Dayz Build 1.29.163047, Scripts Rev. 123548
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gameplay.c
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1
3
12
13const int INDEX_NOT_FOUND = -1;
14//-----------------------------------------------------------------------------
17
48
50{
53
68 proto bool WriteToString(void variable_out, bool nice, out string result);
69
100 proto bool ReadFromString(void variable_in, string jsonString, out string error);
101};
102
103
105{
106 void ScriptRPC();
109 proto native void Reset();
117 proto native void Send(Object target, int rpc_type, bool guaranteed,PlayerIdentity recipient = NULL);
118};
119
121{
124
125 proto native void Reset ();
126 proto native void Send ();
127
128 proto native bool CopyFrom(ParamsReadContext other);
129
131 proto native static bool CanStoreInputUserData ();
132};
133
142
150
152{
155
156 proto native void Reset ();
157};
158
159//-----------------------------------------------------------------------------
161{
162 proto native int GetModesCount();
163
164 proto native owned string GetModeName(int index);
165
166 proto native owned string GetAmmoTypeName(int index);
167
168 proto native float GetModeRange(int index);
169
170 private void MeleeCombatData();
171 private void ~MeleeCombatData();
172}
173
174//-----------------------------------------------------------------------------
175const string NullStringArray[1] = { "" };
176
177//-----------------------------------------------------------------------------
180{
181 private void Selection() {}
182 private void ~Selection() {}
183
184 proto native owned string GetName();
185 proto native int GetVertexCount();
186 proto native int GetLODVertexIndex(int sel_vertex_index);
187
189 {
190 int lodIndex = GetLODVertexIndex(index);
191 if (lodIndex == -1)
192 {
193 Error("Vertex doesn't exist");
194 return vector.Zero;
195 }
196
197 return lod.GetVertexPosition(lodIndex);
198 }
199};
200
201//-----------------------------------------------------------------------------
203class LOD
204{
205 // standard(BI) LOD names in p3d
206 static const string NAME_GEOMETRY = "geometry";
207 static const string NAME_VIEW = "view";
208 static const string NAME_FIRE = "fire";
209 static const string NAME_MEMORY = "memory";
210 static const string NAME_ROADWAY = "roadway";
211
212 private void LOD() {}
213 private void ~LOD() {}
214
215 proto native int GetSelectionCount();
216 proto native bool GetSelections(notnull out array<Selection> selections);
217
218 proto native vector GetVertexPosition(int vertex_index);
219
220 proto native owned string GetName(Object myObject);
221
223 {
224 array<Selection> selections = new array<Selection>;
225 GetSelections(selections);
226
227 for (int i = 0; i < selections.Count(); ++i)
228 {
229 string selection_name = selections.Get(i).GetName();
230 selection_name.ToLower();
231 name.ToLower();
232 if (selection_name == name)
233 {
234 return selections.Get(i);
235 }
236 }
237
238 return null;
239 }
240
241 proto native int GetPropertyCount();
242 proto native owned string GetPropertyName(int index);
243 proto native owned string GetPropertyValue(int index);
244}
245
246class Plant extends Object
247{
249
250/*
251class ParamEntry
252{
253 proto string GetString(string entryName);
254 proto int GetInt(string entryName);
255 proto float GetFloat(string entryName);
256 proto ref ParamEntry GetEntry(string entryName);
257 proto int GetNumChildren();
258 proto ref ParamEntry GetNumChildren(int n);
259};
260*/
261//-----------------------------------------------------------------------------
262
263//-----------------------------------------------------------------------------
264class ProxyInventory extends ObjectTyped
265{
266};
267
268//-----------------------------------------------------------------------------
269class ProxySubpart extends Entity
270{
271};
272
273//-----------------------------------------------------------------------------
274// custom widgets
275//-----------------------------------------------------------------------------
277{
278 proto native void SetItem(EntityAI object);
279 proto native EntityAI GetItem();
280
281 proto native int GetView();
288 proto native void SetView(int viewIndex);
289
290 proto native void SetModelOrientation(vector vOrientation);
292 proto native void SetModelPosition(vector vPos);
293 proto native vector GetModelPosition();
294
295 proto native void SetForceFlipEnable(bool enable);
296 proto native void SetForceFlip(bool value);
297};
298
299//-----------------------------------------------------------------------------
301{
302 proto native void UpdateItemInHands(EntityAI object);
303 proto native void SetPlayer(DayZPlayer player);
304 //proto native void SetPlayerType(string type);
306
307 proto native void Refresh();
308
309 proto native void SetModelOrientation(vector vOrientation);
311 proto native void SetModelPosition(vector vPos);
312 proto native vector GetModelPosition();
313};
314
315//-----------------------------------------------------------------------------
316class HtmlWidget extends RichTextWidget
317{
318 proto native void LoadFile(string path);
319};
320
321//-----------------------------------------------------------------------------
323{
324 proto native void ClearUserMarks();
325 proto native void AddUserMark(vector pos, string text, int color /*ARGB*/, string texturePath);
326 proto native vector GetMapPos();
327 proto native void SetMapPos(vector worldPos);
328 proto native float GetScale();
329 proto native void SetScale(float scale);
330 proto native float GetContourInterval();
331 proto native float GetCellSize(float pLegendWidth);
332 proto native vector MapToScreen(vector worldPos);
333 proto native vector ScreenToMap(vector screenPos);
334};
335
336//-----------------------------------------------------------------------------
339{
341 proto int GetPingAct();
343 proto int GetPingMin();
345 proto int GetPingMax();
347 proto int GetPingAvg();
348
350 proto int GetBandwidthMin();
352 proto int GetBandwidthMax();
354 proto int GetBandwidthAvg();
355
357 proto float GetOutputThrottle();
359 proto float GetInputThrottle();
360
362 proto string GetName();
364 proto string GetPlainName();
366 proto string GetFullName();
368 proto string GetId();
370 proto string GetPlainId();
372 proto int GetPlayerId();
373
375 proto Man GetPlayer();
376
377#ifdef FEATURE_NETWORK_RECONCILIATION
379 proto native void Possess(Pawn pawn);
380#endif
381
383 private void PlayerIdentityBase();
384 private void ~PlayerIdentityBase();
385};
386
389{
390
391}
392
393//-----------------------------------------------------------------------------
394const int PROGRESS_START = 0;
395const int PROGRESS_FINISH = 1;
396const int PROGRESS_PROGRESS = 2;
397const int PROGRESS_UPDATE = 3;
398
399//-----------------------------------------------------------------------------
400typedef int ChatChannel;
401
402//-----------------------------------------------------------------------------
405typedef Param1<string> ScriptLogEventParams;
407typedef Param4<int, string, string, string> ChatMessageEventParams;
408typedef Param1<int> ChatChannelEventParams;
409typedef Param1<int> SQFConsoleEventParams;
410
414typedef Param5<PlayerIdentity, bool, vector, float, int> ClientPrepareEventParams;
426typedef Param4<PlayerIdentity, Man, int, bool> ClientDisconnectedEventParams;
427
429typedef Param1<int> LoginTimeEventParams;
431typedef Param1<int> RespawnEventParams;
433typedef Param1<vector> PreloadEventParams;
435typedef Param1<Man> LogoutCancelEventParams;
437typedef Param1<PlayerIdentity> ConnectivityStatsUpdatedEventParams;
439typedef Param4<float, float, int, int> ServerFpsStatsUpdatedEventParams;
443typedef Param1<int> LogoutEventParams;
453typedef Param1<string> DLCOwnerShipFailedParams;
455typedef Param1<FreeDebugCamera> SetFreeCameraEventParams;
457typedef Param1<int> MPConnectionLostEventParams;
463typedef Param1<bool> NetworkInputBufferEventParams;
464
465
466//-----------------------------------------------------------------------------
467
472
473//-----------------------------------------------------------------------------
486
487//-----------------------------------------------------------------------------
496
497//-----------------------------------------------------------------------------
502
503//-----------------------------------------------------------------------------
522
523//-----------------------------------------------------------------------------
540
541//-----------------------------------------------------------------------------
546
547//-----------------------------------------------------------------------------
559
560//-----------------------------------------------------------------------------
574
575//possible in engine events not accessable from script
576//ReloadShadersEvent
577//LoadWorldProgressEvent
578
579//SignStatusEvent
580//SetPausedEvent
581//TerminationEvent
582//UserSettingsChangedEvent
583//StorageChangedEvent
584//BeforeResetEvent
585//AfterRenderEvent
586//AfterResetEvent
587//CrashLogEvent
588//ConsoleEvent
589
591{
592 const string None = "";
593 const string Cursor = "set:dayz_gui image:cursor";
594 const string CloseDoors = "set:dayz_gui image:close";
595 const string OpenDoors = "set:dayz_gui image:open";
596 const string OpenCarDoors = "set:dayz_gui image:open_car";
597 const string CloseCarDoors = "set:dayz_gui image:close_car";
598 const string EngineOff = "set:dayz_gui image:engine_off";
599 const string EngineOn = "set:dayz_gui image:engine_on";
600 const string LadderDown = "set:dayz_gui image:ladderdown";
601 const string LadderOff = "set:dayz_gui image:ladderoff";
602 const string LadderUp = "set:dayz_gui image:ladderup";
603 const string LootCorpse = "set:dayz_gui image:gear";
604 const string CloseHood = "set:dayz_gui image:close_hood";
605 const string OpenHood = "set:dayz_gui image:open_hood";
606 const string GetOut = "set:dayz_gui image:getout";
607 const string GetInCargo = "set:dayz_gui image:get_in_cargo";
608 const string Reload = "set:dayz_gui image:reload";
609 const string GetInDriver = "set:dayz_gui image:get_in_driver";
610 const string GetInCommander = "set:dayz_gui image:get_in_commander";
611 const string GetInPilot = "set:dayz_gui image:get_in_pilot";
612 const string GetInGunner = "set:dayz_gui image:get_in_gunner";
613};
614
615
616
617// some defs for CGame::ShowDialog()
618/*
619const int DBB_NONE = 0;
620const int DBB_OK = 1;
621const int DBB_YES = 2;
622const int DBB_NO = 3;
623const int DBB_CANCEL = 4;
624
625const int DBT_OK = 0; //just OK button
626const int DBT_YESNO = 1; //Yes and No buttons
627const int DBT_YESNOCANCEL = 2; //Yes, No, Cancel buttons
628
629const int DMT_NONE = 0;
630const int DMT_INFO = 1;
631const int DMT_WARNING = 2;
632const int DMT_QUESTION = 3;
633const int DMT_EXCLAMATION = 4;
634*/
635
636DayZGame GetGame() { return g_Game; }
638{
640 void Init(Widget hud_panel_widget) {}
641 void DisplayNotifier(int key, int tendency, int status) {}
642 void DisplayBadge(int key, int value) {}
643 void SetStamina(int value, int range) {}
644 void DisplayStance(int stance) {}
646 void ShowCursor() { }
647 void HideCursor() { }
648 void SetCursorIcon(string icon) { }
649 void SetCursorIconScale(string type, float percentage) { }
650 void SetCursorIconOffset(string type, float x, float y) { }
651 void SetCursorIconSize(string type, float x, float y) { }
652 void ShowWalkieTalkie(bool show) { }
653 void ShowWalkieTalkie(int fadeOutSeconds) { }
654 void SetWalkieTalkieText(string text) { }
655 void RefreshQuickbar(bool itemChanged = false) {}
656 void Show(bool show) {}
658 void SetTemperature(string temp);
659 void SetStaminaBarVisibility(bool show);
660 void Update(float timeslice){}
663
664 void InitHeatBufferUI(Man player);
665 void ShowQuickbarUI(bool show);
666 void ShowQuickbarPlayer(bool show);
667 void ShowHudPlayer(bool show);
668 void ShowHudUI(bool show);
669 void ShowHudInventory(bool show);
670 void ShowQuickBar(bool show);
672 void ShowHud(bool show);
673
675 void OnPlayerLoaded(); // player connects or respawns
676
677 void SetPermanentCrossHair(bool show) {}
678
679 void SpawnHitDirEffect(DayZPlayer player, float hit_direction,float intensity_max);
680 void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level);
681};
682
683//-----------------------------------------------------------------------------
686{
688
690
697
698 private void ~Mission();
699
700 void OnInit() {}
703 void OnUpdate(float timeslice)
704 {
705#ifdef FEATURE_CURSOR
706 m_TimeStamp++;
707#endif
708 }
709 void OnKeyPress(int key) {}
710 void OnKeyRelease(int key) {}
711 void OnMouseButtonPress(int button){}
712 void OnMouseButtonRelease(int button){}
713 void OnEvent(EventType eventTypeId, Param params) {}
714 void OnItemUsed(InventoryItem item, Man owner) {}
715 void AddDummyPlayerToScheduler(Man player){}
716 void Reset(){}
717 void ResetGUI(){}
719
721 {
722 return null;
723 }
724
725 ObjectSnapCallback GetInventoryDropCallback()
726 {
727 return null;
728 }
729
730 bool IsPlayerDisconnecting(Man player);
731
733 {
734 return null;
735 }
736
738 {
739 return null;
740 }
741
743 {
744 return null;
745 }
746
748 {
749 return null;
750 }
751
753 {
754 return null;
755 }
756
757 bool IsPaused()
758 {
759 return false;
760 }
761
762 bool IsGame()
763 {
764 return false;
765 }
766
767 bool IsServer()
768 {
769 return false;
770 }
771
772 void Pause() {}
773 void Continue() {}
774
775 void AbortMission() {}
776
778 void StartLogoutMenu(int time) {}
779
782
784
786
788 {
789 return false;
790 }
791
794
795 void PlayerControlEnable(bool bForceSupress);
796 void PlayerControlDisable(int mode);
797
798 void RemoveActiveInputExcludes(array<string> excludes, bool bForceSupress = false);
799 void RemoveActiveInputRestriction(int restrictor);
801 void AddActiveInputRestriction(int restrictor);
803 bool IsInputExcludeActive(string exclude);
804 bool IsInputRestrictionActive(int restriction);
805 void EnableAllInputs(bool bForceSupress = false);
806
809
810 void ShowChat() {}
811 void HideChat() {}
812 void UpdateVoiceLevelWidgets(int level) {}
813
815 bool IsVoNActive() {}
816 void SetVoNActive(bool active) {}
817
818 bool InsertCorpse(Man player)
819 {
820 return false;
821 }
822
825 void SetPlayerRespawning(bool state);
826 void OnPlayerRespawned(Man player);
829
831 void SetRespawnModeClient(int mode);
833 {
834 return -1;
835 }
836
838
839 ImageWidget GetMicrophoneIcon()
840 {
841 return null;
842 }
843
844 WidgetFadeTimer GetMicWidgetFadeTimer();
846
849
857
865
873
881
889
890
898
899#ifdef FEATURE_CURSOR
900 int m_TimeStamp = 0;
901 int GetTimeStamp()
902 {
903 return m_TimeStamp;
904 }
905#endif
906
907#ifdef DEVELOPER
908 bool m_SuppressNextFrame = true;
909 void SetInputSuppression(bool state);
910 bool GetInputSuppression();
911#endif
912};
913
914// -------------------------------------------------------------------------
915
917{
918 proto native int GetCharactersCount();
919 proto native int GetLastPlayedCharacter();
921 proto native Man CreateCharacterPerson(int index);
922
923 proto void GetLastServerAddress(int index, out string address);
924 proto native int GetLastServerPort(int index);
925 proto native int GetLastSteamQueryPort(int index);
926 proto void GetLastServerName(int index, out string address);
927
930
933 {
934 if (!GetMenuDefaultCharacterDataInstance()/* || g_Game.IsServer()*/)
935 {
936 Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
937 return;
938 }
939
942 }
943
946 {
948 {
949 Error("MenuData | OnGetDefaultCharacter - failed to get data class!");
950 return false;
951 }
952
953 if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
954 {
955 return true;
956 }
957 return false;
958 }
959
960 proto void GetCharacterName(int index, out string name);
961 proto native void SetCharacterName(int index, string newName);
962 // save character is set as last played character
963 proto native void SaveCharacter(bool localPlayer, bool verified);
964 proto native void SaveDefaultCharacter(Man character);
965
967 proto native void SaveCharactersLocal();
969 proto native void LoadCharactersLocal();
970 proto native void ClearCharacters();
971
973 {
974 return g_Game.GetMenuDefaultCharacterData();
975 }
976
977 //proto native void GetCharacterStringList(int characterID, string name, out TStringArray values);
978 //proto bool GetCharacterString(int characterID,string name, out string value);
979};
980
981//holds 'default character' data
983{
984 //const int MODE_SERVER = 0;
985 //const int MODE_CLIENT = 1;
986
991
993 {
994 Init();
995 }
996
997 void Init()
998 {
999 if (!g_Game.IsDedicatedServer())
1000 {
1001 g_Game.GetMenuData().LoadCharactersLocal();
1002 }
1004 }
1005
1007 {
1008 m_AttachmentsMap.Clear();
1009 }
1010
1011 void SetDefaultAttachment(int slotID, string type)
1012 {
1013 m_AttachmentsMap.Set(slotID,type); //using 'Set' instead of 'Insert' for convenience
1014 }
1015
1017 {
1019
1020 int slot_ID;
1021 string attachment_type;
1022 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
1023 {
1024 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
1025 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
1026 {
1027 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
1028 //if (attachment_type != "")
1029 SetDefaultAttachment(slot_ID,attachment_type);
1030 }
1031 }
1032 }
1033
1034 void EquipDefaultCharacter(Man player)
1035 {
1036 if (!player)
1037 {
1038 ErrorEx("WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
1039 return;
1040 }
1041
1042 int slot_ID;
1043 string attachment_type;
1044 string current_attachment_type;
1045 EntityAI current_attachment_object;
1046
1047 GameInventory playerInventory = player.GetInventory();
1048 for (int i = 0; i < m_AttachmentsMap.Count(); ++i)
1049 {
1050 attachment_type = "";
1051 current_attachment_type = "";
1052 slot_ID = m_AttachmentsMap.GetKey(i);
1053 attachment_type = m_AttachmentsMap.GetElement(i); //Get(i)
1054 current_attachment_object = playerInventory.FindAttachment(slot_ID);
1055
1056 if (current_attachment_object)
1057 {
1058 current_attachment_type = current_attachment_object.GetType();
1059 }
1060 if (current_attachment_type != attachment_type)
1061 {
1062 if (current_attachment_object)
1063 g_Game.ObjectDelete(current_attachment_object);
1064 if (attachment_type != "")
1065 playerInventory.CreateAttachmentEx(attachment_type,slot_ID);
1066 }
1067 }
1068 }
1069
1072 {
1077 //DumpAttMapContents();
1078 }
1079
1081 {
1082 if (!ctx.Read(m_CharacterType))
1083 return false;
1084 if (!ctx.Read(m_AttachmentsMap))
1085 return false;
1086 if (!ctx.Read(m_ForceRandomCharacter))
1087 return false;
1088 if (!ctx.Read(m_CharacterName))
1089 return false;
1090
1091 //DumpAttMapContents();
1092 return true;
1093 }
1094
1096 {
1098 }
1099
1101 {
1102 return m_CharacterName;
1103 }
1104
1105 void SetCharacterType(string character_type)
1106 {
1107 m_CharacterType = character_type;
1108 }
1109
1111 {
1112 return m_CharacterType;
1113 }
1114
1116 {
1117 m_ForceRandomCharacter = state;
1118 }
1119
1121 {
1123 }
1124
1129
1130 //DEBUG
1132 {
1133 int debugID;
1134 string debugType;
1135 Print("-----------");
1136 Print("m_AttachmentsMap contents:");
1137 for (int j = 0; j < m_AttachmentsMap.Count(); j++)
1138 {
1139 debugID = m_AttachmentsMap.GetKey(j);
1140 debugType = m_AttachmentsMap.GetElement(j);
1141 Print("index " + j);
1142 Print("debugID: " + debugID);
1143 Print("debugType: " + debugType);
1144 }
1145 Print("-----------");
1146 }
1147}
1148
1149class DefaultCharacterCreationMethods
1150{
1151 static ref array<int> m_AttachmentSlots = {
1152 InventorySlots.SHOULDER,
1153 InventorySlots.MELEE,
1154 InventorySlots.HEADGEAR,
1155 InventorySlots.MASK,
1156 InventorySlots.EYEWEAR,
1157 InventorySlots.GLOVES,
1158 InventorySlots.ARMBAND,
1159 InventorySlots.BODY,
1160 InventorySlots.VEST,
1161 InventorySlots.BACK,
1162 InventorySlots.HIPS,
1163 InventorySlots.LEGS,
1164 InventorySlots.FEET
1166 //conversion nescesssary for legacy reasons...
1168 "shoulder",
1169 "melee",
1170 "headgear",
1171 "mask",
1172 "eyewear",
1173 "gloves",
1174 "armband",
1175 "top",
1176 "vests",
1177 "backpacks",
1178 "hips",
1179 "bottom",
1180 "shoe"
1181 };
1182
1183 const static string m_Path = "cfgCharacterCreation";
1184
1186 static string GetPathFromSlotID(int slot_ID)
1187 {
1188 int idx = m_AttachmentSlots.Find(slot_ID);
1189 string path = "" + m_Path + " " + m_ConfigArrayNames.Get(idx);
1190 return path;
1191 }
1192
1194 static int GetConfigArrayCountFromSlotID(int slot_ID)
1195 {
1196 TStringArray types = new TStringArray;
1197 g_Game.ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1198 return types.Count();
1199 }
1200
1203 {
1204 TStringArray types = new TStringArray;
1205 g_Game.ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1206 return types;
1207 }
1208
1211 {
1212 return m_AttachmentSlots;
1213 }
1214
1217 {
1218 return m_ConfigArrayNames;
1219 }
1220}
1221
1224{
1268
1274
1286
1289};
1290
1307
1308// -------------------------------------------------------------------------
1309/*
1310// Option Access Control Type
1311const int OA_CT_NUMERIC = 0;
1312const int OA_CT_SWITCH = 1;
1313const int OA_CT_LIST = 2;
1314
1315// Option Field of view constants
1316const float OPTIONS_FIELD_OF_VIEW_MIN = 0.75242724772f;
1317const float OPTIONS_FIELD_OF_VIEW_MAX = 1.30322025726f;
1318*/
1319
1321{
1322 //proto private void ~OptionsAccess();
1323 //proto private void OptionsAccess();
1324
1329 proto native int GetAccessType();
1330
1335 proto native int GetControlType();
1336
1340 proto native void Apply();
1341
1345 proto native void Test();
1346
1350 proto native void Revert();
1351
1356 proto native int IsChanged();
1357
1362 proto native int NeedRestart();
1363
1368 proto native int SetChangeImmediately();
1369 //proto native void Initialize();
1370
1375
1380 private proto void SetScriptEvents(Managed events);
1381
1386 private proto Managed GetScriptEvents();
1387
1396
1398
1399
1400
1405
1407 {
1409 }
1410
1412};
1413
1419
1420// -------------------------------------------------------------------------
1421class NumericOptionsAccess extends OptionsAccess
1422{
1423 proto native float ReadValue();
1424 proto native void WriteValue(float value);
1425 proto native float GetMin();
1426 proto native float GetMax();
1427 proto native float GetDefault();
1428};
1429
1430// -------------------------------------------------------------------------
1431class ListOptionsAccess extends OptionsAccess
1432{
1433 proto native int GetIndex();
1434 proto native int GetDefaultIndex();
1435 proto native void SetIndex(int index);
1436 proto native int GetItemsCount();
1437 proto void GetItemText(int index, out string value);
1438
1440 {
1441 string s;
1442 for (int i = 0; i < GetItemsCount(); ++i)
1443 {
1444 GetItemText(i, s);
1445 output.Insert(s);
1446 }
1447 }
1449
1450// -------------------------------------------------------------------------
1451class SwitchOptionsAccess extends OptionsAccess
1452{
1453 proto native void Switch();
1454 proto void GetItemText(out string value);
1455 proto native int GetIndex();
1456 proto native int GetDefaultIndex();
1457};
1458
1459// -------------------------------------------------------------------------
1461{
1465 proto native void Apply();
1466
1470 proto native void Revert();
1471
1475 proto native void Test();
1476
1482 proto native OptionsAccess GetOption(int index);
1483
1489 proto native OptionsAccess GetOptionByType(int accessType);
1490
1495 proto native int GetOptionsCount();
1496
1501 proto native int NeedRestart();
1502
1507 proto native int IsChanged();
1508
1512 proto native void Initialize();
1513};
1514
1515
1516typedef Link<Object> OLinkT;
1517
1526EntityAI SpawnEntity (string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
1527{
1528 return GameInventory.LocationCreateEntity(inv_loc, object_name,iSetupFlags,iRotation);
1529}
1530
1532{
1533};
1534
1535
1536class PrtTest // Temporal class for toggling particles on guns
1537{
1538 static bool m_GunParticlesState = true;
1539}
1540
1541// #include "Scripts/Classes/Component/_include.c"
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
const string EngineOn
Definition gameplay.c:599
const string GetInPilot
Definition gameplay.c:611
const string Cursor
Definition gameplay.c:593
const string EngineOff
Definition gameplay.c:598
const string CloseCarDoors
Definition gameplay.c:597
const string GetInDriver
Definition gameplay.c:609
const string OpenDoors
Definition gameplay.c:595
const string CloseDoors
Definition gameplay.c:594
const string LadderUp
Definition gameplay.c:602
const string OpenCarDoors
Definition gameplay.c:596
const string CloseHood
Definition gameplay.c:604
const string GetInGunner
Definition gameplay.c:612
const string GetInCommander
Definition gameplay.c:610
const string LootCorpse
Definition gameplay.c:603
const string LadderDown
Definition gameplay.c:600
const string GetOut
Definition gameplay.c:606
const string LadderOff
Definition gameplay.c:601
const string GetInCargo
Definition gameplay.c:607
const string OpenHood
Definition gameplay.c:605
const string None
Definition gameplay.c:592
const string Reload
Definition gameplay.c:608
Definition camera.c:2
script counterpart to engine's class Inventory
Definition inventory.c:81
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)...
proto native EntityAI CreateAttachmentEx(string typeName, int slotId)
proto native int GetOptionsCount()
Registered options count.
proto native OptionsAccess GetOption(int index)
Get option by index.
proto native OptionsAccess GetOptionByType(int accessType)
Get option by AccessType.
proto native void Initialize()
Initializes option values with the current users settings.
proto native void Revert()
Load config with options and Revert every option, see OptionsAccess::Revert.
proto native void Apply()
Tests, Applies every option and save config with options to file, see OptionsAccess::Test,...
proto native int NeedRestart()
Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedR...
proto native void Test()
Tests every option, see OptionsAccess::Test.
proto native int IsChanged()
Checks if any option is changed, see OptionsAccess::IsChanged.
grouped gameplay effect widgets and their handling
void DisplayBadge(int key, int value)
Definition gameplay.c:642
void UpdateQuickbarGlobalVisibility()
void DisplayStance(int stance)
Definition gameplay.c:644
void InitHeatBufferUI(Man player)
void HideCursor()
Definition gameplay.c:647
void SetCursorIconScale(string type, float percentage)
Definition gameplay.c:649
void Update(float timeslice)
Definition gameplay.c:660
void ShowHudUI(bool show)
void UpdateBloodName()
Definition gameplay.c:657
void HideVehicleInfo()
void ShowWalkieTalkie(bool show)
Definition gameplay.c:652
void ShowQuickbarPlayer(bool show)
void OnPlayerLoaded()
void ShowQuickBar(bool show)
void Show(bool show)
Definition gameplay.c:656
void ShowVehicleInfo()
void ShowHudPlayer(bool show)
void DisplayNotifier(int key, int tendency, int status)
Definition gameplay.c:641
void ShowHudInventory(bool show)
void ShowWalkieTalkie(int fadeOutSeconds)
Definition gameplay.c:653
void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
void SetCursorIcon(string icon)
Definition gameplay.c:648
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
void RefreshQuickbar(bool itemChanged=false)
Definition gameplay.c:655
void SetStamina(int value, int range)
Definition gameplay.c:643
void ShowQuickbarUI(bool show)
void DisplayPresence()
Definition gameplay.c:645
void ShowHud(bool show)
void SetCursorIconOffset(string type, float x, float y)
Definition gameplay.c:650
ref Timer m_Timer
Definition gameplay.c:639
void ShowCursor()
Definition gameplay.c:646
void SetTemperature(string temp)
void Init(Widget hud_panel_widget)
Definition gameplay.c:640
void SetWalkieTalkieText(string text)
Definition gameplay.c:654
void SetCursorIconSize(string type, float x, float y)
Definition gameplay.c:651
void SetPermanentCrossHair(bool show)
Definition gameplay.c:677
void OnResizeScreen()
void SetStaminaBarVisibility(bool show)
InventoryLocation.
proto native void SetModelPosition(vector vPos)
proto native void SetView(int viewIndex)
0 - default boundingbox_min + boundingbox_max + invView 1 - boundingbox_min2 + boundingbox_max2 + inv...
proto native void SetForceFlip(bool value)
proto native vector GetModelOrientation()
proto native vector GetModelPosition()
proto native void SetItem(EntityAI object)
proto native void SetForceFlipEnable(bool enable)
proto native int GetView()
proto native EntityAI GetItem()
proto native void SetModelOrientation(vector vOrientation)
proto bool ReadFromString(void variable_in, string jsonString, out string error)
Json string deserialization to script variable.
void JsonSerializer()
Definition gameplay.c:51
proto bool WriteToString(void variable_out, bool nice, out string result)
Script variable serialization to json string.
void ~JsonSerializer()
Definition gameplay.c:52
LOD class.
Definition gameplay.c:204
static const string NAME_FIRE
Definition gameplay.c:208
proto native owned string GetPropertyValue(int index)
void ~LOD()
Definition gameplay.c:213
proto native owned string GetName(Object myObject)
static const string NAME_MEMORY
Definition gameplay.c:209
proto native int GetPropertyCount()
static const string NAME_GEOMETRY
Definition gameplay.c:206
proto native bool GetSelections(notnull out array< Selection > selections)
Selection GetSelectionByName(string name)
Definition gameplay.c:222
proto native owned string GetPropertyName(int index)
proto native vector GetVertexPosition(int vertex_index)
proto native int GetSelectionCount()
static const string NAME_VIEW
Definition gameplay.c:207
static const string NAME_ROADWAY
Definition gameplay.c:210
void LOD()
Definition gameplay.c:212
TODO doc.
Definition enscript.c:118
proto native float GetScale()
proto native float GetCellSize(float pLegendWidth)
proto native void SetMapPos(vector worldPos)
proto native vector ScreenToMap(vector screenPos)
proto native void AddUserMark(vector pos, string text, int color, string texturePath)
proto native float GetContourInterval()
proto native vector GetMapPos()
proto native void SetScale(float scale)
proto native void ClearUserMarks()
proto native vector MapToScreen(vector worldPos)
proto native owned string GetModeName(int index)
proto native int GetModesCount()
proto native float GetModeRange(int index)
void MeleeCombatData()
void ~MeleeCombatData()
proto native owned string GetAmmoTypeName(int index)
proto native void SaveCharacter(bool localPlayer, bool verified)
proto native int GetCharactersCount()
proto native int GetLastServerPort(int index)
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
Definition gameplay.c:972
proto native int GetLastPlayedCharacter()
proto native Man CreateCharacterPerson(int index)
Return Character person or null if character initialization failed (inventory load,...
proto native void LoadCharactersLocal()
Loads characters menu data from file.
proto void GetLastServerAddress(int index, out string address)
proto native void SetCharacterName(int index, string newName)
proto bool RequestGetDefaultCharacterData()
void OnSetDefaultCharacter(ParamsWriteContext ctx)
Actual DefaultCharacter saving.
Definition gameplay.c:932
proto void GetLastServerName(int index, out string address)
proto void RequestSetDefaultCharacterData()
proto void GetCharacterName(int index, out string name)
proto native void SaveDefaultCharacter(Man character)
bool OnGetDefaultCharacter(ParamsReadContext ctx)
Actual DefaultCharacter loading.
Definition gameplay.c:945
proto native void ClearCharacters()
proto native void SaveCharactersLocal()
Saves characters menu data to file.
proto native int GetLastSteamQueryPort(int index)
void SetDefaultAttachment(int slotID, string type)
Definition gameplay.c:1011
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Definition gameplay.c:1071
void SetCharacterType(string character_type)
Definition gameplay.c:1105
void SetCharacterName(string name)
Definition gameplay.c:1095
bool DeserializeCharacterData(ParamsReadContext ctx)
Definition gameplay.c:1080
void EquipDefaultCharacter(Man player)
Definition gameplay.c:1034
map< int, string > GetAttachmentMap()
Definition gameplay.c:1125
void SetRandomCharacterForced(bool state)
Definition gameplay.c:1115
ref map< int, string > m_AttachmentsMap
Definition gameplay.c:989
Mission class.
Definition gameplay.c:686
UIScriptedMenu CreateScriptedMenu(int id)
Definition gameplay.c:732
bool IsControlDisabled()
Definition gameplay.c:792
int GetControlDisabledMode()
Definition gameplay.c:793
bool IsGame()
Definition gameplay.c:762
void CreateDebugMonitor()
Definition gameplay.c:780
void RefreshCrosshairVisibility()
Definition gameplay.c:783
array< vector > GetActiveRefresherLocations()
ObjectSnapCallback GetInventoryDropCallback()
Definition gameplay.c:725
WorldData GetWorldData()
Definition gameplay.c:742
ref ScriptInvoker m_OnModMenuVisibilityChanged
Definition gameplay.c:695
Hud GetHud()
Definition gameplay.c:720
void SetVoNActive(bool active)
Definition gameplay.c:816
void EnableAllInputs(bool bForceSupress=false)
ScriptInvoker GetOnTimeChanged()
Definition gameplay.c:891
void RemoveActiveInputRestriction(int restrictor)
void ResetGUI()
Definition gameplay.c:717
map< int, ref WidgetFadeTimer > GetVoiceLevelTimers()
void OnGameplayDataHandlerLoad()
Definition gameplay.c:718
ref ScriptInvoker m_OnInputDeviceConnected
Definition gameplay.c:693
bool IsMissionGameplay()
Definition gameplay.c:787
void OnMouseButtonPress(int button)
Definition gameplay.c:711
int GetRespawnModeClient()
Definition gameplay.c:832
WorldLighting GetWorldLighting()
Definition gameplay.c:747
void HideDebugMonitor()
Definition gameplay.c:781
ImageWidget GetMicrophoneIcon()
Definition gameplay.c:839
ScriptInvoker GetOnInputPresetChanged()
Definition gameplay.c:858
void AddActiveInputRestriction(int restrictor)
void Reset()
Definition gameplay.c:716
void PlayerControlEnable(bool bForceSupress)
void AddActiveInputExcludes(array< string > excludes)
ScriptModule MissionScript
Definition gameplay.c:687
void AbortMission()
Definition gameplay.c:775
void HideVoiceLevelWidgets()
Definition gameplay.c:814
void SyncRespawnModeInfo(PlayerIdentity identity)
server-side
void OnItemUsed(InventoryItem item, Man owner)
Definition gameplay.c:714
void SetRespawnModeClient(int mode)
for client-side usage
ref array< vector > m_ActiveRefresherLocations
Definition gameplay.c:689
void OnMissionStart()
Definition gameplay.c:701
bool IsVoNActive()
Definition gameplay.c:815
bool IsInputExcludeActive(string exclude)
void Pause()
Definition gameplay.c:772
map< int, ImageWidget > GetVoiceLevelWidgets()
GameplayEffectWidgets_base GetEffectWidgets()
ScriptInvoker GetOnInputDeviceConnected()
Definition gameplay.c:866
UIScriptedMenu GetNoteMenu()
void OnInit()
Definition gameplay.c:700
ref ScriptInvoker m_OnTimeChanged
Definition gameplay.c:696
void ~Mission()
void PlayerControlDisable(int mode)
deprecated
void UpdateVoiceLevelWidgets(int level)
Definition gameplay.c:812
void ShowChat()
Definition gameplay.c:810
bool IsPaused()
Definition gameplay.c:757
bool IsInputRestrictionActive(int restriction)
ScriptInvoker GetOnModMenuVisibilityChanged()
Definition gameplay.c:882
void OnKeyPress(int key)
Definition gameplay.c:709
bool InsertCorpse(Man player)
Definition gameplay.c:818
void OnKeyRelease(int key)
Definition gameplay.c:710
ref ScriptInvoker m_OnInputPresetChanged
Definition gameplay.c:692
bool IsServer()
Definition gameplay.c:767
void ShowInventory()
Definition gameplay.c:807
void Continue()
Definition gameplay.c:773
bool IsPlayerDisconnecting(Man player)
void OnUpdate(float timeslice)
Definition gameplay.c:703
ref ScriptInvoker m_OnInputDeviceDisconnected
Definition gameplay.c:694
ScriptInvoker GetOnInputDeviceDisconnected()
Definition gameplay.c:874
void HideChat()
Definition gameplay.c:811
UIScriptedWindow CreateScriptedWindow(int id)
Definition gameplay.c:737
void OnEvent(EventType eventTypeId, Param params)
Definition gameplay.c:713
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
void OnPlayerRespawned(Man player)
void SetNoteMenu(UIScriptedMenu menu)
WidgetFadeTimer GetMicWidgetFadeTimer()
ScriptInvoker GetOnInputDeviceChanged()
Definition gameplay.c:850
void OnMissionFinish()
Definition gameplay.c:702
void AddDummyPlayerToScheduler(Man player)
Definition gameplay.c:715
void HideInventory()
Definition gameplay.c:808
void StartLogoutMenu(int time)
Definition gameplay.c:778
void RefreshExcludes()
ref ScriptInvoker m_OnInputDeviceChanged
Definition gameplay.c:691
void SetPlayerRespawning(bool state)
void HideCrosshairVisibility()
Definition gameplay.c:785
DynamicMusicPlayer GetDynamicMusicPlayer()
Definition gameplay.c:752
bool IsPlayerRespawning()
void CreateLogoutMenu(UIMenuPanel parent)
Definition gameplay.c:777
void OnMouseButtonRelease(int button)
Definition gameplay.c:712
Invokers for ParticleManager events.
Definition gameplay.c:1416
ref ScriptInvoker Event_OnRevert
Definition gameplay.c:1417
proto void GetItemText(out string value)
proto native int GetItemsCount()
proto native int GetIndex()
proto native int GetAccessType()
AccessType of current option.
proto native void Switch()
void OnRevert()
Definition gameplay.c:1406
proto native int GetDefaultIndex()
proto native int GetControlType()
Current option controller type.
proto native void Revert()
Reverts the option value to old value if the value has changed and wasnt applied.
proto native void Apply()
Applies the option value if the value has changed and forgets the old value.
proto native int NeedRestart()
If the option value will take effect only after the game is restarted.
proto native void Test()
Sets the option value internaly if the value has changed and wasnt set immediately upon change.
proto native void SetIndex(int index)
proto void GetItemText(int index, out string value)
OptionsAccessEvents GetEvents()
Get the events.
Definition gameplay.c:1392
proto native int SetChangeImmediately()
If the value is changed internally immediately upon change.
void GetAllItemsText(array< string > output)
Definition gameplay.c:1439
proto native int IsChanged()
If the option value is changed and not applied or reverted.
proto Managed GetScriptEvents()
Get the events.
proto void SetScriptEvents(Managed events)
Set the events.
Base Param Class with no parameters.
Definition param.c:12
proto int GetPingMin()
ping range estimation
proto string GetPlainName()
nick without any processing
proto string GetName()
nick (short) name of player
proto int GetPingAvg()
ping range estimation
proto int GetPingMax()
ping range estimation
proto int GetBandwidthAvg()
bandwidth estimation (in kbps)
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
proto float GetOutputThrottle()
Throttling performed on output bandwidth since last update (percentage [0,1]).
proto string GetFullName()
full name of player
proto string GetPlainId()
plaintext unique id of player (cannot be used in database or logs)
void PlayerIdentityBase()
This is a C++ managed class, so script has no business managing the lifetime.
void ~PlayerIdentityBase()
proto int GetBandwidthMax()
bandwidth estimation (in kbps)
proto int GetPingAct()
ping range estimation
proto int GetBandwidthMin()
bandwidth estimation (in kbps)
proto int GetPlayerId()
id of player in one session (is reused after player disconnects)
proto float GetInputThrottle()
Throttling performed on input bandwidth since last update(percentage [0,1]) (unknown value on Server)...
proto Man GetPlayer()
get player
The class that will be instanced (moddable).
Definition gameplay.c:389
proto native void SetModelPosition(vector vPos)
proto native void UpdateItemInHands(EntityAI object)
proto native vector GetModelOrientation()
proto native void Refresh()
proto native DayZPlayer GetDummyPlayer()
proto native void SetPlayer(DayZPlayer player)
proto native vector GetModelPosition()
proto native void SetModelOrientation(vector vOrientation)
static bool m_GunParticlesState
Definition gameplay.c:1538
proto native void LoadFile(string path)
proto static native bool CanStoreInputUserData()
Returns true when the channel is free, AND the InputBuffer is NOT full (same as '!...
proto native bool CopyFrom(ParamsReadContext other)
proto native void Reset()
proto native void Send()
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
proto void Invoke(void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
invoke call on all inserted methods with given arguments
void ~ScriptJunctureData()
proto native void Reset()
Module containing compiled scripts.
Definition enscript.c:131
proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL)
Initiate remote procedure call.
void ~ScriptRPC()
proto native void Reset()
Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again ...
void ScriptRPC()
proto native ParamsReadContext GetReadContext()
proto native ParamsWriteContext GetWriteContext()
proto native void Reset()
Selection class.
Definition gameplay.c:180
void ~Selection()
Definition gameplay.c:182
proto native int GetVertexCount()
proto native owned string GetName()
proto native int GetLODVertexIndex(int sel_vertex_index)
vector GetVertexPosition(LOD lod, int index)
Definition gameplay.c:188
void Selection()
Definition gameplay.c:181
Serialization general interface.
Definition serializer.c:56
proto bool Write(void value_out)
proto bool Read(void value_in)
void Serializer()
Definition serializer.c:63
Part of main menu hierarchy to create custom menus from script.
Xbox menu.
Definition dayzgame.c:64
Keeps information about currently loaded world, like temperature.
Definition worlddata.c:3
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Definition enconvert.c:123
DayZGame g_Game
Definition dayzgame.c:3942
void DynamicMusicPlayer(DynamicMusicPlayerRegistry configuration)
EConnectivityStatType
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition gameplay.c:529
static ref array< string > m_ConfigArrayNames
Definition gameplay.c:1167
proto native float GetMin()
const int PROGRESS_UPDATE
Definition gameplay.c:397
Param1< int > RespawnEventParams
RespawnTime.
Definition gameplay.c:431
Param1< int > MPConnectionLostEventParams
Duration.
Definition gameplay.c:457
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Definition gameplay.c:449
Param1< Man > LogoutCancelEventParams
Player.
Definition gameplay.c:435
Param1< int > SQFConsoleEventParams
Definition gameplay.c:409
const EventType PartyChatStatusChangedEventTypeID
no params
Definition gameplay.c:561
static int GetConfigArrayCountFromSlotID(int slot_ID)
How many 'default equip' types are listed in the corresponding array.
Definition gameplay.c:1194
Param1< int > LoginTimeEventParams
LoginTime.
Definition gameplay.c:429
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition gameplay.c:509
const EventType MPSessionEndEventTypeID
no params
Definition gameplay.c:477
const EventType ConnectingStartEventTypeID
no params
Definition gameplay.c:567
PlayerIdentity PROGRESS_START
static string GetPathFromSlotID(int slot_ID)
Returns config path of att. slot category, empty if undefined.
Definition gameplay.c:1186
const int INDEX_NOT_FOUND
Definition gameplay.c:13
Param1< string > ScriptLogEventParams
Definition gameplay.c:405
static array< int > GetAttachmentSlotsArray()
Lists all customizable InventorySlots.
Definition gameplay.c:1210
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Definition gameplay.c:539
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Definition gameplay.c:414
Param1< vector > PreloadEventParams
Position.
Definition gameplay.c:433
Param1< bool > NetworkInputBufferEventParams
isFull
Definition gameplay.c:463
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition gameplay.c:565
proto native float GetMax()
Serializer ParamsReadContext
Definition gameplay.c:15
Param4< float, float, int, int > ServerFpsStatsUpdatedEventParams
average server fps, highest frame time, skipped physics simulation steps server/client
Definition gameplay.c:439
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Definition gameplay.c:420
const EventType WorldCleaupEventTypeID
no params
Definition gameplay.c:471
static array< string > GetConfigAttachmentTypes(int slot_ID)
Lists all configured types (if any) for the appropriate attachment.
Definition gameplay.c:1202
class MeleeCombatData NullStringArray[1]
Param1< string > DLCOwnerShipFailedParams
world name
Definition gameplay.c:453
int ChatChannel
Definition gameplay.c:400
Link< Object > OLinkT
Definition gameplay.c:1516
Param1< int > LogoutEventParams
logoutTime
Definition gameplay.c:443
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition gameplay.c:515
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Definition gameplay.c:485
Param2< bool, bool > VONStateEventParams
listening, toggled
Definition gameplay.c:447
Param2< string, string > VONStopSpeakingEventParams
player name, player id
Definition gameplay.c:451
const EventType SelectedUserChangedEventTypeID
no params
Definition gameplay.c:543
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
Definition gameplay.c:459
const EventType ClientRemovedEventTypeID
no params
Definition gameplay.c:521
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
Definition gameplay.c:551
const EventType VONStateEventTypeID
params: VONStateEventParams
Definition gameplay.c:549
const EventType RespawnEventTypeID
params: RespawnEventParams
Definition gameplay.c:533
const EventType MPSessionFailEventTypeID
no params
Definition gameplay.c:479
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
Definition gameplay.c:445
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
Definition gameplay.c:557
const int PROGRESS_PROGRESS
Definition gameplay.c:396
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Definition gameplay.c:426
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
Definition gameplay.c:571
const EventType StartupEventTypeID
no params
Definition gameplay.c:469
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
Definition gameplay.c:555
const EventType DialogQueuedEventTypeID
no params
Definition gameplay.c:495
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition gameplay.c:513
static const string m_Path
Definition gameplay.c:1183
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Definition gameplay.c:505
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Definition gameplay.c:407
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Definition gameplay.c:553
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
Definition gameplay.c:441
const EventType MPSessionStartEventTypeID
no params
Definition gameplay.c:475
class LOD Object
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Definition gameplay.c:511
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info).
Definition gameplay.c:461
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Definition gameplay.c:424
const EventType NetworkManagerClientEventTypeID
no params
Definition gameplay.c:491
const EventType PreloadEventTypeID
params: PreloadEventParams
Definition gameplay.c:535
Param1< int > ChatChannelEventParams
Definition gameplay.c:408
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Definition gameplay.c:531
const EventType NetworkManagerServerEventTypeID
no params
Definition gameplay.c:493
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Definition gameplay.c:437
Param2< string, string > ClientConnectedEventParams
Name, uid.
Definition gameplay.c:412
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:422
const EventType NetworkInputBufferEventTypeID
params: NetworkInputBufferEventParams
Definition gameplay.c:573
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Definition gameplay.c:527
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Definition gameplay.c:525
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Definition gameplay.c:416
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:418
class MenuDefaultCharacterData m_AttachmentSlots
proto native float GetDefault()
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Definition gameplay.c:483
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition gameplay.c:519
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
Definition gameplay.c:1526
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition gameplay.c:6
@ INORDER
Definition gameplay.c:8
@ LEVELORDER
Definition gameplay.c:10
@ POSTORDER
Definition gameplay.c:9
@ PREORDER
Definition gameplay.c:7
const EventType LogoutEventTypeID
params: LogoutEventParams
Definition gameplay.c:537
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
Definition gameplay.c:545
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:481
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Definition gameplay.c:563
Param3< int, float, string > ProgressEventParams
state, progress, title
Definition gameplay.c:404
const int PROGRESS_FINISH
Definition gameplay.c:395
class ListOptionsAccess extends OptionsAccess ReadValue
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
Definition gameplay.c:1293
@ OPTION_CONNECTIVITY_INFO
Definition gameplay.c:1303
@ OPTION_HUD_VEHICLE
Definition gameplay.c:1295
@ OPTION_BLEEDINGINDICATION
Definition gameplay.c:1302
@ OPTION_PLAYER_MESSAGES
Definition gameplay.c:1299
@ OPTION_SERVER_INFO
Definition gameplay.c:1301
@ OPTION_GAME_MESSAGES
Definition gameplay.c:1297
@ OPTION_QUICKBAR
Definition gameplay.c:1300
@ OPTION_ADMIN_MESSAGES
Definition gameplay.c:1298
@ OPTION_AMBIENT_MUSIC_MODE
Definition gameplay.c:1305
@ OPTION_CROSSHAIR
Definition gameplay.c:1296
@ OPTION_HUD_BRIGHTNESS
Definition gameplay.c:1304
@ OPTION_HUD
Definition gameplay.c:1294
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition gameplay.c:501
const EventType ProgressEventTypeID
params: ProgressEventParams
Definition gameplay.c:489
static array< string > GetConfigArrayNames()
for conversion of slot ID to config array's string
Definition gameplay.c:1216
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
Definition gameplay.c:455
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition gameplay.c:517
OptionAccessType
C++ OptionAccessType.
Definition gameplay.c:1224
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
Definition gameplay.c:1273
@ AT_UNKNOWN
Definition gameplay.c:1225
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
Definition gameplay.c:1276
@ AT_QUALITY_PREFERENCE
Definition gameplay.c:1235
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
Definition gameplay.c:1267
@ AT_ANISO_DETAIL
Definition gameplay.c:1231
@ AT_ASPECT_RATIO
Definition gameplay.c:1249
@ AT_VSYNC_VALUE
Definition gameplay.c:1230
@ AT_BLOOM
Definition gameplay.c:1238
@ AT_OPTIONS_TERRAIN
Definition gameplay.c:1241
@ AT_OPTIONS_OBJECT_VISIBILITY_COMBO
Definition gameplay.c:1288
@ AT_POSTPROCESS_EFFECTS
Definition gameplay.c:1234
@ AT_OPTIONS_VON_SLIDER
Definition gameplay.c:1253
@ AT_OPTIONS_FLIPMODE
Definition gameplay.c:1266
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
Definition gameplay.c:1275
@ AT_SHADOW_DETAIL
Definition gameplay.c:1240
@ AT_OPTIONS_VISIBILITY_COMBO
Definition gameplay.c:1287
@ AT_OPTIONS_CONTROLLER_RS_DEADZONE
Definition gameplay.c:1285
@ AT_OPTIONS_HWACC
Definition gameplay.c:1255
@ AT_OPTIONS_BRIGHT_SLIDER
Definition gameplay.c:1244
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
Definition gameplay.c:1278
@ AT_CONFIG_MOUSE_FILTERING
Definition gameplay.c:1259
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
Definition gameplay.c:1272
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
Definition gameplay.c:1282
@ AT_OPTIONS_TERRAIN_SHADER
Definition gameplay.c:1262
@ AT_CONFIG_HEAD_BOB
Definition gameplay.c:1260
@ AT_OPTIONS_AIM_HELPER
Definition gameplay.c:1263
@ AT_OPTIONS_GAMMA_SLIDER
Definition gameplay.c:1243
@ AT_OPTIONS_FXAA_VALUE
Definition gameplay.c:1232
@ AT_HDR_DETAIL
Definition gameplay.c:1228
@ AT_OPTIONS_DISPLAY_MODE
Definition gameplay.c:1261
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
Definition gameplay.c:1248
@ AT_FSAA_DETAIL
Definition gameplay.c:1229
@ AT_OPTIONS_EFFECTS_SLIDER
Definition gameplay.c:1252
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
Definition gameplay.c:1269
@ AT_OPTIONS_RADIO
Definition gameplay.c:1258
@ AT_OPTIONS_MOUSE_XAXIS
Definition gameplay.c:1270
@ AT_AMBIENT_OCCLUSION
Definition gameplay.c:1237
@ AT_OPTIONS_MUSIC_SLIDER
Definition gameplay.c:1251
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
Definition gameplay.c:1264
@ AT_OPTIONS_CONTROLLER_LS_DEADZONE
Definition gameplay.c:1284
@ AT_OBJECTS_DETAIL
Definition gameplay.c:1226
@ AT_ROTATION_BLUR
Definition gameplay.c:1239
@ AT_OPTIONS_MOUSE_YAXIS
Definition gameplay.c:1271
@ AT_ATOC_DETAIL
Definition gameplay.c:1236
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
Definition gameplay.c:1277
@ AT_OPTIONS_LANGUAGE
Definition gameplay.c:1257
@ AT_TEXTURE_DETAIL
Definition gameplay.c:1227
@ AT_OPTIONS_EAX
Definition gameplay.c:1256
@ AT_OPTIONS_RESOLUTION
Definition gameplay.c:1242
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
Definition gameplay.c:1279
@ AT_OPTIONS_VISIBILITY_SLIDER
Definition gameplay.c:1245
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
Definition gameplay.c:1246
@ AT_OPTIONS_MASTER_VOLUME
Definition gameplay.c:1254
@ AT_OPTIONS_PAUSE
Definition gameplay.c:1265
@ AT_OPTIONS_SW_VALUE
Definition gameplay.c:1233
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
Definition gameplay.c:1281
@ AT_OPTIONS_VON_INPUT_MODE
Definition gameplay.c:1283
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
Definition gameplay.c:1280
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
Definition gameplay.c:1247
@ AT_OPTIONS_FIELD_OF_VIEW
Definition gameplay.c:1250
Serializer ParamsWriteContext
Definition gameplay.c:16
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition gameplay.c:507
DayZGame GetGame()
Definition gameplay.c:636
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:499
const EventType ConnectingAbortEventTypeID
no params
Definition gameplay.c:569
proto native void WriteValue(float value)
void Error(string err)
Messagebox with error message.
Definition endebug.c:90
proto void Print(void var)
Prints content of variable to console/log.
enum ShapeType ErrorEx
array< string > TStringArray
Definition enscript.c:712
proto int ToLower()
Changes string to lowercase.
TypeID EventType
Definition enwidgets.c:55
Icon x
Icon y