167 for (
int i = 0; i < l; i++)
246 EntityAI entityInHands = player.GetEntityInHands();
269 string eventStr =
"Event: ";
270 eventStr = eventStr + aEvent.ToString() +
" ";
279 Print(
"Event: " + aEvent.ToString());
281 eventStr += aEvent.ToString();
300 int abilityCount = w.GetAbilityCount();
302 for (
int i = 0; i < abilityCount; ++i)
306 if (abConfigIndex != -1)
312 m_Selector.AddItem(
"=========== All - not safe =========", NULL, 0);
318 for (
int a = 0; a < l; a++)
346 Print(
"DayzPlayerImplement_Weapons::WeaponsStartAction");
373 Print(
"Weapon Change pressed");
378 Print(
"No dispatcher - cannot get selected weapon");
385 Print(
"No selected object");
389 Param1<string> p1 = Param1<string>.Cast(p);
441 Print(
"DayzPlayerImplement_Weapons OnKC_MULTIPLY");
458 Print(
"DayzPlayerImplement_Weapons::WeaponsStartAction2");
pair ( action, actionType )
int m_actionType
corresponds to Human::actions == RELOAD, MECHANISM, ...
Super root of all classes in Enforce script.
Param CallMethod(CallID call_id, Param params)
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native void DebugResetEvents()
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native void SetInitState(int pFrameIndex)
this sets to a weapon init state each weapon has a different weapon state those states are defined by...
proto native int DebugIsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
Base Param Class with no parameters.
TextListboxWidget m_Selector
ButtonWidget m_SetInitStateB
EditBoxWidget m_WeaponSlotS
EditBoxWidget m_WeaponActionProgressStart
void PluginDayzPlayerDebug_Weapons(Widget pMainWnd)
void WeaponsInit(Weapon_Base w)
bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
int m_CH_WeaponChangeSlotS
EditBoxWidget m_WeaponActionProgressEnd
void WeaponsStartAction()
TextWidget m_WidgetActionRunning
float m_CH_WeapActionProgressEnd
int FindAbilityConfig(int pAction, int pActionT)
int m_CH_LastWeapActionType
ButtonWidget m_ButtonStart
int m_CH_WeaponChangeSlotH
string m_CH_WeaponChangeI
ButtonWidget m_WeaponChange
EditBoxWidget m_SetInitStateI
bool OnClick(Widget w, int x, int y, int button)
buttons clicks
float m_CH_WeapActionProgressStart
EditBoxWidget m_WeaponSlotH
void DestroyModuleWidgets()
void ~PluginDayzPlayerDebug_Weapons()
TextWidget m_WidgetActionEvents
void CreateModuleWidgets()
Weapon_Base m_CurrentWeapon
ButtonWidget m_WeaponHide
ref array< ref PluginDayzPlayerDebug_AbilityConfig > m_AbilityConfig
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Dispatcher GetDispatcher()
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native void ClearKey(KeyCode key)
Clears the key state.
proto native int KeyState(KeyCode key)
Gets key state.
WeaponActionReloadClipTypes
WeaponActionChamberingTypes
WeaponActionChamberingLoaderTypes
WeaponActionReloadTypes
action types reload action types
WeaponActionUnjammingTypes
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)