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remoteplayerdamagedebug.c
Go to the documentation of this file.
1
class
RemotePlayerDamageDebug
2
{
3
const
int
MAX_DAMAGE_RECORDS
= 5;
4
PlayerBase
m_Player
;
5
bool
m_ChangedSinceSerialization
;
6
7
ref
array<ref DamageData>
m_DamageList
=
new
array<ref DamageData>
;
8
9
void
RemotePlayerDamageDebug
(
PlayerBase
player)
10
{
11
m_Player
= player;
12
}
13
14
void
AddDamage
(
float
value_global,
float
value_blood,
float
value_shock)
15
{
16
m_ChangedSinceSerialization
=
true
;
17
DamageData
damage_data =
new
DamageData
( value_global, value_blood, value_shock );
18
m_DamageList
.InsertAt(damage_data,0);
19
if
(
m_DamageList
.Count() >
MAX_DAMAGE_RECORDS
)
20
{
21
m_DamageList
.RemoveOrdered(
MAX_DAMAGE_RECORDS
);
22
}
23
}
24
25
void
InsertDamageObject
(
DamageData
damage_object)
26
{
27
m_DamageList
.Insert(damage_object);
28
}
29
30
31
PlayerBase
GetPlayer
()
32
{
33
return
m_Player
;
34
}
35
36
37
void
Get
(
array<ref DamageData>
damage_list)
38
{
39
for
(
int
i = 0; i <
m_DamageList
.Count(); i++)
40
{
41
damage_list.Insert(
m_DamageList
.Get(i));
42
}
43
}
44
45
void
GetReversed
(
array<ref DamageData>
damage_list)
46
{
47
int
index =
m_DamageList
.Count() - 1;
48
for
(; index >= 0; index--)
49
{
50
damage_list.Insert(
m_DamageList
.Get(index));
51
}
52
}
53
54
void
Serialize
(
array<ref RemotePlayerDamageDebug>
list)
55
{
56
if
(
m_ChangedSinceSerialization
)
57
{
58
list.Insert(
this
);
59
}
60
m_ChangedSinceSerialization
=
false
;
61
}
62
63
void
Debug
()
64
{
65
string
output;
66
for
(
int
i = 0; i <
m_DamageList
.Count(); i++)
67
{
68
output = output +
m_DamageList
.Get(i).ToString() +
", "
;
69
}
70
PrintString
(
"damage values for player "
+
m_Player
.ToString()+
":"
+ output);
71
72
}
73
74
}
DamageData
Definition
damagedata.c:2
PlayerBase
Definition
playerbaseclient.c:2
RemotePlayerDamageDebug::AddDamage
void AddDamage(float value_global, float value_blood, float value_shock)
Definition
remoteplayerdamagedebug.c:14
RemotePlayerDamageDebug::m_Player
PlayerBase m_Player
Definition
remoteplayerdamagedebug.c:4
RemotePlayerDamageDebug::GetReversed
void GetReversed(array< ref DamageData > damage_list)
Definition
remoteplayerdamagedebug.c:45
RemotePlayerDamageDebug::m_ChangedSinceSerialization
bool m_ChangedSinceSerialization
Definition
remoteplayerdamagedebug.c:5
RemotePlayerDamageDebug::RemotePlayerDamageDebug
void RemotePlayerDamageDebug(PlayerBase player)
Definition
remoteplayerdamagedebug.c:9
RemotePlayerDamageDebug::MAX_DAMAGE_RECORDS
const int MAX_DAMAGE_RECORDS
Definition
remoteplayerdamagedebug.c:3
RemotePlayerDamageDebug::InsertDamageObject
void InsertDamageObject(DamageData damage_object)
Definition
remoteplayerdamagedebug.c:25
RemotePlayerDamageDebug::GetPlayer
PlayerBase GetPlayer()
Definition
remoteplayerdamagedebug.c:31
RemotePlayerDamageDebug::Serialize
void Serialize(array< ref RemotePlayerDamageDebug > list)
Definition
remoteplayerdamagedebug.c:54
RemotePlayerDamageDebug::Get
void Get(array< ref DamageData > damage_list)
Definition
remoteplayerdamagedebug.c:37
RemotePlayerDamageDebug::m_DamageList
ref array< ref DamageData > m_DamageList
Definition
remoteplayerdamagedebug.c:7
RemotePlayerDamageDebug::Debug
void Debug()
Definition
remoteplayerdamagedebug.c:63
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition
isboxcollidinggeometryproxyclasses.c:28
PrintString
class array< Class T > PrintString
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Dayz
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4_world
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remoteplayerdebug
remoteplayerdamagedebug.c
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