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gamelibcomponents.c
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#ifdef COMPONENT_SYSTEM
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//Generic components from GameLib (script side of c++ classes)
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typedef
int
[] IEntityComponentSource;
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class
IEntityComponentSource:
BaseContainer
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{
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};
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enum
TouchEvent
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{
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ON_ENTER,
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ON_STAY,
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ON_EXIT
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};
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//TypeID MeshObjectTypeID;
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//TypeID HierarchyTypeID;
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//TypeID RigidBodyTypeID;
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//TypeID SphereGeometryTypeID;
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//TypeID BoxGeometryTypeID;
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class
GenericComponent :
Managed
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{
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proto native
int
GetEventMask();
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proto native
int
SetEventMask(
IEntity
owner,
int
mask);
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proto native
int
ClearEventMask(
IEntity
owner,
int
mask);
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proto native
void
Activate
(
IEntity
owner);
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proto native
void
Deactivate
(
IEntity
owner);
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proto native
bool
IsActive
();
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protected
void
GenericComponent(IEntityComponentSource src,
IEntity
ent);
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}
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class
GenericComponentClass
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{
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bool
DependsOn(
typename
otherClass,
TypeID
otherTypeID) {}
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}
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class
ScriptComponent : GenericComponent
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{
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/*
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Event when owner entity is touched
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\param owner
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Touched entity
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\param extra
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Bitmask of touch types TODO
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*/
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protected
void
EOnTouch
(
IEntity
owner,
int
extra);
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protected
void
EOnInit
(
IEntity
owner,
int
extra);
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protected
void
EOnExtra(
IEntity
owner,
int
extra);
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protected
void
EOnNotVisible(
IEntity
owner,
int
extra);
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protected
void
EOnVisible(
IEntity
owner,
int
extra);
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protected
void
EOnFrame
(
IEntity
owner,
float
timeSlice);
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protected
void
EOnPostFrame(
IEntity
owner,
int
extra);
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protected
void
EOnAnimEvent(
IEntity
owner,
AnimEvent
extra);
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protected
void
EOnSoundEvent(
IEntity
owner,
SoundEvent
extra);
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protected
void
EOnPostSimulate
(
IEntity
owner,
float
timeslice);
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protected
void
EOnSimulate(
IEntity
owner,
float
timeslice);
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protected
void
EOnJointBreak(
IEntity
owner,
int
extra);
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protected
void
EOnPhysicsMove(
IEntity
owner,
int
extra);
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protected
void
EOnContact
(
IEntity
owner,
Contact
extra);
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protected
void
EOnActivate(
IEntity
owner);
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protected
void
EOnDeactivate(
IEntity
owner);
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protected
void
OnComponentInsert(
IEntity
owner, ScriptComponent other);
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protected
void
OnComponentRemove(
IEntity
owner, ScriptComponent other);
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protected
void
OnDelete(
IEntity
owner);
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}
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typedef
int
[] SoundHandle;
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class
SignalInput
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{
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string
m_name;
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float
m_value;
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void
SignalInput()
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{
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m_value = 0;
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}
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};
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class
BaseSoundComponent : GenericComponent
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{
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/* Get list of 'events'. */
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proto native
int
GetEventNames(out
array<string>
events);
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/* Get list of 'signals. '*/
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proto native
int
GetSignalNames(out
array<string>
signals);
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/* Convert signal name to index. */
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proto native
int
GetSignalIndex(
string
name
);
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/* Set signal value by 'name'. */
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proto native
void
SetSignalValueName(
string
signal,
float
value);
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/* Set signal value by 'index'. */
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proto native
void
SetSignalValue(
int
index,
float
value);
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/* Play 'event'. */
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proto native SoundHandle
Play
(
string
name
);
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/* Play sounds based on triggers. */
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proto native SoundHandle
Update
();
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/* Terminate 'sound'. */
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proto native
void
Terminate(SoundHandle handle);
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/* Check if 'sound' is played. */
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proto native
bool
IsPlayed(SoundHandle handle);
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/* Validate handle. */
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proto native
bool
IsHandleValid(SoundHandle handle);
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/* Set sound position. */
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proto native
void
SetTransform
(
vector
[] transf);
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/* Enable debug mode. */
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proto native
void
SetDebug(
bool
value);
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};
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#endif
Play
ParticleSource Play(int particle_id, Object parent_obj, vector local_pos="0 0 0", vector local_ori="0 0 0")
Legacy function for backwards compatibility with 1.01 and below.
Definition:
particlemanager.c:226
Activate
void Activate()
Definition:
modifierbase.c:201
Managed
TODO doc.
Definition:
enscript.c:117
SoundEvent
Definition:
proto.c:39
EOnInit
protected override void EOnInit(IEntity other, int extra)
Definition:
testframework.c:235
Deactivate
void Deactivate(bool trigger=true)
Definition:
modifierbase.c:216
IEntity
Definition:
enentity.c:164
EOnContact
override void EOnContact(IEntity other, Contact extra)
Definition:
easteregg.c:112
vector
Definition:
enconvert.c:105
Contact
Definition:
enphysics.c:300
array< string >
Update
proto native volatile void Update()
Definition:
playersoundmanager.c:125
EOnPostSimulate
override void EOnPostSimulate(IEntity other, float timeSlice)
Definition:
land_underground_waterreservoir.c:166
name
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
EOnFrame
protected override void EOnFrame(IEntity other, float timeSlice)
Definition:
testframework.c:240
EOnTouch
override void EOnTouch(IEntity other, int extra)
Definition:
easteregg.c:106
AnimEvent
Definition:
proto.c:33
IsActive
bool IsActive()
Definition:
modifierbase.c:130
TypeID
int[] TypeID
script representation for C++ RTTI types
Definition:
enscript.c:127
BaseContainer
Definition:
enentity.c:5
SetTransform
proto native void SetTransform(vector mat[4], bool immedUpdate=true)
DAYZ
scripts_v1.24.157551
scripts
gamelib
components
gamelibcomponents.c
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