Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
gameplay.c
Go to the documentation of this file.
1 
6 {
11 };
12 
13 const int INDEX_NOT_FOUND = -1;
14 //-----------------------------------------------------------------------------
17 
50 {
51  void JsonSerializer() {}
52  void ~JsonSerializer() {}
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();
107  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 {
122  void ScriptInputUserData ();
123  void ~ScriptInputUserData ();
124 
125  proto native void Reset ();
126  proto native void Send ();
127 
128  proto native bool CopyFrom(ParamsReadContext other);
129 
130  proto native static bool CanStoreInputUserData ();
131 };
132 
134 {
135  void ScriptReadWriteContext ();
136  void ~ScriptReadWriteContext ();
137 
138  proto native ParamsWriteContext GetWriteContext ();
139  proto native ParamsReadContext GetReadContext ();
140 };
141 
143 {
145  void ~ScriptRemoteInputUserData ();
146 
147  proto native void Reset ();
148 };
149 
151 {
152  void ScriptJunctureData ();
153  void ~ScriptJunctureData ();
154 
155  proto native void Reset ();
156 };
157 
158 //-----------------------------------------------------------------------------
160 {
161  proto native int GetModesCount();
162 
163  proto native owned string GetModeName(int index);
164 
165  proto native owned string GetAmmoTypeName(int index);
166 
167  proto native float GetModeRange(int index);
168 
169  private void MeleeCombatData();
170  private void ~MeleeCombatData();
171 }
172 
173 //-----------------------------------------------------------------------------
174 const string NullStringArray[1] = { "" };
175 
176 //-----------------------------------------------------------------------------
179 {
180  private void Selection() {}
181  private void ~Selection() {}
182 
183  proto native owned string GetName();
184  proto native int GetVertexCount();
185  proto native int GetLODVertexIndex(int sel_vertex_index);
186 
187  vector GetVertexPosition(LOD lod, int index)
188  {
189  int lodIndex = GetLODVertexIndex(index);
190  if (lodIndex == -1)
191  {
192  Error("Vertex doesn't exist");
193  return vector.Zero;
194  }
195 
196  return lod.GetVertexPosition(lodIndex);
197  }
198 };
199 
200 //-----------------------------------------------------------------------------
202 class LOD
203 {
204  // standard(BI) LOD names in p3d
205  static const string NAME_GEOMETRY = "geometry";
206  static const string NAME_VIEW = "view";
207  static const string NAME_FIRE = "fire";
208  static const string NAME_MEMORY = "memory";
209  static const string NAME_ROADWAY = "roadway";
210 
211  private void LOD() {}
212  private void ~LOD() {}
213 
214  proto native int GetSelectionCount();
215  proto native bool GetSelections(notnull out array<Selection> selections);
216 
217  proto native vector GetVertexPosition(int vertex_index);
218 
219  proto native owned string GetName(Object myObject);
220 
221  Selection GetSelectionByName(string name)
222  {
223  array<Selection> selections = new array<Selection>;
224  GetSelections(selections);
225 
226  for (int i = 0; i < selections.Count(); ++i)
227  {
228  string selection_name = selections.Get(i).GetName();
229  selection_name.ToLower();
230  name.ToLower();
231  if (selection_name == name)
232  {
233  return selections.Get(i);
234  }
235  }
236 
237  return null;
238  }
239 
240  proto native int GetPropertyCount();
241  proto native owned string GetPropertyName(int index);
242  proto native owned string GetPropertyValue(int index);
243 }
244 
245 class Plant extends Object
246 {
247 };
248 
249 /*
250 class ParamEntry
251 {
252  proto string GetString(string entryName);
253  proto int GetInt(string entryName);
254  proto float GetFloat(string entryName);
255  proto ref ParamEntry GetEntry(string entryName);
256  proto int GetNumChildren();
257  proto ref ParamEntry GetNumChildren(int n);
258 };
259 */
260 //-----------------------------------------------------------------------------
261 
262 //-----------------------------------------------------------------------------
263 class ProxyInventory extends ObjectTyped
264 {
265 };
266 
267 //-----------------------------------------------------------------------------
268 class ProxySubpart extends Entity
269 {
270 };
271 
272 //-----------------------------------------------------------------------------
273 // custom widgets
274 //-----------------------------------------------------------------------------
276 {
277  proto native void SetItem(EntityAI object);
278  proto native EntityAI GetItem();
279 
280  proto native int GetView();
287  proto native void SetView(int viewIndex);
288 
289  proto native void SetModelOrientation(vector vOrientation);
290  proto native vector GetModelOrientation();
291  proto native void SetModelPosition(vector vPos);
292  proto native vector GetModelPosition();
293 
294  proto native void SetForceFlipEnable(bool enable);
295  proto native void SetForceFlip(bool value);
296 };
297 
298 //-----------------------------------------------------------------------------
300 {
301  proto native void UpdateItemInHands(EntityAI object);
302  proto native void SetPlayer(DayZPlayer player);
303  //proto native void SetPlayerType(string type);
304  proto native DayZPlayer GetDummyPlayer();
305 
306  proto native void Refresh();
307 
308  proto native void SetModelOrientation(vector vOrientation);
309  proto native vector GetModelOrientation();
310  proto native void SetModelPosition(vector vPos);
311  proto native vector GetModelPosition();
312 };
313 
314 //-----------------------------------------------------------------------------
315 class HtmlWidget extends RichTextWidget
316 {
317  proto native void LoadFile(string path);
318 };
319 
320 //-----------------------------------------------------------------------------
322 {
323  proto native void ClearUserMarks();
324  proto native void AddUserMark(vector pos, string text, int color /*ARGB*/, string texturePath);
325  proto native vector GetMapPos();
326  proto native void SetMapPos(vector worldPos);
327  proto native float GetScale();
328  proto native void SetScale(float scale);
329  proto native float GetContourInterval();
330  proto native float GetCellSize(float pLegendWidth);
331  proto native vector MapToScreen(vector worldPos);
332  proto native vector ScreenToMap(vector screenPos);
333 };
334 
335 //-----------------------------------------------------------------------------
338 {
340  proto int GetPingAct();
342  proto int GetPingMin();
344  proto int GetPingMax();
346  proto int GetPingAvg();
347 
349  proto int GetBandwidthMin();
351  proto int GetBandwidthMax();
353  proto int GetBandwidthAvg();
354 
356  proto string GetName();
358  proto string GetPlainName();
360  proto string GetFullName();
362  proto string GetId();
364  proto string GetPlainId();
366  proto int GetPlayerId();
367 
369  proto Man GetPlayer();
370 
372  private void PlayerIdentityBase();
373  private void ~PlayerIdentityBase();
374 };
375 
378 {
379 
380 }
381 
382 //-----------------------------------------------------------------------------
383 const int PROGRESS_START = 0;
384 const int PROGRESS_FINISH = 1;
385 const int PROGRESS_PROGRESS = 2;
386 const int PROGRESS_UPDATE = 3;
387 
388 //-----------------------------------------------------------------------------
389 typedef int ChatChannel;
390 
391 //-----------------------------------------------------------------------------
394 typedef Param1<string> ScriptLogEventParams;
396 typedef Param4<int, string, string, string> ChatMessageEventParams;
397 typedef Param1<int> ChatChannelEventParams;
398 typedef Param1<int> SQFConsoleEventParams;
399 
403 typedef Param5<PlayerIdentity, bool, vector, float, int> ClientPrepareEventParams;
415 typedef Param4<PlayerIdentity, Man, int, bool> ClientDisconnectedEventParams;
416 
418 typedef Param1<int> LoginTimeEventParams;
420 typedef Param1<int> RespawnEventParams;
422 typedef Param1<vector> PreloadEventParams;
424 typedef Param1<Man> LogoutCancelEventParams;
426 typedef Param1<PlayerIdentity> ConnectivityStatsUpdatedEventParams;
428 typedef Param1<float> ServerFpsStatsUpdatedEventParams;
432 typedef Param1<int> LogoutEventParams;
442 typedef Param1<string> DLCOwnerShipFailedParams;
444 typedef Param1<FreeDebugCamera> SetFreeCameraEventParams;
446 typedef Param1<int> MPConnectionLostEventParams;
451 
452 
453 //-----------------------------------------------------------------------------
454 
459 
460 //-----------------------------------------------------------------------------
473 
474 //-----------------------------------------------------------------------------
483 
484 //-----------------------------------------------------------------------------
489 
490 //-----------------------------------------------------------------------------
509 
510 //-----------------------------------------------------------------------------
527 
528 //-----------------------------------------------------------------------------
533 
534 //-----------------------------------------------------------------------------
546 
547 //-----------------------------------------------------------------------------
559 
560 //possible in engine events not accessable from script
561 //ReloadShadersEvent
562 //LoadWorldProgressEvent
563 
564 //SignStatusEvent
565 //SetPausedEvent
566 //TerminationEvent
567 //UserSettingsChangedEvent
568 //StorageChangedEvent
569 //BeforeResetEvent
570 //AfterRenderEvent
571 //AfterResetEvent
572 //CrashLogEvent
573 //ConsoleEvent
574 
576 {
577  const string None = "";
578  const string Cursor = "set:dayz_gui image:cursor";
579  const string CloseDoors = "set:dayz_gui image:close";
580  const string OpenDoors = "set:dayz_gui image:open";
581  const string OpenCarDoors = "set:dayz_gui image:open_car";
582  const string CloseCarDoors = "set:dayz_gui image:close_car";
583  const string EngineOff = "set:dayz_gui image:engine_off";
584  const string EngineOn = "set:dayz_gui image:engine_on";
585  const string LadderDown = "set:dayz_gui image:ladderdown";
586  const string LadderOff = "set:dayz_gui image:ladderoff";
587  const string LadderUp = "set:dayz_gui image:ladderup";
588  const string LootCorpse = "set:dayz_gui image:gear";
589  const string CloseHood = "set:dayz_gui image:close_hood";
590  const string OpenHood = "set:dayz_gui image:open_hood";
591  const string GetOut = "set:dayz_gui image:getout";
592  const string GetInCargo = "set:dayz_gui image:get_in_cargo";
593  const string Reload = "set:dayz_gui image:reload";
594  const string GetInDriver = "set:dayz_gui image:get_in_driver";
595  const string GetInCommander = "set:dayz_gui image:get_in_commander";
596  const string GetInPilot = "set:dayz_gui image:get_in_pilot";
597  const string GetInGunner = "set:dayz_gui image:get_in_gunner";
598 };
599 
600 
601 
602 // some defs for CGame::ShowDialog()
603 /*
604 const int DBB_NONE = 0;
605 const int DBB_OK = 1;
606 const int DBB_YES = 2;
607 const int DBB_NO = 3;
608 const int DBB_CANCEL = 4;
609 
610 const int DBT_OK = 0; //just OK button
611 const int DBT_YESNO = 1; //Yes and No buttons
612 const int DBT_YESNOCANCEL = 2; //Yes, No, Cancel buttons
613 
614 const int DMT_NONE = 0;
615 const int DMT_INFO = 1;
616 const int DMT_WARNING = 2;
617 const int DMT_QUESTION = 3;
618 const int DMT_EXCLAMATION = 4;
619 */
620 
621 proto native CGame GetGame();
622 
623 class Hud : Managed
624 {
625  ref Timer m_Timer;
626  void Init(Widget hud_panel_widget) {}
627  void DisplayNotifier(int key, int tendency, int status) {}
628  void DisplayBadge(int key, int value) {}
629  void SetStamina(int value, int range) {}
630  void DisplayStance(int stance) {}
631  void DisplayPresence() {}
632  void ShowCursor() { }
633  void HideCursor() { }
634  void SetCursorIcon(string icon) { }
635  void SetCursorIconScale(string type, float percentage) { }
636  void SetCursorIconOffset(string type, float x, float y) { }
637  void SetCursorIconSize(string type, float x, float y) { }
638  void ShowWalkieTalkie(bool show) { }
639  void ShowWalkieTalkie(int fadeOutSeconds) { }
640  void SetWalkieTalkieText(string text) { }
641  void RefreshQuickbar(bool itemChanged = false) {}
642  void Show(bool show) {}
643  void UpdateBloodName() {}
644  void SetTemperature(string temp);
645  void SetStaminaBarVisibility(bool show);
646  void Update(float timeslice){}
647  void ShowVehicleInfo();
648  void HideVehicleInfo();
649  void ToggleHeatBufferPlusSign(bool show);
650 
651  void ShowQuickbarUI(bool show);
652  void ShowQuickbarPlayer(bool show);
653  void ShowHudPlayer(bool show);
654  void ShowHudUI(bool show);
655  void ShowHudInventory(bool show);
656  void ShowQuickBar(bool show);
657  void UpdateQuickbarGlobalVisibility();
658  void ShowHud(bool show);
659 
660  void OnResizeScreen();
661 
662  void SetPermanentCrossHair(bool show) {}
663 
664  void SpawnHitDirEffect(DayZPlayer player, float hit_direction,float intensity_max);
665  void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level);
666 };
667 
668 //-----------------------------------------------------------------------------
670 class Mission
671 {
672  ScriptModule MissionScript;
673 
674  ref array<vector> m_ActiveRefresherLocations;
675 
676  protected ref ScriptInvoker m_OnInputDeviceChanged = new ScriptInvoker();
677  protected ref ScriptInvoker m_OnInputPresetChanged = new ScriptInvoker();
678  protected ref ScriptInvoker m_OnInputDeviceConnected = new ScriptInvoker();
679  protected ref ScriptInvoker m_OnInputDeviceDisconnected = new ScriptInvoker();
680  protected ref ScriptInvoker m_OnModMenuVisibilityChanged = new ScriptInvoker();
681 
682  private void ~Mission();
683 
684  void OnInit() {}
685  void OnMissionStart() {}
686  void OnMissionFinish() {}
687  void OnUpdate(float timeslice)
688  {
689 #ifdef FEATURE_CURSOR
690  m_TimeStamp++;
691 #endif
692  }
693  void OnKeyPress(int key) {}
694  void OnKeyRelease(int key) {}
695  void OnMouseButtonPress(int button){}
696  void OnMouseButtonRelease(int button){}
697  void OnEvent(EventType eventTypeId, Param params) {}
698  void OnItemUsed(InventoryItem item, Man owner) {}
699  void AddDummyPlayerToScheduler(Man player){}
700  void Reset(){}
701  void ResetGUI(){}
702  void OnGameplayDataHandlerLoad(){}
703 
704  Hud GetHud()
705  {
706  return NULL;
707  }
708 
709  ObjectSnapCallback GetInventoryDropCallback()
710  {
711  return NULL;
712  }
713 
714  bool IsPlayerDisconnecting(Man player);
715 
716  UIScriptedMenu CreateScriptedMenu(int id)
717  {
718  return NULL;
719  }
720 
721  UIScriptedWindow CreateScriptedWindow(int id)
722  {
723  return NULL;
724  }
725 
726  WorldData GetWorldData()
727  {
728  return NULL;
729  }
730 
731  WorldLighting GetWorldLighting()
732  {
733  return NULL;
734  }
735 
736  bool IsPaused()
737  {
738  return false;
739  }
740 
741  bool IsGame()
742  {
743  return false;
744  }
745 
746  bool IsServer()
747  {
748  return false;
749  }
750 
751  void Pause() {}
752  void Continue() {}
753 
754  void AbortMission() {}
755 
756  void CreateLogoutMenu(UIMenuPanel parent) {}
757  void StartLogoutMenu(int time) {}
758 
759  void CreateDebugMonitor() {}
760  void HideDebugMonitor() {}
761 
762  void RefreshCrosshairVisibility() {}
763 
764  void HideCrosshairVisibility() {}
765 
766  bool IsMissionGameplay()
767  {
768  return false;
769  }
770 
771  bool IsControlDisabled() {}
772  int GetControlDisabledMode() {}
773 
774  void PlayerControlEnable(bool bForceSupress);
775  void PlayerControlDisable(int mode);
776 
777  void RemoveActiveInputExcludes(array<string> excludes, bool bForceSupress = false);
778  void RemoveActiveInputRestriction(int restrictor);
779  void AddActiveInputExcludes(array<string> excludes);
780  void AddActiveInputRestriction(int restrictor);
781  void RefreshExcludes();
782  bool IsInputExcludeActive(string exclude);
783  bool IsInputRestrictionActive(int restriction);
784  void EnableAllInputs(bool bForceSupress = false);
785 
786  void ShowInventory() {}
787  void HideInventory() {}
788 
789  void ShowChat() {}
790  void HideChat() {}
791  void UpdateVoiceLevelWidgets(int level) {}
792 
793  void HideVoiceLevelWidgets() {}
794  bool IsVoNActive() {}
795  void SetVoNActive(bool active) {}
796 
797  bool InsertCorpse(Man player)
798  {
799  return false;
800  }
801 
802  UIScriptedMenu GetNoteMenu() {};
803  void SetNoteMenu(UIScriptedMenu menu) {};
804  void SetPlayerRespawning(bool state);
805  void OnPlayerRespawned(Man player);
806  bool IsPlayerRespawning();
807  array<vector> GetActiveRefresherLocations();
808 
810  void SetRespawnModeClient(int mode);
811  int GetRespawnModeClient()
812  {
813  return -1;
814  }
816  void SyncRespawnModeInfo(PlayerIdentity identity) {};
817 
818  ImageWidget GetMicrophoneIcon()
819  {
820  return null;
821  }
822 
823  WidgetFadeTimer GetMicWidgetFadeTimer() {}
824 
825  GameplayEffectWidgets_base GetEffectWidgets() {}
826 
827  map<int,ImageWidget> GetVoiceLevelWidgets() {}
828 
829  map<int,ref WidgetFadeTimer> GetVoiceLevelTimers() {}
830 
831  ScriptInvoker GetOnInputDeviceChanged()
832  {
833  if (!m_OnInputDeviceChanged)
834  {
835  m_OnInputDeviceChanged = new ScriptInvoker;
836  }
837 
838  return m_OnInputDeviceChanged;
839  }
840 
841  ScriptInvoker GetOnInputPresetChanged()
842  {
843  if (!m_OnInputPresetChanged)
844  {
845  m_OnInputPresetChanged = new ScriptInvoker;
846  }
847 
848  return m_OnInputPresetChanged;
849  }
850 
851  ScriptInvoker GetOnInputDeviceConnected()
852  {
853  if (!m_OnInputDeviceConnected)
854  {
855  m_OnInputDeviceConnected = new ScriptInvoker;
856  }
857 
858  return m_OnInputDeviceConnected;
859  }
860 
861  ScriptInvoker GetOnInputDeviceDisconnected()
862  {
863  if (!m_OnInputDeviceDisconnected)
864  {
865  m_OnInputDeviceDisconnected = new ScriptInvoker;
866  }
867 
868  return m_OnInputDeviceDisconnected;
869  }
870 
871  ScriptInvoker GetOnModMenuVisibilityChanged()
872  {
873  if (!m_OnModMenuVisibilityChanged)
874  {
875  m_OnModMenuVisibilityChanged = new ScriptInvoker;
876  }
877 
878  return m_OnModMenuVisibilityChanged;
879  }
880 
881 #ifdef FEATURE_CURSOR
882  int m_TimeStamp = 0;
883  int GetTimeStamp() { return m_TimeStamp; }
884 #endif
885 
886 #ifdef DEVELOPER
887  bool m_SuppressNextFrame = true;
888  void SetInputSuppression(bool state) {}
889  bool GetInputSuppression() {}
890 #endif
891 };
892 
893 // -------------------------------------------------------------------------
894 
896 {
897  proto native int GetCharactersCount();
898  proto native int GetLastPlayedCharacter();
900  proto native Man CreateCharacterPerson(int index);
901 
902  proto void GetLastServerAddress(int index, out string address);
903  proto native int GetLastServerPort(int index);
904  proto void GetLastServerName(int index, out string address);
905 
906  proto void RequestSetDefaultCharacterData();
907  proto bool RequestGetDefaultCharacterData();
908 
910  void OnSetDefaultCharacter(ParamsWriteContext ctx)
911  {
912  if (!GetMenuDefaultCharacterDataInstance()/* || GetGame().IsServer()*/)
913  {
914  Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
915  return;
916  }
917 
918  GetMenuDefaultCharacterDataInstance().SerializeCharacterData(ctx);
919  SaveCharactersLocal();
920  }
921 
923  bool OnGetDefaultCharacter(ParamsReadContext ctx)
924  {
925  if (!GetMenuDefaultCharacterDataInstance())
926  {
927  Error("MenuData | OnGetDefaultCharacter - failed to get data class!");
928  return false;
929  }
930 
931  if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
932  {
933  return true;
934  }
935  return false;
936  }
937 
938  proto void GetCharacterName(int index, out string name);
939  proto native void SetCharacterName(int index, string newName);
940  // save character is set as last played character
941  proto native void SaveCharacter(bool localPlayer, bool verified);
942  proto native void SaveDefaultCharacter(Man character);
943 
945  proto native void SaveCharactersLocal();
947  proto native void LoadCharactersLocal();
948  proto native void ClearCharacters();
949 
950  MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
951  {
952  return GetGame().GetMenuDefaultCharacterData();
953  }
954 
955  //proto native void GetCharacterStringList(int characterID, string name, out TStringArray values);
956  //proto bool GetCharacterString(int characterID,string name, out string value);
957 };
958 
959 //holds 'default character' data
961 {
962  //const int MODE_SERVER = 0;
963  //const int MODE_CLIENT = 1;
964 
965  string m_CharacterName;
966  string m_CharacterType;
967  ref map<int,string> m_AttachmentsMap;
968  bool m_ForceRandomCharacter;
969 
971  {
972  Init();
973  }
974 
975  void Init()
976  {
977  if (!GetGame().IsDedicatedServer())
978  {
979  GetGame().GetMenuData().LoadCharactersLocal();
980  }
981  m_AttachmentsMap = new map<int,string>;
982  }
983 
984  void ClearAttachmentsMap()
985  {
986  m_AttachmentsMap.Clear();
987  }
988 
989  void SetDefaultAttachment(int slotID, string type)
990  {
991  m_AttachmentsMap.Set(slotID,type); //using 'Set' instead of 'Insert' for convenience
992  }
993 
994  void GenerateRandomEquip()
995  {
996  ClearAttachmentsMap();
997 
998  int slot_ID;
999  string attachment_type;
1000  for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
1001  {
1002  slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
1003  if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
1004  {
1005  attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
1006  //if (attachment_type != "")
1007  SetDefaultAttachment(slot_ID,attachment_type);
1008  }
1009  }
1010  }
1011 
1012  void EquipDefaultCharacter(Man player)
1013  {
1014  if (!player)
1015  {
1016  ErrorEx("WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
1017  return;
1018  }
1019 
1020  int slot_ID;
1021  string attachment_type;
1022  string current_attachment_type;
1023  EntityAI current_attachment_object;
1024 
1025  for (int i = 0; i < m_AttachmentsMap.Count(); i++)
1026  {
1027  attachment_type = "";
1028  current_attachment_type = "";
1029  slot_ID = m_AttachmentsMap.GetKey(i);
1030  attachment_type = m_AttachmentsMap.GetElement(i); //Get(i)
1031  current_attachment_object = player.GetInventory().FindAttachment(slot_ID);
1032 
1033  if (current_attachment_object)
1034  {
1035  current_attachment_type = current_attachment_object.GetType();
1036  }
1037  if (current_attachment_type != attachment_type)
1038  {
1039  if (current_attachment_object)
1040  g_Game.ObjectDelete(current_attachment_object);
1041  if (attachment_type != "")
1042  player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
1043  }
1044  }
1045  }
1046 
1048  void SerializeCharacterData(ParamsWriteContext ctx)
1049  {
1050  ctx.Write(m_CharacterType);
1051  ctx.Write(m_AttachmentsMap);
1052  ctx.Write(m_ForceRandomCharacter);
1053  ctx.Write(m_CharacterName);
1054  //DumpAttMapContents();
1055  }
1056 
1057  bool DeserializeCharacterData(ParamsReadContext ctx)
1058  {
1059  if (!ctx.Read(m_CharacterType))
1060  return false;
1061  if (!ctx.Read(m_AttachmentsMap))
1062  return false;
1063  if (!ctx.Read(m_ForceRandomCharacter))
1064  return false;
1065  if (!ctx.Read(m_CharacterName))
1066  return false;
1067 
1068  //DumpAttMapContents();
1069  return true;
1070  }
1071 
1072  void SetCharacterName(string name)
1073  {
1074  m_CharacterName = name;
1075  }
1076 
1077  string GetCharacterName()
1078  {
1079  return m_CharacterName;
1080  }
1081 
1082  void SetCharacterType(string character_type)
1083  {
1084  m_CharacterType = character_type;
1085  }
1086 
1087  string GetCharacterType()
1088  {
1089  return m_CharacterType;
1090  }
1091 
1092  void SetRandomCharacterForced(bool state)
1093  {
1094  m_ForceRandomCharacter = state;
1095  }
1096 
1097  bool IsRandomCharacterForced()
1098  {
1099  return m_ForceRandomCharacter;
1100  }
1101 
1102  map<int,string> GetAttachmentMap()
1103  {
1104  return m_AttachmentsMap;
1105  }
1106 
1107  //DEBUG
1108  void DumpAttMapContents()
1109  {
1110  int debugID;
1111  string debugType;
1112  Print("-----------");
1113  Print("m_AttachmentsMap contents:");
1114  for (int j = 0; j < m_AttachmentsMap.Count(); j++)
1115  {
1116  debugID = m_AttachmentsMap.GetKey(j);
1117  debugType = m_AttachmentsMap.GetElement(j);
1118  Print("index " + j);
1119  Print("debugID: " + debugID);
1120  Print("debugType: " + debugType);
1121  }
1122  Print("-----------");
1123  }
1124 }
1125 
1126 class DefaultCharacterCreationMethods
1127 {
1128  static ref array<int> m_AttachmentSlots = {
1129  InventorySlots.SHOULDER,
1130  InventorySlots.MELEE,
1131  InventorySlots.HEADGEAR,
1132  InventorySlots.MASK,
1133  InventorySlots.EYEWEAR,
1134  InventorySlots.GLOVES,
1135  InventorySlots.ARMBAND,
1136  InventorySlots.BODY,
1137  InventorySlots.VEST,
1138  InventorySlots.BACK,
1139  InventorySlots.HIPS,
1140  InventorySlots.LEGS,
1141  InventorySlots.FEET
1142  };
1143  //conversion nescesssary for legacy reasons...
1144  static ref array<string> m_ConfigArrayNames = {
1145  "shoulder",
1146  "melee",
1147  "headgear",
1148  "mask",
1149  "eyewear",
1150  "gloves",
1151  "armband",
1152  "top",
1153  "vests",
1154  "backpacks",
1155  "hips",
1156  "bottom",
1157  "shoe"
1158  };
1159 
1160  const static string m_Path = "cfgCharacterCreation";
1161 
1163  static string GetPathFromSlotID(int slot_ID)
1164  {
1165  int idx = m_AttachmentSlots.Find(slot_ID);
1166  string path = "" + m_Path + " " + m_ConfigArrayNames.Get(idx);
1167  return path;
1168  }
1169 
1171  static int GetConfigArrayCountFromSlotID(int slot_ID)
1172  {
1173  TStringArray types = new TStringArray;
1174  GetGame().ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1175  return types.Count();
1176  }
1177 
1179  static array<string> GetConfigAttachmentTypes(int slot_ID)
1180  {
1181  TStringArray types = new TStringArray;
1182  GetGame().ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1183  return types;
1184  }
1185 
1187  static array<int> GetAttachmentSlotsArray()
1188  {
1189  return m_AttachmentSlots;
1190  }
1191 
1193  static array<string> GetConfigArrayNames()
1194  {
1195  return m_ConfigArrayNames;
1196  }
1197 }
1198 
1201 {
1245 
1251 
1261 };
1262 
1265 {
1266  OPTION_HUD = 100, //starts at 100 to avoid ID conflict with AT_
1276 };
1277 
1278 // -------------------------------------------------------------------------
1279 /*
1280 // Option Access Control Type
1281 const int OA_CT_NUMERIC = 0;
1282 const int OA_CT_SWITCH = 1;
1283 const int OA_CT_LIST = 2;
1284 
1285 // Option Field of view constants
1286 const float OPTIONS_FIELD_OF_VIEW_MIN = 0.75242724772f;
1287 const float OPTIONS_FIELD_OF_VIEW_MAX = 1.30322025726f;
1288 */
1289 
1291 {
1292  //proto private void ~OptionsAccess();
1293  //proto private void OptionsAccess();
1294 
1299  proto native int GetAccessType();
1300 
1305  proto native int GetControlType();
1306 
1310  proto native void Apply();
1311 
1315  proto native void Test();
1316 
1320  proto native void Revert();
1321 
1326  proto native int IsChanged();
1327 
1332  proto native int NeedRestart();
1333 
1338  proto native int SetChangeImmediately();
1339  //proto native void Initialize();
1340 
1345 
1350  private proto void SetScriptEvents(Managed events);
1351 
1356  private proto Managed GetScriptEvents();
1357 
1362  OptionsAccessEvents GetEvents()
1363  {
1364  return OptionsAccessEvents.Cast(GetScriptEvents());
1365  }
1366 
1368 
1369 
1370 
1375 
1376  void OnRevert()
1377  {
1378  GetEvents().Event_OnRevert.Invoke(this);
1379  }
1380 
1382 };
1383 
1386 {
1387  ref ScriptInvoker Event_OnRevert = new ScriptInvoker();
1388 }
1389 
1390 // -------------------------------------------------------------------------
1391 class NumericOptionsAccess extends OptionsAccess
1392 {
1393  proto native float ReadValue();
1394  proto native void WriteValue(float value);
1395  proto native float GetMin();
1396  proto native float GetMax();
1397  proto native float GetDefault();
1398 };
1399 
1400 // -------------------------------------------------------------------------
1401 class ListOptionsAccess extends OptionsAccess
1402 {
1403  proto native int GetIndex();
1404  proto native int GetDefaultIndex();
1405  proto native void SetIndex(int index);
1406  proto native int GetItemsCount();
1407  proto void GetItemText(int index, out string value);
1408 };
1409 
1410 // -------------------------------------------------------------------------
1411 class SwitchOptionsAccess extends OptionsAccess
1412 {
1413  proto native void Switch();
1414  proto void GetItemText(out string value);
1415  proto native int GetIndex();
1416  proto native int GetDefaultIndex();
1417 };
1418 
1419 // -------------------------------------------------------------------------
1421 {
1425  proto native void Apply();
1426 
1430  proto native void Revert();
1431 
1435  proto native void Test();
1436 
1442  proto native OptionsAccess GetOption(int index);
1443 
1449  proto native OptionsAccess GetOptionByType(int accessType);
1450 
1455  proto native int GetOptionsCount();
1456 
1461  proto native int NeedRestart();
1462 
1467  proto native int IsChanged();
1468 
1472  proto native void Initialize();
1473 };
1474 
1475 
1476 typedef Link<Object> OLinkT;
1477 
1486 EntityAI SpawnEntity (string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
1487 {
1488  return GameInventory.LocationCreateEntity(inv_loc, object_name,iSetupFlags,iRotation);
1489 }
1490 
1492 {
1493 };
1494 
1495 
1496 class PrtTest // Temporal class for toggling particles on guns
1497 {
1498  static bool m_GunParticlesState = true;
1499 }
1500 
1501 // #include "Scripts/Classes/Component/_include.c"
Param2< string, string >
GetGame
proto native CGame GetGame()
ClientReadyEventTypeID
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition: gameplay.c:504
AT_OPTIONS_MOUSE_XAXIS
@ AT_OPTIONS_MOUSE_XAXIS
Definition: gameplay.c:1247
UIScriptedMenu
Definition: dayzgame.c:63
DLCOwnerShipFailedEventTypeID
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Definition: gameplay.c:550
OptionIDsScript
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
Definition: gameplay.c:1264
AT_OPTIONS_GAMMA_SLIDER
@ AT_OPTIONS_GAMMA_SLIDER
Definition: gameplay.c:1220
VONStartSpeakingEventParams
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Definition: gameplay.c:438
OLinkT
Link< Object > OLinkT
Definition: gameplay.c:1476
AT_OPTIONS_VON_SLIDER
@ AT_OPTIONS_VON_SLIDER
Definition: gameplay.c:1230
RespawnEventTypeID
const EventType RespawnEventTypeID
params: RespawnEventParams
Definition: gameplay.c:520
Error
void Error(string err)
Messagebox with error message.
Definition: endebug.c:90
AT_OPTIONS_EAX
@ AT_OPTIONS_EAX
Definition: gameplay.c:1233
OPTION_QUICKBAR
@ OPTION_QUICKBAR
Definition: gameplay.c:1271
VONUserStoppedTransmittingAudioEventTypeID
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
Definition: gameplay.c:544
Mission
Mission class.
Definition: gameplay.c:670
OptionsAccessEvents
Invokers for ParticleManager events.
Definition: gameplay.c:1385
Param
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition: param.c:11
AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
Definition: gameplay.c:1249
NetworkManagerClientEventTypeID
const EventType NetworkManagerClientEventTypeID
no params
Definition: gameplay.c:478
SQFConsoleEventParams
Param1< int > SQFConsoleEventParams
Definition: gameplay.c:398
InventorySlots
provides access to slot configuration
Definition: inventoryslots.c:5
MPConnectionCloseEventParams
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
Definition: gameplay.c:448
INDEX_NOT_FOUND
const int INDEX_NOT_FOUND
Definition: gameplay.c:13
AT_OPTIONS_LANGUAGE
@ AT_OPTIONS_LANGUAGE
Definition: gameplay.c:1234
PROGRESS_START
PlayerIdentity PROGRESS_START
AT_VSYNC_VALUE
@ AT_VSYNC_VALUE
Definition: gameplay.c:1207
MapWidget
Definition: gameplay.c:321
AT_OPTIONS_DRAWDISTANCE_SLIDER
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
Definition: gameplay.c:1225
VONUserStartedTransmittingAudioEventTypeID
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
Definition: gameplay.c:542
TStringArray
array< string > TStringArray
Definition: enscript.c:685
ClientDisconnectedEventParams
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Definition: gameplay.c:415
AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
Definition: gameplay.c:1224
ClientNewReadyEventTypeID
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Definition: gameplay.c:498
PartyChatStatusChangedEventTypeID
const EventType PartyChatStatusChangedEventTypeID
no params
Definition: gameplay.c:548
NullStringArray
class MeleeCombatData NullStringArray[1]
CursorIcons
Definition: gameplay.c:575
AT_ASPECT_RATIO
@ AT_ASPECT_RATIO
Definition: gameplay.c:1226
NetworkManagerServerEventTypeID
const EventType NetworkManagerServerEventTypeID
no params
Definition: gameplay.c:480
AT_OPTIONS_VISIBILITY_SLIDER
@ AT_OPTIONS_VISIBILITY_SLIDER
Definition: gameplay.c:1222
OPTION_SERVER_INFO
@ OPTION_SERVER_INFO
Definition: gameplay.c:1272
JsonSerializer
Class for sending RPC over network.
Definition: gameplay.c:49
ClientReconnectEventParams
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Definition: gameplay.c:413
Selection
Selection class.
Definition: gameplay.c:178
PlayerPreviewWidget
Definition: gameplay.c:299
ScriptRemoteInputUserData
Definition: gameplay.c:142
ScriptInputUserData
Definition: gameplay.c:120
ProgressEventParams
Param3< int, float, string > ProgressEventParams
state, progress, title
Definition: gameplay.c:393
ServerFpsStatsUpdatedEventTypeID
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Definition: gameplay.c:514
OPTION_ADMIN_MESSAGES
@ OPTION_ADMIN_MESSAGES
Definition: gameplay.c:1269
AT_ROTATION_BLUR
@ AT_ROTATION_BLUR
Definition: gameplay.c:1216
ClientRemovedEventTypeID
const EventType ClientRemovedEventTypeID
no params
Definition: gameplay.c:508
y
Icon y
VONStateEventParams
Param2< bool, bool > VONStateEventParams
listening, toggled
Definition: gameplay.c:436
Managed
TODO doc.
Definition: enscript.c:117
AT_OBJECTS_DETAIL
@ AT_OBJECTS_DETAIL
Definition: gameplay.c:1203
ConnectingAbortEventTypeID
const EventType ConnectingAbortEventTypeID
no params
Definition: gameplay.c:556
ChatMessageEventParams
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Definition: gameplay.c:396
OPTION_PLAYER_MESSAGES
@ OPTION_PLAYER_MESSAGES
Definition: gameplay.c:1270
Print
proto void Print(void var)
Prints content of variable to console/log.
GameOptions
Definition: gameplay.c:1420
InventoryLocation
InventoryLocation.
Definition: inventorylocation.c:27
EConnectivityStatType
EConnectivityStatType
Definition: egamestateicons.c:1
AT_SHADOW_DETAIL
@ AT_SHADOW_DETAIL
Definition: gameplay.c:1217
LogoutEventTypeID
const EventType LogoutEventTypeID
params: LogoutEventParams
Definition: gameplay.c:524
ClientConnectedEventTypeID
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Definition: gameplay.c:492
MPConnectionLostEventParams
Param1< int > MPConnectionLostEventParams
Duration.
Definition: gameplay.c:446
AT_OPTIONS_FIELD_OF_VIEW
@ AT_OPTIONS_FIELD_OF_VIEW
Definition: gameplay.c:1227
MPSessionPlayerReadyEventTypeID
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition: gameplay.c:468
AT_POSTPROCESS_EFFECTS
@ AT_POSTPROCESS_EFFECTS
Definition: gameplay.c:1211
GetMax
proto native float GetMax()
DialogQueuedEventTypeID
const EventType DialogQueuedEventTypeID
no params
Definition: gameplay.c:482
ClientNewEventTypeID
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition: gameplay.c:496
StartupEventTypeID
const EventType StartupEventTypeID
no params
Definition: gameplay.c:456
VONStateEventTypeID
const EventType VONStateEventTypeID
params: VONStateEventParams
Definition: gameplay.c:536
AT_ATOC_DETAIL
@ AT_ATOC_DETAIL
Definition: gameplay.c:1213
AT_OPTIONS_FLIPMODE
@ AT_OPTIONS_FLIPMODE
Definition: gameplay.c:1243
ScriptLogEventParams
Param1< string > ScriptLogEventParams
Definition: gameplay.c:394
LOD
LOD class.
Definition: gameplay.c:202
AT_CONFIG_MOUSE_FILTERING
@ AT_CONFIG_MOUSE_FILTERING
Definition: gameplay.c:1236
AT_OPTIONS_VON_INPUT_MODE
@ AT_OPTIONS_VON_INPUT_MODE
Definition: gameplay.c:1260
RespawnEventParams
Param1< int > RespawnEventParams
RespawnTime.
Definition: gameplay.c:420
InventoryItem
Definition: itembase.c:13
ClientPrepareEventParams
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Definition: gameplay.c:403
Param3
Definition: entityai.c:95
AT_OPTIONS_MOUSE_YAXIS
@ AT_OPTIONS_MOUSE_YAXIS
Definition: gameplay.c:1248
ClientReadyEventParams
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Definition: gameplay.c:411
GetDefault
proto native float GetDefault()
PlayerDeathEventTypeID
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
Definition: gameplay.c:558
LoginStatusEventTypeID
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Definition: gameplay.c:526
AT_OPTIONS_MOUSE_YAXIS_INVERTED
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
Definition: gameplay.c:1246
AT_OPTIONS_SW_VALUE
@ AT_OPTIONS_SW_VALUE
Definition: gameplay.c:1210
DayZPlayer
Definition: dayzplayerimplement.c:72
WorldLighting
Definition: worldlighting.c:1
LoginStatusEventParams
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
Definition: gameplay.c:430
PROGRESS_PROGRESS
const int PROGRESS_PROGRESS
Definition: gameplay.c:385
AT_OPTIONS_CONTROLLER_LS_XAXIS
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
Definition: gameplay.c:1252
DLCOwnerShipFailedParams
Param1< string > DLCOwnerShipFailedParams
world name
Definition: gameplay.c:442
AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
Definition: gameplay.c:1254
ScriptJunctureData
Definition: gameplay.c:150
ParamsWriteContext
Serializer ParamsWriteContext
Definition: gameplay.c:16
ErrorEx
enum ShapeType ErrorEx
ScriptLogEventTypeID
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
Definition: gameplay.c:532
OPTION_CROSSHAIR
@ OPTION_CROSSHAIR
Definition: gameplay.c:1267
AT_OPTIONS_AIM_HELPER
@ AT_OPTIONS_AIM_HELPER
Definition: gameplay.c:1240
ChatMessageEventTypeID
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition: gameplay.c:486
Serializer
Serialization general interface. Serializer API works with:
Definition: serializer.c:55
ClientReconnectEventTypeID
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition: gameplay.c:502
ObjectTyped
Definition: entity.c:1
ServerFpsStatsUpdatedEventParams
Param1< float > ServerFpsStatsUpdatedEventParams
float
Definition: gameplay.c:428
PlayerIdentity
The class that will be instanced (moddable)
Definition: gameplay.c:377
PreloadEventParams
Param1< vector > PreloadEventParams
Position.
Definition: gameplay.c:422
SelectedUserChangedEventTypeID
const EventType SelectedUserChangedEventTypeID
no params
Definition: gameplay.c:530
AT_OPTIONS_RESOLUTION
@ AT_OPTIONS_RESOLUTION
Definition: gameplay.c:1219
AT_OPTIONS_EFFECTS_SLIDER
@ AT_OPTIONS_EFFECTS_SLIDER
Definition: gameplay.c:1229
ParamsReadContext
Serializer ParamsReadContext
Definition: gameplay.c:15
EventType
TypeID EventType
Definition: enwidgets.c:55
AT_QUALITY_PREFERENCE
@ AT_QUALITY_PREFERENCE
Definition: gameplay.c:1212
RichTextWidget
Definition: gameplay.c:315
map
map
Definition: controlsxboxnew.c:3
MenuDefaultCharacterData
Definition: gameplay.c:960
AT_OPTIONS_CONTROLLER_RS_YAXIS
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
Definition: gameplay.c:1257
UIMenuPanel
Part of main menu hierarchy to create custom menus from script.
Definition: uiscriptedmenu.c:2
vector
Definition: enconvert.c:105
PlayerIdentityBase
Player description (base engine class)
Definition: gameplay.c:337
OPTION_CONNECTIVITY_INFO
@ OPTION_CONNECTIVITY_INFO
Definition: gameplay.c:1274
AT_OPTIONS_MOUSE_AND_KEYBOARD
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
Definition: gameplay.c:1241
AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
Definition: gameplay.c:1258
OptionsAccess
Definition: gameplay.c:1290
ConnectivityStatsUpdatedEventParams
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Definition: gameplay.c:426
WriteValue
proto native void WriteValue(float value)
MeleeCombatData
Definition: gameplay.c:159
AT_OPTIONS_CONTROLLER_LS_YAXIS
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
Definition: gameplay.c:1253
GetMin
proto native float GetMin()
LogoutCancelEventParams
Param1< Man > LogoutCancelEventParams
Player.
Definition: gameplay.c:424
AT_OPTIONS_CONTROLLER_RS_XAXIS
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
Definition: gameplay.c:1256
ScriptRPC
Definition: gameplay.c:104
g_Game
DayZGame g_Game
Definition: dayzgame.c:3727
PreloadEventTypeID
const EventType PreloadEventTypeID
params: PreloadEventParams
Definition: gameplay.c:522
Object
Definition: objecttyped.c:1
MPConnectionCloseEventTypeID
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Definition: gameplay.c:472
SetFreeCameraEventTypeID
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition: gameplay.c:552
PlayerDeathEventParams
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info)
Definition: gameplay.c:450
AT_OPTIONS_RADIO
@ AT_OPTIONS_RADIO
Definition: gameplay.c:1235
UIScriptedWindow
Definition: uiscriptedwindow.c:1
VONStopSpeakingEventTypeID
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Definition: gameplay.c:540
AT_CONFIG_HEAD_BOB
@ AT_CONFIG_HEAD_BOB
Definition: gameplay.c:1237
ClientDisconnectedEventTypeID
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition: gameplay.c:506
ConnectingStartEventTypeID
const EventType ConnectingStartEventTypeID
no params
Definition: gameplay.c:554
OptionAccessType
OptionAccessType
C++ OptionAccessType.
Definition: gameplay.c:1200
AT_OPTIONS_VON_THRESHOLD_SLIDER
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
Definition: gameplay.c:1244
OPTION_HUD
@ OPTION_HUD
Definition: gameplay.c:1266
CGame
Definition: dayzgame.c:874
AT_OPTIONS_PAUSE
@ AT_OPTIONS_PAUSE
Definition: gameplay.c:1242
ClientNewReadyEventParams
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
Definition: gameplay.c:407
WorldData
Keeps information about currently loaded world, like temperature.
Definition: worlddata.c:2
OPTION_BLEEDINGINDICATION
@ OPTION_BLEEDINGINDICATION
Definition: gameplay.c:1273
AT_BLOOM
@ AT_BLOOM
Definition: gameplay.c:1215
AT_AMBIENT_OCCLUSION
@ AT_AMBIENT_OCCLUSION
Definition: gameplay.c:1214
SetFreeCameraEventParams
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
Definition: gameplay.c:444
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition: isboxcollidinggeometryproxyclasses.c:27
PrtTest
Definition: gameplay.c:1496
LoginTimeEventParams
Param1< int > LoginTimeEventParams
LoginTime.
Definition: gameplay.c:418
ClientConnectedEventParams
Param2< string, string > ClientConnectedEventParams
Name, uid.
Definition: gameplay.c:401
ChatChannelEventParams
Param1< int > ChatChannelEventParams
Definition: gameplay.c:397
VONStopSpeakingEventParams
Param2< string, string > VONStopSpeakingEventParams
player name, player id
Definition: gameplay.c:440
name
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
x
Icon x
WindowsResizeEventParams
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
Definition: gameplay.c:434
INORDER
@ INORDER
Definition: gameplay.c:8
Static
Definition: gameplay.c:1491
AT_OPTIONS_TERRAIN_SHADER
@ AT_OPTIONS_TERRAIN_SHADER
Definition: gameplay.c:1239
AT_OPTIONS_MUSIC_SLIDER
@ AT_OPTIONS_MUSIC_SLIDER
Definition: gameplay.c:1228
PREORDER
@ PREORDER
Definition: gameplay.c:7
MenuData
Definition: gameplay.c:895
ScriptModule
Module containing compiled scripts.
Definition: enscript.c:130
VONStartSpeakingEventTypeID
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
Definition: gameplay.c:538
Entity
Definition: camera.c:1
AT_OPTIONS_TERRAIN
@ AT_OPTIONS_TERRAIN
Definition: gameplay.c:1218
InventoryTraversalType
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition: gameplay.c:5
ItemPreviewWidget
Definition: gameplay.c:275
AT_TEXTURE_DETAIL
@ AT_TEXTURE_DETAIL
Definition: gameplay.c:1204
ConnectivityStatsUpdatedEventTypeID
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Definition: gameplay.c:512
MPSessionFailEventTypeID
const EventType MPSessionFailEventTypeID
no params
Definition: gameplay.c:466
AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
Definition: gameplay.c:1223
AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
Definition: gameplay.c:1259
LogoutEventParams
Param1< int > LogoutEventParams
logoutTime
Definition: gameplay.c:432
POSTORDER
@ POSTORDER
Definition: gameplay.c:9
PROGRESS_UPDATE
const int PROGRESS_UPDATE
Definition: gameplay.c:386
AT_OPTIONS_BRIGHT_SLIDER
@ AT_OPTIONS_BRIGHT_SLIDER
Definition: gameplay.c:1221
Timer
Definition: dayzplayerimplement.c:62
AT_HDR_DETAIL
@ AT_HDR_DETAIL
Definition: gameplay.c:1205
GameplayEffectWidgets_base
grouped gameplay effect widgets and their handling
Definition: gameplayeffectwidgets.c:6
LogoutCancelEventTypeID
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition: gameplay.c:516
LEVELORDER
@ LEVELORDER
Definition: gameplay.c:10
ChatChannel
int ChatChannel
Definition: gameplay.c:389
ChatChannelEventTypeID
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition: gameplay.c:488
LoginTimeEventTypeID
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Definition: gameplay.c:518
AT_ANISO_DETAIL
@ AT_ANISO_DETAIL
Definition: gameplay.c:1208
Widget
Definition: enwidgets.c:189
AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
Definition: gameplay.c:1255
WorldCleaupEventTypeID
const EventType WorldCleaupEventTypeID
no params
Definition: gameplay.c:458
AT_FSAA_DETAIL
@ AT_FSAA_DETAIL
Definition: gameplay.c:1206
PROGRESS_FINISH
const int PROGRESS_FINISH
Definition: gameplay.c:384
AT_UNKNOWN
@ AT_UNKNOWN
Definition: gameplay.c:1202
GetScriptEvents
private proto Managed GetScriptEvents()
Get the events.
AT_OPTIONS_HWACC
@ AT_OPTIONS_HWACC
Definition: gameplay.c:1232
ClientRespawnEventTypeID
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition: gameplay.c:500
MPConnectionLostEventTypeID
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Definition: gameplay.c:470
OPTION_HUD_BRIGHTNESS
@ OPTION_HUD_BRIGHTNESS
Definition: gameplay.c:1275
ClientNewEventParams
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Definition: gameplay.c:405
AT_OPTIONS_FXAA_VALUE
@ AT_OPTIONS_FXAA_VALUE
Definition: gameplay.c:1209
MPSessionStartEventTypeID
const EventType MPSessionStartEventTypeID
no params
Definition: gameplay.c:462
AT_OPTIONS_MASTER_VOLUME
@ AT_OPTIONS_MASTER_VOLUME
Definition: gameplay.c:1231
EntityAI
Definition: building.c:5
ReadValue
class ListOptionsAccess extends OptionsAccess ReadValue
m_AttachmentSlots
class MenuDefaultCharacterData m_AttachmentSlots
AT_OPTIONS_DISPLAY_MODE
@ AT_OPTIONS_DISPLAY_MODE
Definition: gameplay.c:1238
AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
Definition: gameplay.c:1250
Count
@ Count
Definition: randomgeneratorsyncmanager.c:7
ProgressEventTypeID
const EventType ProgressEventTypeID
params: ProgressEventParams
Definition: gameplay.c:476
MPSessionEndEventTypeID
const EventType MPSessionEndEventTypeID
no params
Definition: gameplay.c:464
GameInventory
script counterpart to engine's class Inventory
Definition: inventory.c:78
ScriptReadWriteContext
Definition: gameplay.c:133
SpawnEntity
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
Definition: gameplay.c:1486
Hud
Definition: gameplay.c:623
ClientPrepareEventTypeID
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition: gameplay.c:494
ClientRespawnEventParams
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Definition: gameplay.c:409
OPTION_GAME_MESSAGES
@ OPTION_GAME_MESSAGES
Definition: gameplay.c:1268
path
string path
Definition: optionselectormultistate.c:135
ScriptInvoker
ScriptInvoker Class provide list of callbacks usage:
Definition: tools.c:115