9class ObjectSnapCallback
111 for (
int i = 0; i < lods.Count(); ++i )
113 string lod_name =
GetLODName( lods.Get( i ) );
116 if ( lod_name ==
name )
118 return lods.Get( i );
144 void Explode(
int damageType,
string ammoType =
"")
150 ammoType =
"Dummy_Heavy";
155 DamageSystem.ExplosionDamage(
EntityAI.Cast(
this), null, ammoType,
GetPosition(), damageType);
161 if (
g_Game.IsDedicatedServer() )
163 Param1<EntityAI> p =
new Param1<EntityAI>(null);
164 g_Game.RPCSingleParam(
this,
ERPCs.RPC_EXPLODE_EVENT, p,
true);
166 else if ( !
g_Game.IsMultiplayer() )
178 ammoType =
"Dummy_Heavy";
231 proto
bool ToBonePivot(out
int pivot,
int level,
int bone);
232 proto
bool FromBonePivot(
int pivot, out
int level, out
int bone);
394 return g_Game.SurfaceGetNoiseMultiplier(NULL, position, -1);
403 g_Game.SurfaceUnderObject(
this, surface_type,liquid_type);
416 for (
int i = 0; i < selections.Count(); ++i )
418 if ( selections.Get( i ) == selection )
430 string cfg_path_vehicles =
"CfgVehicles " +
GetType() +
" ";
431 if (
g_Game.ConfigIsExisting (cfg_path_vehicles) &&
g_Game.ConfigIsExisting (cfg_path_vehicles +
"AnimationSources " + anim_name) )
436 string cfg_path_weapons =
"CfgWeapons " +
GetType() +
" ";
437 if (
g_Game.ConfigIsExisting (cfg_path_weapons) &&
g_Game.ConfigIsExisting (cfg_path_weapons +
"AnimationSources " + anim_name) )
442 string cfg_path_magazines =
"CfgMagazines " +
GetType() +
" ";
443 if (
g_Game.ConfigIsExisting (cfg_path_magazines) &&
g_Game.ConfigIsExisting (cfg_path_magazines +
"AnimationSources " + anim_name) )
476 g_Game.ObjectGetType(
this, ret);
487 tmp =
Widget.TranslateString(tmp);
491 g_Game.ObjectGetDisplayName(
this, tmp);
513 return g_Game.ObjectRelease(
this);
519 return g_Game.ObjectIsKindOf(
this, type);
821 return high.ToString() + low.ToString();
832 return o.GetDebugName();
842 g_Game.RPC(
this, rpc_type, params, guaranteed, recipient);
848 g_Game.RPCSingleParam(
this, rpc_type, param, guaranteed, recipient);
930 string item_name = this.
GetType();
934 int array_size = item_tag_array.Count();
935 for (
int i = 0; i < array_size; i++)
937 if ( item_tag_array.Get(i) == tag )
947 int nTypenames = typenames.Count();
948 for(
int i = 0; i < nTypenames; ++i )
950 if (IsInherited(typenames.Get(i)))
990 proto native
float GetHealth(
string zoneName,
string healthType);
997 proto native
float GetHealth01(
string zoneName,
string healthType);
1011 proto native
void SetHealth(
string zoneName,
string healthType,
float value);
1023 proto native
void AddHealth(
string zoneName,
string healthType,
float value);
1045 void DecreaseHealth(
string zoneName,
string healthType,
float value,
bool auto_delete)
1051 float result_health =
GetHealth(zoneName, healthType);
1052 if (result_health <= 0)
1119 float final_health_coef =
GetHealth01() - dec_health_coef;
1120 float final_health =
GetMaxHealth() * final_health_coef;
1231 SoundOnVehicle
PlaySound(
string sound_name,
float range,
bool create_local =
true)
1233 return g_Game.CreateSoundOnObject(
this, sound_name, range,
false, create_local);
1237 SoundOnVehicle
PlaySoundLoop(
string sound_name,
float range,
bool create_local =
true)
1239 return g_Game.CreateSoundOnObject(
this, sound_name, range,
true, create_local);
1271 return PlaySoundSet( sound, sound_set, fade_in, fade_out,
true );
1277 if (sound && sound.IsPlaying())
1301 ErrorEx(
string.Format(
"Memory point %1 not found when playing soundset %2 at memory point location", memoryPoint, soundSet));
1312 if ( sound &&
g_Game && ( !
g_Game.IsDedicatedServer() ) )
1372 void SetDebugItem();
1378 vector parentTransMat[4];
1391 scale = 1 / (scale * scale);
1393 arrow.GetTransform(arrowTransMat);
1399 arrowTransMat[3] = arrowTransMat[3] * scale;
1401 arrow.SetTransform(arrowTransMat);
1420 return !
g_Game.IsMultiplayer();
eBleedingSourceType GetType()
override bool CanUseConstruction()
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
Static data holder for certain ammo config values.
static bool PlayAmmoEffect(string ammoType, vector pos)
Attempt to play the ammo effect at pos if found, returns true on success.
static bool PlayAmmoParticle(string ammoType, vector pos)
Attempt to play the ammo particle at pos if found, returns true on success.
Wrapper class for managing sound through SEffectManager.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
static array< string > GetHiddenSelectionsConfig(string type)
static array< string > GetHiddenSelectionsMaterialsConfig(string type)
static array< string > GetHiddenSelectionsTexturesConfig(string type)
Internal ancestor of all Entity implementations.
bool IsEntityAI()
Returns if this entity is EntityAI.
bool IsRock()
Returns if this entity is rock.
bool IsAmmoPile()
Returns if this entity is Ammo Pile.
proto native int GetFireGeometryLevel()
void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
void Gizmo_SetWorldTransform(vector transform[4], bool finalize)
proto native void SetHealth(string zoneName, string healthType, float value)
Sets current state of health.
bool IsAnyInherited(array< typename > typenames)
proto native bool IsDamageDestroyed()
Checks if object is destroyed.
proto void GetNetworkID(out int lowBits, out int highBits)
Returns low and high bits of networkID. This id is shared between client and server for whole server-...
void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
Called after remote procedure call is recieved for this object.
proto vector GetSelectionBasePositionLS(string name)
Get the position of the selection with no animations applied.
proto native bool GetAllowDamage()
Returns if object can receive damage.
bool IsBuilding()
Returns if this entity is Building.
float GetHealth01()
Equivalent of GetHealth01("", "");.
proto native void SetOrientation(vector vOrientation)
Set orientation (yaw, pitch, roll) in degrees.
proto native void SetAllowDamage(bool val)
Enable or disable object to receive damage.
proto native void ConfigGetTextArrayRaw(string entryName, out TStringArray values)
Get array of raw strings from config entry.
bool IsWeapon()
Returns if this entity is Weapon.
bool IsHealthVisible()
Returns if the health of this entity should be displayed (widgets, inventory).
void SetHealth01(string zoneName, string healthType, float coef)
Sets health relative to its maximum.
proto native vector GetBonePositionWS(int pivot)
SoundOnVehicle PlaySoundLoop(string sound_name, float range, bool create_local=true)
Plays the given sound in loop on this object's instance. Range is in meters. Created sound is only lo...
proto float ClippingInfo(out vector minMax[2])
Get Clipping info.
bool IsBeingBackstabbed()
proto vector GetSelectionPositionLS(string name)
bool PlaySoundSetLoop(out EffectSound sound, string sound_set, float fade_in, float fade_out)
EffectSound - plays soundset on this object in loop and returns state of the sound (true - played,...
proto native void GetDamageZones(out TStringArray dmgZones)
Obtains a list of nammes of all object's damage zones.
proto vector ConfigGetVector(string entryName)
proto native void AddProxyPhysics(string proxySelectionName)
bool KindOf(string tag)
Compares config class name to given string.
proto native bool ConfigIsExisting(string entryName)
Checks if given entry exists.
proto float ConfigGetFloat(string entryName)
EntityAI ProcessMeleeItemDamage(int mode=0)
proto native vector GetOrientation()
Retrieve orientation (yaw, pitch, roll) in degrees.
string GetType()
Get config class of object.
override string GetDebugName()
bool IsInventoryItem()
Returns if this entity is InventoryItem.
void SetHealthMax(string zoneName="", string healthType="")
Sets health to its maximum (zone or global).
bool IsBush()
Returns if this entity is bush.
proto native bool GetCollisionBox(out vector minMax[2])
Gets collision bounding box.
proto native vector GetLocalPos(vector vPos)
Calculate local position of other entity to this entity.
proto native vector GetDamageZonePos(string zoneName)
Obtains middle position of damage zone based on it's name.
proto vector GetSelectionPositionOld(string name)
proto native void SetCanBeDestroyed(bool val)
Enable or disable destruction of object (after health is depleated).
bool ConfigGetBool(string entryName)
bool IsFuelStation()
Returns if this entity is Fuel Station (extends Building).
proto void GetActionComponentsForSelectionName(int level, string selectionName, TIntArray componentIndices)
outputs action component index list by given selection, 'geometry' can be "fire" or "view" (default "...
bool ShootsExplosiveAmmo()
Returns if this entity is a weapon which can shoot explosive ammo.
proto native int GetGeometryLevel()
Native functions for getting the level used for calculating the pivot.
proto native vector GetBonePositionMS(int pivot)
TStringArray GetHiddenSelectionsTextures()
Returns the hiddenSelectionsTextures array from the object's config.
proto native owned string GetLODName(LOD lod)
Retrieve LOD name.
float GetSurfaceNoise()
Returns noise multiplier of surface under object.
proto native void GetSelectionList(out TStringArray selectionList)
proto native bool IsPlainObject()
Is this just static object without config?
proto native vector GetPosition()
Retrieve position.
proto native void ProcessDirectDamage(int damageType, EntityAI source, string componentName, string ammoName, vector modelPos, float damageCoef=1.0, int flags=0)
Applies damage on object.
proto native float GetHealth(string zoneName, string healthType)
Returns current state of health.
proto native EntityType GetEntityType()
Returns shared EntityType, can be null for some internal/static types.
proto native bool GetAdditionalHealthTypes(string zoneName, TStringArray outHealthTypes)
List of additional health types in given zone.
bool IsFood()
Returns if this entity if a food item.
void SetGlobalHealth(float health)
Equivalent of SetHealth("", "", float value);.
proto native float GetCollisionRadius()
Gets collision radius (bounding sphere).
proto native bool GetCanBeDestroyed()
Returns if object is destroyable.
void PostAreaDamageActions()
proto native owned int GetActionComponentNameList(int componentIndex, TStringArray nameList, string geometry="")
outputs action component name list by given component index, 'geometry' can be "fire" or "view" (defa...
proto native void ConfigGetIntArray(string entryName, out TIntArray values)
Get array of integers from config entry.
SoundOnVehicle PlaySound(string sound_name, float range, bool create_local=true)
Plays the given sound once on this object's instance. Range is in meters. Created sound is only local...
proto native vector GetGlobalPos(vector vPos)
Calculate global position to this entity from local position.
proto vector GetActionComponentCenterOOB(int level, int componentIndex)
The center of the component, in model space.
bool HasAnimation(string anim_name)
Searches object's config for the given animation name. Returns true if it was found,...
void RPC(int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
Remote procedure call shortcut, see CGame.RPC / CGame.RPCSingleParam.
LOD GetLODByName(string name)
Retrieve LOD by given name.
float GetHealth()
Equivalent of GetHealth("", "");.
void PreAreaDamageActions()
void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
proto native int GetHealthLevel(string zone="")
Returns global health level specified in object's config class parameter healthLevels (range is usual...
proto native void GetTightlyPackedCorners(ETransformationAxis axis, out vector corners[4])
Get corner positions in worldspace aligned to the orientation of the object (currently only TOP/BOTTO...
void SetHealth(float health)
Equivalent of SetHealth("", "", float value);.
void GetActions(typename action_input_type, out array< ActionBase_Basic > actions)
void Gizmo_GetWorldTransform(vector transform[4])
void SetBeingBackstabbed(int backstabType)
bool DescriptionOverride(out string output)
proto native void SetDynamicPhysicsLifeTime(float lifeTime)
void OnExplodeClient()
Called on clients when this object explodes.
bool IsDayZCreature()
Checks if this instance is of type DayZCreature.
proto native void SetFullHealth()
Sets full health to all zones and removes fatal damage when applicable.
proto string GetDebugNameNative()
native GetDebugName which is internally overloaded where needed
proto native void AddHealth(string zoneName, string healthType, float value)
Adds health.
proto native int GetNumberOfHealthLevels(string zone="")
Returns global number of health levels specified in object's config class parameter healthLevels (ran...
bool IsMeleeWeapon()
returns if this entity is Melee Weapon
proto native bool MemoryPointExists(string memoryPoint)
proto vector ModelToWorld(vector modelPos)
proto int GetBonePivot(int level, int component)
Get the pivot point of the bone from the component index in the LOD, level can be geometry,...
proto native void GetBoneTransformWS(int pivot, out vector transform[4])
void OnPlayerRecievedHit()
DEPRECATED.
proto native void ConfigGetTextArray(string entryName, out TStringArray values)
Get array of strings from config entry.
proto native void SetAffectPathgraph(bool fromConfig, bool affect)
Sets if object's geometry affects pathgraph generation. If first parameter is true,...
bool PlaySoundSetAtMemoryPointLooped(out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
proto native vector GetWorldPosition()
Returns world position. This function takes proxy transformation into account.
bool DisableVicinityIcon()
Disables icon in the vicinity, useful for large, immovable items, that are not buildings.
proto native bool HasDamageSystem()
Checks if object's DamageSystem has been initialized(despite the name, does not really reliably answe...
proto void GetActionComponentMinMax(int level, int componentIndex, out vector min, out vector max)
The AABB of the component.
void OnReceivedHit(ImpactEffectsData hitData)
bool IsFireplace()
Returns if this entity is fireplacebase.
proto native void SetPosition(vector vPos)
Set position.
proto int ConfigGetInt(string entryName)
bool IsWell()
Returns if this entity is Well (extends Building) DEPRECATED by GetWaterSourceObjectType.
proto native float GetHealth01(string zoneName, string healthType)
Returns current state of health in range <0, 1>.
void OnLeaveTrigger(ScriptedEntity trigger)
Object left trigger.
bool IsRuined()
Returns whether the object is ruined (0 Health).
bool IsClothing()
Returns if this entity is Clothing.
void SpawnDamageDealtEffect()
bool IsWoodBase()
Returns whether object is PlanBase.
bool StopSoundSet(out EffectSound sound)
EffectSound - stops soundset and returns state of the sound (true - stopped, false - not playing).
proto native float GetHealthLevelValue(int healthLevel, string zone="")
Returns cutoff value for health level specified in object's config class parameter healthLevels.
proto native owned string GetActionComponentName(int componentIndex, string geometry="")
returns action component name by given component index, 'geometry' can be "fire" or "view" (default "...
bool HasFixedActionTargetCursorPosition()
bool IsElectricAppliance()
Returns if this is an appliance, that can be plugged into electric circuit (== not energy source).
proto vector GetSelectionPositionWS(string name)
proto native owned vector GetActionComponentPosition(int componentIndex, string geometry="")
returns action component position by given component index, 'geometry' can be "fire" or "view" (defau...
bool IsStaticTransmitter()
Returns if this entity is Static Transmitter.
proto native void DecreaseHealth(string zoneName, string healthType, float value)
Decreases health.
proto native owned string GetDamageZoneNameByComponentIndex(int componentIndex)
Obtains name of damage zone based on index of specific component.
proto native vector GetSpeed()
Retrieve object's speed in global space.
void DecreaseHealth(string zoneName, string healthType, float value, bool auto_delete)
Decreases health with the option of auto-deleting the object if its ruined.
proto native bool IsScenery()
Is this Scenery?
bool IsTransmitter()
Returns if this entity is a non-static Transmitter.
proto native void GetBoneRotationWS(int pivot, out float quaternion[4])
proto native bool CanAffectPathgraph()
Returns true if object's geometry can affect pathgraph generation.
proto native bool IsActionComponentPartOfSelection(int componentIndex, string selectionName, string geometry="")
return true if selection containts action component, 'geometry' can be "fire" or "view" (default "" f...
bool CanBeRepairedToPristine()
bool IsMagazine()
Returns if this entity is Magazine.
proto string ConfigGetString(string entryName)
EWaterSourceObjectType GetWaterSourceObjectType()
bool CanUseHandConstruction()
Returns if this entity can be constructed without tools.
void OnSimulationDisabled()
Event called from C++ when simulation is disabled.
void RPCSingleParam(int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=NULL)
Remote procedure call shortcut, see CGame.RPCSingleParam / CGame.RPC.
bool PlaySoundSetAtMemoryPointLoopedSafe(out EffectSound sound, string soundSet, string memoryPoint, float play_fade_in=0, float stop_fade_out=0)
Same as PlaySoundSetAtMemoryPointLooped, only requests stoppage of the currently playing EffectSound ...
proto native vector GetBonePositionLS(int pivot)
returns local space, model space, world space position of the bone
proto native void EnableDynamicCCD(bool state)
bool Gizmo_IsAllowedTransformMode(GizmoTransformMode mode)
proto native owned string GetShapeName()
Return path and name of the model.
static string GetDebugName(Object o)
proto native bool IsPendingDeletion()
Determine whether this object is in the deletion ProcessDirectDamage Is useful in the case where a pa...
proto native vector GetMemoryPointPos(string memoryPointName)
proto native vector GetModelSpeed()
Retrieve object's speed in local space.
proto native void GetBoneRotationLS(int pivot, out float quaternion[4])
returns local space, model space, world space orientation (quaternion) of a bone
string GetNetworkIDString()
bool PlaySoundSet(out EffectSound sound, string sound_set, float fade_in, float fade_out, bool loop=false)
EffectSound - plays soundset on this object and returns state of the sound (true - played,...
TStringArray GetHiddenSelectionsMaterials()
Returns the hiddenSelectionsMaterials array from the object's config.
proto native void GetBoneTransformLS(int pivot, out vector transform[4])
returns local space, model space, world space transformations of a bone
void OnTreeCutDown(EntityAI cutting_entity)
Called when tree is chopped down. 'cutting_entity' can be tool, or player, if cutting bush with bare ...
proto native bool GetLODS(notnull out array< LOD > lods)
Retrieve all LODS.
proto native void SetDestructTime(float time)
Sets the time over which to perform DestructTent/DestructTree.
bool CanProxyObstructSelf()
can the object's own proxy geometry obstruct it? Currently checking 'ObjIntersectView'
proto native void GetBoneTransformMS(int pivot, out vector transform[4])
proto native int GetMemoryLevel()
proto native vector GetMemoryPointPosByIndex(int pointIndex)
void Delete()
Delete this object in next frame.
string GetSurfaceType()
Returns type of surface under object.
bool ShowZonesHealth()
Returns true if the health of damage zones should be displayed (instead of global HP of the entity) (...
proto native void RemoveProxyPhysics(string proxySelectionName)
bool Gizmo_IsAllowedSpaceMode(GizmoSpaceMode mode)
proto vector WorldToModel(vector worldPos)
proto native bool ToDelete()
Flag to determine this object is marked to be deleted soon.
bool IsItemBase()
Returns if this entity is ItemBase.
proto native int GetViewGeometryLevel()
bool IsPeltBase()
Returns if this entity is Pelt_Base.
string GetModelName()
Returns name of the model of this object without the '.p3d' suffix.
bool IsKindOf(string type)
Check config class name of the object.
bool NameOverride(out string output)
proto native vector GetDirection()
Retrieve direction vector.
proto native int GetMemoryPointIndex(string memoryPointName)
If Returns true if this item has EnergyManager in its config. Otherwise returns false.
bool PlaySoundSetAtMemoryPoint(out EffectSound sound, string soundSet, string memoryPoint, bool looped=false, float play_fade_in=0, float stop_fade_out=0)
bool IsTransport()
Returns if this entity is transport.
proto native vector GetDirectionUp()
Retrieve direction up vector.
proto vector GetSelectionPositionMS(string name)
proto native vector GetBoundingCenter()
proto native void GetBonePivotsForAnimationSource(int level, string animationSource, out TIntArray pivots)
Get the pivots assigned to the animation source at the specified LOD.
void DecreaseHealth(float dec_health, bool auto_delete=true)
Equivalent of DecreaseHealth("", "", float value, bool auto_delete);.
proto native float GetMaxHealth(string zoneName, string healthType)
Returns maximum value of health.
void OnSimulationEnabled()
Event called from C++ when simulation is enabled.
bool IsTree()
Returns if this entity is tree.
proto native void ConfigGetFloatArray(string entryName, out TFloatArray values)
Get array of floats from config entry.
proto string ConfigGetStringRaw(string entryName)
Get a raw strings from config entry.
void DecreaseHealthCoef(float dec_health_coef, bool auto_delete=true)
Decreases health by the given coeficient.
bool CanBeIgnoredByDroppedItem()
void OnEnterTrigger(ScriptedEntity trigger)
Object entered trigger.
bool CanUseConstruction()
Returns if this entity can be constucted,deconstructed (e.g. fence,watchtower).
proto native float GetDamage()
Get total damage (clipped to range 0..1).
void AddHealth(float add_health)
Equivalent of AddHealth("", "", float value);.
bool EEOnDamageCalculated(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
Event called from C++ right before damage is applied.
void SetHealthLevel(int healthLevel, string zone="")
Sets specific health level. It will use the cutoff value as returned by 'GetHealthLevelValue' as the ...
void OnSpawnByObjectSpawner(ITEM_SpawnerObject item)
proto vector GetActionComponentCenter(int level, int componentIndex)
The center of the component, in model space.
bool IsMan()
Returns if this entity is Man.
TStringArray GetHiddenSelections()
Returns the hiddenSelections array from the object's config.
proto native void SetDirection(vector vPos)
Set direction of object.
bool HasSelection(string selection)
Returns true if the given selection was found in the p3d file. False if otherwise.
void Explode(int damageType, string ammoType="")
Creates an explosion on this object by its ammoType in config.
bool DisplayNameRuinAttach()
float GetMaxHealth()
Equivalent of GetMaxHealth("", "");.
bool CanUseConstructionBuild()
Returns if this entity can be built, specifically.
proto native void GetBoneRotationMS(int pivot, out float quaternion[4])
void AddHealthLevel(int healthLevelDelta, string zone="")
Similar to 'SetHealthLevel', but allows to jump up/down 'healthLevelDelta' amount of health levels fr...
proto native void CreateDynamicPhysics(int interactionLayers)
proto native void PlaceOnSurface()
Place object on surface.
int GetLiquidSourceType()
string GetDisplayName()
Get display name of entity.
proto native vector GetDirectionAside()
Retrieve direction aside vector.
Base Param Class with no parameters.
The class that will be instanced (moddable).
Manager class for managing Effect (EffectParticle, EffectSound).
static EffectSound PlaySoundEnviroment(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound, updating environment variables.
static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
override bool IsDayZCreature()
override bool IsMushroom()
Serializer ParamsReadContext
proto native void SetPosition(vector position)
Set the world position of the Effect.
proto native void SetDirection(vector direction)
array< float > TFloatArray
array< string > TStringArray
proto native external float GetScale()
proto external void GetTransform(out vector mat[])
Returns transformation of Entity.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixOrthogonalize4(vector mat[4])
Orthogonalizes matrix.
static proto void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Invert-transforms matrix.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
vector GetPosition()
Get the world position of the Effect.
proto int ToLower()
Changes string to lowercase.
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
override bool IsHologram()
override bool IsItemBase()
< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Welcome to the DayZ Stress Test Branch</h >< h scale="0.6"> This branch serves for time limited development tests that are open to the community Our goal in each of these tests is to gather performance and stability data from servers under heavy load</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Stress test Schedule</h >< h scale="0.6"> We ll only run the Stress Tests when our development team needs data and or specific feedback Stress Tests will be announced on our Twitter and and will usually run for a couple of hours</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Current Stress Test</h >< h scale="0.6"> In the first bunch of Stress we ll mostly focus on watching server performance under heavy PvP gameplay load For detailed information about an ongoing Stress please visit dayz com dev hub</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Important Note</h >< h scale="0.6"> Stress Tests do not represent a typical DayZ gameplay experience Spawn points
void OnDebug(vector p0, vector p1, bool hasHit, bool found)
Debug callback for rendering on the screen.
bool OnCollide(Object other)
Ray cast line test from owner to a tested position.
vector m_DirectionFunc
The size of the boundig box, centered.
enum ProcessDirectDamageFlags m_Owner
bool OnFirstContact(Object other)
Called for first layer contacts to determine if this object should be snapped around or default rv ra...
bool OnQuery(Object other)
Initial query around the owner position to see if an object should be processed in contact testing.
vector m_Offset
The direction of the owner in world space.
@ NO_ATTACHMENT_TRANSFER
Do not transfer damage to attachments.
@ NO_GLOBAL_TRANSFER
Do not transfer damage to global.
@ NO_TRANSFER
NO_ATTACHMENT_TRANSFER | NO_GLOBAL_TRANSFER.
vector m_OwnerDirection
The position of the owner in world space.
vector m_Transform[4]
If 'OnDebug' is to be called.
bool m_DebugEnabled
How much should the direction be favoured.
vector m_OwnerPosition
The owner performing the snap callback.
vector m_Extents
The true center of the bounding box of the object to be dropped in model space.
void OnSetup()
The transformation currently being debugged.
proto string GetDebugNameNative()
Gets the debug name for the ParticleManager.