Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
plugindayzplayerdebug_weapons.c
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1 
2 // *************************************************************************************
3 // ! PluginDayzPlayerWeaponsDebugUserData
4 // *************************************************************************************
6 {
7  void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
8  {
9  m_iAction = pAction;
10  m_iActionT = pActionType;
11  }
12 
13 
14  int GetAction()
15  {
16  return m_iAction;
17  }
18 
19  int GetActionType()
20  {
21  return m_iActionT;
22  }
23 
24 
25  protected int m_iAction;
26  protected int m_iActionT;
27 }
28 
29 
30 // *************************************************************************************
31 // ! PluginDayzPlayerDebug_AbilityConfig
32 // *************************************************************************************
34 {
35  void PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)
36  {
37  m_Name = pName;
38  m_iAction = pAction;
39  m_iActionT = pActionT;
40  }
41 
42  string m_Name;
43  int m_iAction;
44  int m_iActionT;
45 };
46 
47 
48 
49 // *************************************************************************************
50 // ! PluginDayzPlayerDebug
51 // *************************************************************************************
53 {
54  Widget m_MainWnd;
55 
56  TextListboxWidget m_Selector;
57  ButtonWidget m_ButtonStart;
58  TextWidget m_WidgetActionRunning;
59  TextWidget m_WidgetActionEvents;
60  Weapon_Base m_CurrentWeapon;
61  EditBoxWidget m_SetInitStateI;
62  ButtonWidget m_SetInitStateB;
63  ButtonWidget m_WeaponChange;
64  ButtonWidget m_WeaponHide;
65  EditBoxWidget m_WeaponSlotH;
66  EditBoxWidget m_WeaponSlotS;
67  EditBoxWidget m_WeaponActionProgressStart;
68  EditBoxWidget m_WeaponActionProgressEnd;
69 
70  // command handler properties
71  int m_CH_WeapAction = -1;
72  int m_CH_WeapActionType = -1;
73  int m_CH_LastWeapAction = -1;
74  int m_CH_LastWeapActionType = -1;
75  float m_CH_WeapActionProgressStart = 0;
76  float m_CH_WeapActionProgressEnd = 1;
77 
78  string m_CH_WeaponChangeI;
79  int m_CH_WeaponChangeSlotH = -1;
80  int m_CH_WeaponChangeSlotS = -1;
81 
82  //---------------------------------------------------
83  //
84 
87  {
88  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET),
89  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET),
90  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET),
91  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET),
92  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN),
93  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN),
94  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip NoBullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_NOBULLET),
95  PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip Bullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_BULLET),
96 
97  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED),
98  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload NoMag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED),
99  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED),
100  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED),
101  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED),
102  PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED),
103  PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload NoMag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED),
104  PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload Mag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED),
105 
106  PluginDayzPlayerDebug_AbilityConfig("Pistol Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH),
107  PluginDayzPlayerDebug_AbilityConfig("Rifle Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH),
108 
109  PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET),
110  PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET),
111  PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET),
112  PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET),
113 
114  PluginDayzPlayerDebug_AbilityConfig("Mechanism Opened", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED),
115  PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED),
116  PluginDayzPlayerDebug_AbilityConfig("Mechanism Spec", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL),
117  PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed Uncocked", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED),
118 
119  PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED),
120  PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED),
121  PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_OPENED),
122  PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED),
123 
124  PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets Start", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_START),
125  PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_END),
126 
127  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED),
128  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed keep bullet", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP),
129  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED),
130  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE),
131 
132  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Uncocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED),
133  PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Cocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED),
134 
135  PluginDayzPlayerDebug_AbilityConfig("Chamb 1", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1),
136  PluginDayzPlayerDebug_AbilityConfig("Chamb 2", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2),
137  PluginDayzPlayerDebug_AbilityConfig("Chamb 3", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3),
138  PluginDayzPlayerDebug_AbilityConfig("Chamb 4", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4),
139 
140  PluginDayzPlayerDebug_AbilityConfig("Crossbow Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED),
141  PluginDayzPlayerDebug_AbilityConfig("Crossbow Close", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED),
142  PluginDayzPlayerDebug_AbilityConfig("Crossbow Full", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_FULL),
143 
144  PluginDayzPlayerDebug_AbilityConfig("INTERRUPT", WeaponActions.INTERRUPT, -1),
145 
146 
147  PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Opened", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_OPENED),
148  PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Closed", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_CLOSED),
149 
150  PluginDayzPlayerDebug_AbilityConfig("Unjamming Start", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START),
151  PluginDayzPlayerDebug_AbilityConfig("Unjamming End", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END),
152  PluginDayzPlayerDebug_AbilityConfig("Unjamming Interrupt", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT),
153 
156  PluginDayzPlayerDebug_AbilityConfig("Fire Empty Cocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED),
157  PluginDayzPlayerDebug_AbilityConfig("Fire Empty Uncocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED),
160 
161  };
162 
163 
164  int FindAbilityConfig(int pAction, int pActionT)
165  {
166  int l = m_AbilityConfig.Count();
167  for (int i = 0; i < l; i++)
168  {
169  if (m_AbilityConfig[i].m_iAction == pAction && m_AbilityConfig[i].m_iActionT == pActionT)
170  {
171  return i;
172  }
173  }
174  return -1;
175  }
176 
177 
178  //---------------------------------------------------
179  // gui stuff
180 
182  {
183  m_MainWnd = pMainWnd;
184 
185  CreateModuleWidgets();
186 
188  DayZPlayer player = DayZPlayer.Cast( GetGame().GetPlayer() );
189  if (player)
190  {
191  HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
192  hcw.DebugResetEvents();
193  }
194  }
195 
196 
198  {
199  DestroyModuleWidgets();
200  }
201 
202 
203  void CreateModuleWidgets()
204  {
205  m_Selector = TextListboxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionSelector") );
206  m_ButtonStart = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionStart") );
207 
208  m_WidgetActionRunning = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionRunning") );
209  m_WidgetActionEvents = TextWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionEvents") );
210 
211  m_SetInitStateI = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateI") );
212  m_SetInitStateB = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapInitStateB") );
213 
214  m_WeaponChange = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapChange") );
215  m_WeaponHide = ButtonWidget.Cast( m_MainWnd.FindAnyWidget("WeapHide") );
216  m_WeaponSlotH = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotH") );
217  m_WeaponSlotS = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeaponChangeSlotS") );
218  m_WeaponActionProgressStart = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressStart") );
219  m_WeaponActionProgressEnd = EditBoxWidget.Cast( m_MainWnd.FindAnyWidget("WeapActionProgressEnd") );
220 
221 
222  m_WidgetActionEvents.SetText("Events:");
223 
224  }
225 
226  void DestroyModuleWidgets()
227  {
228  }
229 
230 
231 
232  //---------------------------------------------------
233  // main update
234 
235 
236  void Tick()
237  {
238  DayZPlayer player = DayZPlayer.Cast( GetGame().GetPlayer() );
239  if (!player)
240  {
241  return;
242  }
243 
244  if (player)
245  {
246  EntityAI entityInHands = player.GetHumanInventory().GetEntityInHands();
247  Weapon_Base w;
248  if (Class.CastTo(w, entityInHands))
249  {
250  if (m_CurrentWeapon != w)
251  WeaponsInit(w);
252  }
253  else
254  {
255  m_Selector.ClearItems();
256  }
257  }
258 
260  HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
261 
262  string text = "Action: " + hcw.GetRunningAction().ToString() + " " + hcw.GetRunningActionType().ToString();
263  m_WidgetActionRunning.SetText(text);
264 
265 
266  int aEvent = hcw.DebugIsEvent();
267  if (aEvent != -1)
268  {
269  string eventStr = "Event: ";
270  eventStr = eventStr + aEvent.ToString() + " ";
271  while(true)
272  {
273  aEvent = hcw.DebugIsEvent();
274  if (aEvent == -1)
275  {
276  break;
277  }
278 
279  Print("Event: " + aEvent.ToString());
280 
281  eventStr += aEvent.ToString();
282  eventStr += " ";
283  }
284 
285  m_WidgetActionEvents.SetText(eventStr);
286  }
287  }
288 
289 
290 
291  //---------------------------------------------------
292  // Actions
293 
294  void WeaponsInit(Weapon_Base w)
295  {
296 
297  m_Selector.ClearItems();
298 
300  int abilityCount = w.GetAbilityCount();
301 
302  for (int i = 0; i < abilityCount; ++i)
303  {
304  AbilityRecord rec = w.GetAbility(i);
305  int abConfigIndex = FindAbilityConfig(rec.m_action, rec.m_actionType);
306  if (abConfigIndex != -1)
307  {
308  m_Selector.AddItem(m_AbilityConfig[abConfigIndex].m_Name, new PluginDayzPlayerWeaponsDebugUserData(rec.m_action, rec.m_actionType), 0);
309  }
310  }
311 
312  m_Selector.AddItem("=========== All - not safe =========", NULL, 0);
313 
314 
315  // if (abilityCount == 0)
316  {
317  int l = m_AbilityConfig.Count();
318  for (int a = 0; a < l; a++)
319  {
320  m_Selector.AddItem(m_AbilityConfig[a].m_Name, new PluginDayzPlayerWeaponsDebugUserData(m_AbilityConfig[a].m_iAction, m_AbilityConfig[a].m_iActionT), 0);
321  }
322  }
323 
324  m_CurrentWeapon = w;
325  }
326 
327 
329  void WeaponsStartAction()
330  {
331  int row = m_Selector.GetSelectedRow();
332  if (row == -1)
333  {
334  return;
335  }
336 
338  m_Selector.GetItemData(row, 0, userData);
339  if (userData)
340  {
341  m_CH_WeapAction = userData.GetAction();
342  m_CH_WeapActionType = userData.GetActionType();
343  m_CH_WeapActionProgressStart = m_WeaponActionProgressStart.GetText().ToFloat();
344  m_CH_WeapActionProgressEnd = m_WeaponActionProgressEnd.GetText().ToFloat();
345 
346  Print("DayzPlayerImplement_Weapons::WeaponsStartAction");
347  }
348  }
349 
350 
351  //---------------------------------------------------
352  // window ui clicks
353 
355  bool OnClick(Widget w, int x, int y, int button)
356  {
357  if (w == m_ButtonStart)
358  {
359  WeaponsStartAction();
360  return true;
361  }
362  else if (w == m_SetInitStateB)
363  {
364  int frameI = m_SetInitStateI.GetText().ToInt();
365 
366  DayZPlayer player = DayZPlayer.Cast( GetGame().GetPlayer() );
367 
368  HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
369  hcw.SetInitState(frameI);
370  }
371  else if (w == m_WeaponChange)
372  {
373  Print("Weapon Change pressed");
374 
376  if (d == null)
377  {
378  Print("No dispatcher - cannot get selected weapon");
379  return false;
380  }
381 
382  Param p = d.CallMethod(CALL_ID_SCR_CNSL_GETSELECTEDITEM, null);
383  if (p == null)
384  {
385  Print("No selected object");
386  return false;
387  }
388 
389  Param1<string> p1 = Param1<string>.Cast(p);
390  Print(p1.param1);
391 
392  m_CH_WeaponChangeI = p1.param1;
393  m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
394  m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
395  }
396  else if (w == m_WeaponHide)
397  {
398  m_CH_WeaponChangeI = "";
399  m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
400  m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
401  }
402 
403 
404  return false;
405  }
406 
407  //---------------------------------------------------
408  // Global handler to handle commands from player
409 
410  bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
411  {
412  if (m_CH_WeaponChangeSlotH == -1)
413  {
414  return false;
415  }
416 
417  pNewWeapon = m_CH_WeaponChangeI;
418  pHideSlot = m_CH_WeaponChangeSlotH;
419  pShowSlot = m_CH_WeaponChangeSlotS;
420 
421  m_CH_WeaponChangeSlotH = -1;
422  m_CH_WeaponChangeSlotS = -1;
423 
424  return true;
425  }
426 
427 
428  //---------------------------------------------------
429  // Global handler to handle commands from player
430 
431  void CommandHandler()
432  {
433 
434  // last action again
435  if (KeyState(KeyCode.KC_MULTIPLY) == 1)
436  {
437  ClearKey(KeyCode.KC_MULTIPLY);
438  m_CH_WeapAction = m_CH_LastWeapAction;
439  m_CH_WeapActionType = m_CH_LastWeapActionType;
440 
441  Print("DayzPlayerImplement_Weapons OnKC_MULTIPLY");
442  }
443 
444 
445  if (m_CH_WeapAction >= 0)
446  {
447  m_CH_LastWeapAction = m_CH_WeapAction;
448  m_CH_LastWeapActionType = m_CH_WeapActionType;
449 
451  DayZPlayer player = DayZPlayer.Cast( GetGame().GetPlayer() );
452  if (player != NULL)
453  {
454  HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
455  hcw.SetActionProgressParams(m_CH_WeapActionProgressStart, m_CH_WeapActionProgressEnd);
456  hcw.StartAction(m_CH_WeapAction, m_CH_WeapActionType);
457 
458  Print("DayzPlayerImplement_Weapons::WeaponsStartAction2");
459 
460  }
461 
462  m_CH_WeapAction = -1;
463  }
464 
465  }
466 }
GetGame
proto native CGame GetGame()
ClearKey
proto native void ClearKey(KeyCode key)
Param
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition: param.c:11
Dispatcher
Definition: dispatcher.c:13
KeyCode
KeyCode
Definition: ensystem.c:156
EditBoxWidget
Definition: enwidgets.c:353
WeaponActionUnjammingTypes
WeaponActionUnjammingTypes
Definition: human.c:904
y
Icon y
PluginDayzPlayerDebug_Weapons
Definition: plugindayzplayerdebug_weapons.c:52
Print
proto void Print(void var)
Prints content of variable to console/log.
WeaponActionFireTypes
WeaponActionFireTypes
Definition: human.c:912
WeaponActionReloadTypes
WeaponActionReloadTypes
Definition: human.c:824
DayZPlayer
Definition: dayzplayerimplement.c:72
PluginDayzPlayerWeaponsDebugUserData
Definition: plugindayzplayerdebug_weapons.c:5
WeaponActions
WeaponActions
actions
Definition: human.c:808
m_iActionT
protected int m_iActionT
Definition: plugindayzplayerdebug_weapons.c:21
TextWidget
Definition: enwidgets.c:219
KeyState
proto native int KeyState(KeyCode key)
PluginDayzPlayerWeaponsDebugUserData
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
Definition: plugindayzplayerdebug_weapons.c:2
PluginDayzPlayerDebug_AbilityConfig
class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)
Definition: plugindayzplayerdebug_weapons.c:35
array< ref PluginDayzPlayerDebug_AbilityConfig >
AbilityRecord
pair ( action, actionType )
Definition: weapon_base.c:4
x
Icon x
CALL_ID_SCR_CNSL_GETSELECTEDITEM
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
Definition: dispatcher.c:11
HumanCommandWeapons
Definition: human.c:986
GetPlayer
protected void GetPlayer()
Definition: crosshairselector.c:127
Weapon_Base
shorthand
Definition: boltactionrifle_base.c:5
GetDispatcher
Dispatcher GetDispatcher()
Definition: dispatcher.c:20
WeaponActionReloadClipTypes
WeaponActionReloadClipTypes
Definition: human.c:853
WeaponActionChamberingLoaderTypes
WeaponActionChamberingLoaderTypes
Definition: human.c:898
Widget
Definition: enwidgets.c:189
WeaponActionChamberingTypes
WeaponActionChamberingTypes
Definition: human.c:868
Class
Super root of all classes in Enforce script.
Definition: enscript.c:10
m_Name
string m_Name
Definition: plugindayzplayerdebug_weapons.c:42
m_MainWnd
Widget m_MainWnd
Definition: plugindayzplayerdebug.c:206
EntityAI
Definition: building.c:5
m_iAction
protected int m_iAction
Definition: plugindayzplayerdebug_weapons.c:20