Icon x

◆ GetLatitude()

proto native float GetLatitude ( )
private

◆ GetLongitude()

proto native float GetLongitude ( )
private

◆ GetMaterial()

proto native Material GetMaterial ( string materialName)
private
Material matColors = g_Game.GetWorld().GetMaterial("postprocess/glow");
SetMaterialParam(matColors, "Saturation", 0.8);
float color[4];
color[0] = 0.5;
color[1] = 0.8;
color[2] = 0.7;
color[3] = 0.6;
SetMaterialParam(matColors, "OverlayColor", color);

◆ GetMoonIntensity()

proto native float GetMoonIntensity ( )
private

◆ GetPingCriticalThreshold()

proto native int GetPingCriticalThreshold ( )
private

Returns the value set in server config for notifying high ping.

◆ GetPingWarningThreshold()

proto native int GetPingWarningThreshold ( )
private

Returns the value set in server config for notifying high ping.

◆ GetPlayerList()

proto native void GetPlayerList ( out array< Man > players)
private

◆ GetServerFpsCriticalThreshold()

proto native float GetServerFpsCriticalThreshold ( )
private

Returns the value set in server config for notifying low server fps.

◆ GetServerFpsWarningThreshold()

proto native float GetServerFpsWarningThreshold ( )
private

Returns the value set in server config for notifying low server fps.

◆ GetSunOrMoon()

proto native float GetSunOrMoon ( )
private

◆ GetWorldSize()

proto int GetWorldSize ( )
private

◆ Is3rdPersonDisabled()

proto native bool Is3rdPersonDisabled ( )
private

checks if 3rd person camera is disabled from server

◆ IsCrosshairDisabled()

proto native bool IsCrosshairDisabled ( )
private

checks if crosshair is disabled from server

◆ IsDisabledReceivingVoN()

proto native bool IsDisabledReceivingVoN ( )
private
Returns
true, if receiving voice over network is disabled, so player can not listen anybody

◆ IsDisabledTransmitingVoN()

proto native bool IsDisabledTransmitingVoN ( )
private
Returns
true if transmiting voice over network is disabled, so player can not talking

◆ IsMouseAndKeyboardEnabledOnServer()

proto native bool IsMouseAndKeyboardEnabledOnServer ( )
private

checks if mouse and keyboard is enabled from server (only on console)

◆ IsNight()

proto native bool IsNight ( )
private

◆ LoadNewLightingCfg()

proto native void LoadNewLightingCfg ( string path)
private

load light config

References path.

◆ LoadUserLightingCfg()

proto native void LoadUserLightingCfg ( string path,
string name )
private

load user light config (just first item is used)

References name, and path.

◆ MarkObjectForPathgraphUpdate()

proto native void MarkObjectForPathgraphUpdate ( Object object)
private

◆ ProcessMarkedObjectsForPathgraphUpdate()

proto native void ProcessMarkedObjectsForPathgraphUpdate ( )
private

◆ SetAperture()

void SetAperture ( float invDiameter)
inlineprivate

Definition at line 154 of file world.c.

References SetEyeAccom().

◆ SetBuldozerWaterEnabled()

proto native void SetBuldozerWaterEnabled ( bool enable)
private

◆ SetCameraPostProcessEffect()

proto native void SetCameraPostProcessEffect ( int cam,
int ppEffect,
string effectName,
string materialName )
private

set new PP effect and its material

Parameters
cameranumber of camera
effectIndexindex of effect
effectNamename of effect
matNamename of material

◆ SetDate()

proto native void SetDate ( int year,
int month,
int day,
int hour,
int minute )
private

Sets actual ingame world time.

Parameters
year
monthin range <1, 12>
dayin range <1, 31>
hourin range <0, 23>
minutein range <0, 59>
int year = 2016;
int month = 5;
int day = 4;
int hour = 14;
int minute = 57;
g_Game.GetWorld().SetDate(year, month, day, hour, minute);

Referenced by DayZIntroScene::DayZIntroScene().

◆ SetExplicitVolumeFactor_EnvSounds2D()

proto native void SetExplicitVolumeFactor_EnvSounds2D ( float factor,
float fadeTime )
private

◆ SetEyeAccom()

proto native void SetEyeAccom ( float eyeAccom)
private

Referenced by SetAperture().

◆ SetObjectViewDistance()

proto native void SetObjectViewDistance ( float distance)
private

◆ SetPreferredViewDistance()

proto native void SetPreferredViewDistance ( float distance)
private

Sets preferred view distance, which persists between game sessions.

Parameters
distance

◆ SetTimeMultiplier()

proto native void SetTimeMultiplier ( float timeMultiplier)
private

Sets the world time acceleration, overriding config.

Mostly used for debug purposes.

Parameters
timeMultiplier0-64 acceleration value, -1 to reset back

◆ SetUserLightingLerp()

proto native void SetUserLightingLerp ( float val)
private

set lerp to user lighting cfg

◆ SetViewDistance()

proto native void SetViewDistance ( float distance)
private

◆ SetVoiceOn()

proto void SetVoiceOn ( bool listening,
bool toggled = false )
private

enables/disables player's voice communication

Parameters
listeningenable or disable microphone
toggledenable or disable PTT/Voice activation

◆ StartFpsBenchmark()

proto native void StartFpsBenchmark ( int sectorsCount,
float preloadDistance,
float fpsLimitRed,
float fpsLimitGreen,
float fpsLimitBlue,
float minX,
float minY,
float maxX,
float maxY )
private

◆ StartFpsBenchmarkViews()

proto native void StartFpsBenchmarkViews ( string xmlFileName,
float preloadDistance )
private

◆ StartFpsBenchmarkWithMask()

proto native void StartFpsBenchmarkWithMask ( float preloadDistance,
float fpsLimitRed,
float fpsLimitGreen,
float fpsLimitBlue )
private

◆ UpdatePathgraphDoorByAnimationSourceName()

proto native void UpdatePathgraphDoorByAnimationSourceName ( notnull Object object,
string animSourceName )
private

For entities that aren't a house, any animation source that contains "door" is treated as a door by the pathgraph.

Using the phase value where 0=CLOSED, 1=OPENED, we can update the state of the door without regenerating the tile


The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/3_game/global/world.c