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Entity Class Reference

Private Member Functions

proto native void SetNearPlane (float nearPlane)
 
proto native float GetNearPlane ()
 
proto native void SetActive (bool active)
 Sets this camera as active.
 
proto native void EnableSmooth (bool enable)
 Enables the smoothing in interpolation.
 
proto native void StopInterpolation ()
 
proto native bool IsActive ()
 Is this camera active?
 
proto native void SetFOV (float fov)
 Field of View settings.
 
proto native void SetFocus (float distance, float blur)
 Depth of Field settings.
 
proto native void LookAt (vector targetPos)
 Orientation change by lookAt point.
 
void EntityAI ()
 cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
 
void ~EntityAI ()
 
void InitItemVariables ()
 
void DeferredInit ()
 
bool IsInitialized ()
 
int GetHideIconMask ()
 should the item's icon be hidden in any part of the inventory?
 
Component CreateComponent (int comp_type, string extended_class_name="")
 CreateComponent.
 
Component GetComponent (int comp_type, string extended_class_name="")
 GetComponent.
 
bool DeleteComponent (int comp_type)
 DeleteComponent.
 
string GetDestructionBehaviour ()
 
bool IsDestructionBehaviour ()
 
bool HasComponent (int comp_type)
 IsComponentExist.
 
void MaxLifetimeRefreshCalc ()
 Calculates if the max lifetime is higher than refresher frequency (i.e. gets kept alive by refresher)
 
bool IsRefresherSignalingViable ()
 
void InitDamageZoneMapping ()
 Initializes script-side map of damage zones and their components (named selections in models)
 
void InitDamageZoneDisplayNameMapping ()
 Initialize map of damage zone display names for more optimized retrieval.
 
protected float ConvertNonlethalDamage (float damage, DamageType damageType)
 
float ConvertNonlethalDamage (float damage)
 DEPRECATED - for legacy purposes.
 
DamageZoneMap GetEntityDamageZoneMap ()
 
map< int, stringGetEntityDamageDisplayNameMap ()
 
bool CanDisplayWeight ()
 'displayWeight' in item config
 
void Log (string msg, string fnc_name="n/a")
 Log.
 
void LogWarning (string msg, string fnc_name="n/a")
 LogWarning.
 
void LogError (string msg, string fnc_name="n/a")
 LogError.
 
bool HasFlammableMaterial ()
 Override this method to return TRUE when this item has or can provide fire. Evaluated on server and client.
 
bool CanBeIgnitedBy (EntityAI igniter=NULL)
 Override this method so it checks whenever this item can be ignited right now or not. Evaluated on Server and Client.
 
bool CanIgniteItem (EntityAI ignite_target=NULL)
 Override this method and check if the given item can be ignited right now by this one. Evaluated on Server and Client.
 
bool IsIgnited ()
 Override this method and make it so it returns whenever this item is on fire right now or not. Evaluated on Server and Client.
 
bool DisassembleOnLastDetach ()
 
bool IsBasebuildingKit ()
 
bool IsCookware ()
 
bool PlacementCanBeRotated ()
 Should return false if you want to disable hologram rotation.
 
void OnIgnitedTarget (EntityAI target_item)
 Executed on Server when this item ignites some target item.
 
void OnIgnitedThis (EntityAI fire_source)
 Executed on Server when some item ignited this one.
 
void OnIgnitedTargetFailed (EntityAI target_item)
 Executed on Server when this item failed to ignite target item.
 
void OnIgnitedThisFailed (EntityAI fire_source)
 Executed on Server when some item failed to ignite this one.
 
bool IsTargetIgnitionSuccessful (EntityAI item_target)
 Final evaluation just before the target item is actually ignited. Evaluated on Server.
 
bool IsThisIgnitionSuccessful (EntityAI item_source=NULL)
 Final evaluation just before this item is actually ignited from fire source. Evaluated on Server.
 
void OnPlacementStarted (Man player)
 
void OnHologramBeingPlaced (Man player)
 
void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
void OnPlacementCancelled (Man player)
 
bool CanBePlaced (Man player, vector position)
 
string CanBePlacedFailMessage (Man player, vector position)
 Method which returns message why object can't be placed at given position.
 
bool DoPlacingHeightCheck ()
 Do the roof check when placing this?
 
float HeightCheckOverride ()
 used as script-side override of distance for specific height checks
 
float HeightStartCheckOverride ()
 used as script-side override of start pos for specific height checks
 
bool IsEmpty ()
 is this container empty or not, checks both cargo and attachments
 
bool IsSplitable ()
 returns just the configured 'canBeSplit' bool
 
bool CanBeSplit ()
 returns current splitability
 
bool HasAnyCargo ()
 is this container empty or not, checks only cargo
 
array< EntityAIGetAttachmentsWithCargo ()
 
array< EntityAIGetAttachmentsWithAttachments ()
 
bool IsRoofAbove ()
 
void SetRoofAbove (bool state)
 
void CheckForRoofLimited (float timeTresholdMS=3000)
 Roof check for entity, limited by time (anti-spam solution)
 
int GetAgents ()
 
void RemoveAgent (int agent_id)
 
void RemoveAllAgents ()
 
void RemoveAllAgentsExcept (int agent_to_keep)
 
void InsertAgent (int agent, float count=1)
 
override bool IsEntityAI ()
 
bool IsInventoryVisible ()
 
bool IsPlayer ()
 
bool IsAnimal ()
 
bool IsZombie ()
 
bool IsZombieMilitary ()
 
bool IsIgnoredByConstruction ()
 
bool CanBeTargetedByAI (EntityAI ai)
 
bool CanBeBackstabbed ()
 
override void Delete ()
 Delete this object in next frame.
 
void DeleteOnClient ()
 
void DeleteSafe ()
 
void DeleteSave ()
 
bool IsSetForDeletion ()
 
override bool CanBeActionTarget ()
 
void SetPrepareToDelete ()
 
bool IsPreparedToDelete ()
 
void CheckForDestroy ()
 
bool IsPrepareToDelete ()
 
bool TryDelete ()
 
void OnBeforeTryDelete ()
 
proto native EntityAI GetHierarchyRoot ()
 Returns root of current hierarchy (for example: if this entity is in Backpack on gnd, returns Backpack)
 
proto native Man GetHierarchyRootPlayer ()
 Returns root of current hierarchy cast to Man.
 
proto native EntityAI GetHierarchyParent ()
 Returns direct parent of current entity.
 
proto native CEItemProfile GetEconomyProfile ()
 Get economy item profile (if assigned, otherwise null)
 
int GetHierarchyLevel (int lvl=0)
 
void OnInventoryInit ()
 
void EEInit ()
 Called upon object creation.
 
void EEDelete (EntityAI parent)
 Called right before object deleting.
 
override void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
void OnChildItemRemoved (InventoryItem item)
 
void OnChildItemReceived (InventoryItem item)
 
void OnItemAttachmentSlotChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
void EEItemLocationChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
void EEParentedTo (EntityAI parent)
 Called from 'IEntity.AddChild'.
 
void EEParentedFrom (EntityAI parent)
 Called from 'IEntity.RemoveChild' or 'IEntity.AddChild' when hierarchy changes.
 
void EEInventoryIn (Man newParentMan, EntityAI diz, EntityAI newParent)
 
void EEInventoryOut (Man oldParentMan, EntityAI diz, EntityAI newParent)
 
void EEAmmoChanged ()
 
void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
void OnDamageDestroyed (int oldLevel)
 Called when the health gets to the min value, 'oldLevel' is previous health level, 'oldLevel' -1 means this entity was just spawned.
 
void AttemptDestructionBehaviour (int oldLevel, int newLevel, string zone)
 
void SetTakeable (bool pState)
 
void EEKilled (Object killer)
 called on server when the entity is killed
 
bool ReplaceOnDeath ()
 
string GetDeadItemName ()
 
bool KeepHealthOnReplace ()
 
void DeathUpdate ()
 
void OnAttachmentRuined (EntityAI attachment)
 Called when some attachment of this parent is ruined. Called on server and client side.
 
void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
 
void EEItemAttached (EntityAI item, string slot_name)
 
void SwitchItemSelectionTexture (EntityAI item, string slot_name)
 
void SwitchItemSelectionTextureEx (EItemManipulationContext context, Param par=null)
 
void EEItemDetached (EntityAI item, string slot_name)
 
void EECargoIn (EntityAI item)
 
void EECargoOut (EntityAI item)
 
void EECargoMove (EntityAI item)
 
ScriptInvoker GetOnItemAttached ()
 
ScriptInvoker GetOnItemDetached ()
 
ScriptInvoker GetOnItemAddedIntoCargo ()
 
ScriptInvoker GetOnItemRemovedFromCargo ()
 
ScriptInvoker GetOnItemMovedInCargo ()
 
ScriptInvoker GetOnItemFlipped ()
 
ScriptInvoker GetOnViewIndexChanged ()
 
ScriptInvoker GetOnSetLock ()
 
ScriptInvoker GetOnReleaseLock ()
 
ScriptInvoker GetOnAttachmentSetLock ()
 
ScriptInvoker GetOnAttachmentReleaseLock ()
 
ScriptInvoker GetOnHitByInvoker ()
 
ScriptInvoker GetOnKilledInvoker ()
 
void OnMovedInsideCargo (EntityAI container)
 Called when this item enters cargo of some container.
 
void OnRemovedFromCargo (EntityAI container)
 Called when this item exits cargo of some container.
 
void OnMovedWithinCargo (EntityAI container)
 Called when this item moves within cargo of some container.
 
void EEOnAfterLoad ()
 Called when entity is part of "connected system" and being restored after load.
 
void EEOnCECreate ()
 Called when entity is being created as new by CE/ Debug.
 
void AfterStoreLoad ()
 Called when entity is being loaded from DB or Storage (after all children loaded)
 
void OnBinLoadItemsDropped ()
 Called when an item fails to get loaded into the inventory of an entity and gets dropped.
 
void HideAllSelections ()
 Sets all animation values to 1, making them INVISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.
 
void ShowAllSelections ()
 Sets all animation values to 0, making them VISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.
 
bool CanReceiveAttachment (EntityAI attachment, int slotId)
 calls this->CanReceiveAttachment(attachment)
 
bool CanLoadAttachment (EntityAI attachment)
 
bool CanPutAsAttachment (EntityAI parent)
 calls this->CanPutAsAttachment(parent)
 
bool CanSwitchDuringAttach (EntityAI parent)
 
bool CanReleaseAttachment (EntityAI attachment)
 calls this->CanReleaseAttachment(attachment)
 
bool CanDetachAttachment (EntityAI parent)
 calls this->CanDetachAttachment(parent)
 
bool CanBeFSwaped ()
 
bool CanCombineAttachment (notnull EntityAI e, int slot, bool stack_max_limit=false)
 
bool CanBeCombined (EntityAI other_item, bool reservation_check=true, bool stack_max_limit=false)
 
void CombineItemsEx (EntityAI entity2, bool use_stack_max=false)
 
void SplitIntoStackMaxEx (EntityAI destination_entity, int slot_id)
 
void CombineItemsClient (EntityAI entity2, bool use_stack_max=false)
 
void SplitIntoStackMaxClient (EntityAI destination_entity, int slot_id)
 
bool CanReceiveItemIntoCargo (EntityAI item)
 calls this->CanReceiveItemIntoCargo(item)
 
bool CanLoadItemIntoCargo (EntityAI item)
 calls this->CanLoadItemIntoCargo(item), is called on server start when loading in the storage
 
bool CanPutInCargo (EntityAI parent)
 calls this->CanPutInCargo(parent)
 
bool CanSwapItemInCargo (EntityAI child_entity, EntityAI new_entity)
 calls this->CanSwapItemInCargo(child_entity, new_entity)
 
bool CanReleaseCargo (EntityAI cargo)
 calls this->CanReleaseCargo(cargo)
 
bool CanRemoveFromCargo (EntityAI parent)
 calls this->CanRemoveFromCargo(parent)
 
bool CanReceiveItemIntoHands (EntityAI item_to_hands)
 calls this->CanReceiveItemIntoHands(item_to_hands)
 
bool AreChildrenAccessible ()
 
bool IsBeingPlaced ()
 
override bool IsHologram ()
 
bool CanSaveItemInHands (EntityAI item_in_hands)
 
bool CanPutIntoHands (EntityAI parent)
 calls this->CanPutIntoHands(parent)
 
bool CanReleaseFromHands (EntityAI handheld)
 calls this->CanReleaseFromHands(handheld)
 
bool CanRemoveFromHands (EntityAI parent)
 calls this->CanRemoveFromHands(parent)
 
bool CanDisplayAttachmentSlot (string slot_name)
 
bool CanDisplayAttachmentSlot (int slot_id)
 
bool CanDisplayAnyAttachmentSlot ()
 
bool CanDisplayAttachmentCategory (string category_name)
 
bool CanDisplayCargo ()
 
bool CanAssignToQuickbar ()
 
bool CanAssignAttachmentsToQuickbar ()
 
bool IgnoreOutOfReachCondition ()
 
void OnWasAttached (EntityAI parent, int slot_id)
 
void OnWasDetached (EntityAI parent, int slot_id)
 
void OnCargoChanged ()
 
bool IsTakeable ()
 
proto native GameInventory GetInventory ()
 
proto native void CreateAndInitInventory ()
 
proto native void DestroyInventory ()
 
int GetSlotsCountCorrect ()
 
EntityAI FindAttachmentBySlotName (string slot_name)
 
bool IsSlotReserved (int slotID)
 
bool IsLockedInSlot ()
 
bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 Put item anywhere into this entity (as attachment or into cargo, recursively)
 
bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool ServerTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeEntityToCargo (notnull EntityAI item)
 Put item into into cargo.
 
bool LocalTakeEntityToCargo (notnull EntityAI item)
 
bool ServerTakeEntityToCargo (notnull EntityAI item)
 
bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
bool PredictiveTakeEntityToCargoEx (notnull EntityAI item, int idx, int row, int col)
 Put item into into cargo on specific cargo location.
 
bool LocalTakeEntityToCargoEx (notnull EntityAI item, int idx, int row, int col)
 
bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 Returns if item can be added as attachment on specific slot. Note that slot index IS NOT slot ID! Slot ID is defined in DZ/data/config.cpp.
 
bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
 Put item into as attachment.
 
bool LocalTakeEntityAsAttachment (notnull EntityAI item)
 
bool ServerTakeEntityAsAttachment (notnull EntityAI item)
 
bool PredictiveDropEntity (notnull EntityAI item)
 
bool LocalDropEntity (notnull EntityAI item)
 
bool ServerDropEntity (notnull EntityAI item)
 
EntityAI GetAttachmentByType (typename type)
 Get attached entity by type.
 
EntityAI GetAttachmentByConfigTypeName (string type)
 Get attached entity by config type name.
 
bool CanDropEntity (notnull EntityAI item)
 Returns if item can be dropped out from this entity.
 
EntityAI SpawnInInventoryOrGroundPos (string object_name, GameInventory inv, vector pos)
 
EntityAI SpawnEntityOnGroundPos (string object_name, vector pos)
 
EntityAI SpawnEntityOnGround (string object_name, vector mat[4])
 
bool CanSwapEntities (EntityAI otherItem, InventoryLocation otherDestination, InventoryLocation destination)
 
void SetWet (float value, bool allow_client=false)
 
void AddWet (float value)
 
void SetWetMax ()
 
float GetWet ()
 
float GetWetMax ()
 
float GetWetMin ()
 
float GetWetInit ()
 
bool HasWetness ()
 
void OnWetChanged (float newVal, float oldVal)
 
void OnWetLevelChanged (EWetnessLevel newLevel, EWetnessLevel oldLevel)
 
EWetnessLevel GetWetLevel ()
 
bool HasQuantity ()
 
bool SetQuantity (float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
 
float GetQuantity ()
 
float GetQuantityNormalized ()
 
int GetQuantityMax ()
 
int GetQuantityMin ()
 
void SetQuantityToMinimum ()
 
int GetTargetQuantityMax (int attSlotID=-1)
 
int GetQuickBarBonus ()
 
bool UseConfigInitTemperature ()
 
protected void InitTemperature ()
 
void SetTemperatureDirect (float value, bool allow_client=false)
 
void SetTemperature (float value, bool allow_client=false)
 not really deprecated, but missing context info from TemperatureData. Default values used instead.
 
void AddTemperature (float value)
 
void SetTemperatureEx (TemperatureData data)
 sets temperature, handles base overheating and freezing state progression logics
 
void RefreshTemperatureAccess (TemperatureData data)
 refreshes access without setting temperature, keeps the source locked in
 
void InterpolateTempData (TemperatureDataInterpolated data)
 
void SetTemperatureMax ()
 presumably for debug purposes?
 
float GetTemperature ()
 
float GetTemperatureInit ()
 
float GetTemperatureMin ()
 
float GetTemperatureMax ()
 
bool GetCookingTargetTemperature (out float temperature)
 specifically for cooking system, to get heat source target temperatures
 
float GetHeatPermeabilityCoef ()
 Returns temperature change speed multiplier for this item and all its children (multiplicative interaction)
 
float GetTemperatureFreezeThreshold ()
 
float GetTemperatureThawThreshold ()
 
float GetTemperatureFreezeTime ()
 
float GetTemperatureThawTime ()
 
float GetFreezeThawProgress ()
 on server only
 
bool IsFreezeThawProgressFinished ()
 on server only
 
protected void SetFreezeThawProgress (float val)
 0->1 when freezing, 1->0 when thawing
 
bool CanFreeze ()
 
bool GetIsFrozen ()
 
void SetFrozen (bool frozen)
 
protected void HandleFreezingProgression (float deltaHeat, TemperatureData data)
 
void OnFreezeStateChangeClient ()
 
void OnFreezeStateChangeServer ()
 
bool CanItemOverheat ()
 Overheat time CAN be 0, GameConstants.TEMPERATURE_TIME_OVERHEAT_MIN is ignored if so.
 
float GetItemOverheatThreshold ()
 if undefined, max temperature used as default
 
float GetItemOverheatTime ()
 any configured value >= 0 will simulate overheating
 
bool IsItemOverheated ()
 
float GetItemOverheatProgress ()
 
void SetItemOverheatProgress (float val, float deltaTime=0)
 
protected void OnItemOverheatStart ()
 override to implement desired overheat behavior on entity
 
protected void OnItemOverheat (float deltaTime)
 
protected void OnItemOverheatEnd ()
 note, that the deltaTime could be reverse-calculated and not totally accurate
 
protected void HandleItemOverheating (float deltaHeat, TemperatureData data)
 
void SetLiquidType (int value, bool allow_client=false)
 
int GetLiquidType ()
 
void SetColor (int r, int g, int b, int a)
 
void GetColor (out int r, out int g, out int b, out int a)
 
void SetStoreLoad (bool value)
 
bool IsStoreLoad ()
 
void SetStoreLoadedQuantity (float value)
 
float GetStoreLoadedQuantity ()
 
void SetCleanness (int value, bool allow_client=false)
 
int GetCleanness ()
 
bool IsServerCheck (bool allow_client)
 
HiddenSelectionsData GetHiddenSelectionsData ()
 
int GetHiddenSelectionIndex (string selection)
 Returns index of the string found in cfg array 'hiddenSelections'. If it's not found then it returns -1.
 
override TStringArray GetHiddenSelections ()
 Returns the hiddenSelectionsTextures array from the object's config.
 
override TStringArray GetHiddenSelectionsTextures ()
 Returns the hiddenSelectionsTextures array from the object's config.
 
override TStringArray GetHiddenSelectionsMaterials ()
 Returns the hiddenSelectionsMaterials array from the object's config.
 
proto native void PlaceOnSurfaceRotated (out vector trans[4], vector pos, float dx=0, float dz=0, float fAngle=0, bool align=false)
 
proto native void RegisterNetSyncVariableBool (string variableName)
 registers bool variable synchronized over network
 
proto native void RegisterNetSyncVariableBoolSignal (string variableName)
 when bool variable is true, it's sent to clients and become false again
 
proto native void RegisterNetSyncVariableInt (string variableName, int minValue=0, int maxValue=0)
 registers int variable synchronized over network
 
proto native void RegisterNetSyncVariableFloat (string variableName, float minValue=0, float maxValue=0, int precision=1)
 registers float variable synchronized over network
 
proto native void RegisterNetSyncVariableObject (string variableName)
 registers object variable synchronized over network, only synchronizes if network id is assigned. Doesn't handle object despawn on client
 
proto native void UpdateNetSyncVariableInt (string variableName, float minValue=0, float maxValue=0)
 
proto native void UpdateNetSyncVariableFloat (string variableName, float minValue=0, float maxValue=0, int precision=1)
 
proto native void SwitchLight (bool isOn)
 
proto native void SetSimpleHiddenSelectionState (int index, bool state)
 Simple hidden selection state; 0 == hidden.
 
proto native bool IsSimpleHiddenSelectionVisible (int index)
 
proto native void SetObjectTexture (int index, string texture_name)
 Change texture in hiddenSelections.
 
proto native owned string GetObjectTexture (int index)
 
proto native void SetObjectMaterial (int index, string mat_name)
 Change material in hiddenSelections.
 
proto native owned string GetObjectMaterial (int index)
 
proto native bool IsPilotLight ()
 
proto native void SetPilotLight (bool isOn)
 
void OnStoreSave (ParamsWriteContext ctx)
 Engine calls this function to collect data from entity to store for persistence (on server side).
 
bool OnStoreLoad (ParamsReadContext ctx, int version)
 Called when data is loaded from persistence (on server side).
 
proto native void SetSynchDirty ()
 Sets object synchronization dirty flag, which signalize that object wants to be synchronized (take effect only in MP on server side)
 
void OnVariablesSynchronized ()
 Called on clients after receiving synchronization data from server.
 
bool IsVariableSet (int variable)
 'true' if this variable has ever been changed from default
 
void SetVariableMask (int variable)
 
void RemoveItemVariable (int variable)
 Removes variable from variable mask, making it appear as though the variable has never been changed from default.
 
void TransferVariablesFloat (array< float > float_vars)
 
array< floatGetVariablesFloat ()
 
void SaveVariables (ParamsWriteContext ctx)
 
bool LoadVariables (ParamsReadContext ctx, int version=-1)
 
void WriteVarsToCTX (ParamsWriteContext ctx)
 Writes to storage CTX.
 
bool ReadVarsFromCTX (ParamsReadContext ctx, int version=-1)
 Reads from storage CTX.
 
void SerializeNumericalVars (array< float > floats_out)
 
void DeSerializeNumericalVars (array< float > floats)
 
proto native void SetAITargetCallbacks (AbstractAITargetCallbacks callbacks)
 
override void EOnFrame (IEntity other, float timeSlice)
 
string GetDebugText ()
 
void GetDebugButtonNames (out string button1, out string button2, out string button3, out string button4)
 
void OnDebugButtonPressClient (int button_index)
 
void OnDebugButtonPressServer (int button_index)
 
Shape DebugBBoxDraw ()
 
void DebugBBoxSetColor (int color)
 
void DebugBBoxDelete ()
 
Shape DebugDirectionDraw (float distance=1)
 
void DebugDirectionSetColor (int color)
 
void DebugDirectionDelete ()
 
void HideSelection (string selection_name)
 Hides selection of the given name. Must be configed in config.cpp and models.cfg.
 
void ShowSelection (string selection_name)
 Shows selection of the given name. Must be configed in config.hpp and models.cfg.
 
proto void GetPersistentID (out int b1, out int b2, out int b3, out int b4)
 
proto native void SetLifetime (float fLifeTime)
 Set (override) remaining economy lifetime (seconds)
 
proto native float GetLifetime ()
 Get remaining economy lifetime (seconds)
 
proto native void IncreaseLifetime ()
 Reset economy lifetime to default (seconds)
 
proto native void SetLifetimeMax (float fLifeTime)
 Set (override) max economy lifetime per entity instance (seconds)
 
proto native float GetLifetimeMax ()
 Get max economy lifetime per instance - default is from DB (seconds)
 
void IncreaseLifetimeUp ()
 Reset economy lifetime to default across entity hierarchy all the way to the topmost entity.
 
ComponentBodyStaging GetCompBS ()
 Use this to access Body Staging component on dead character. Returns NULL if the given object lacks such component.
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
float GetWetWeightModifier ()
 
float GetConfigWeightModified ()
 
int GetWeight ()
 
void ClearWeightDirty ()
 
void SetWeightDirty ()
 
float GetInventoryAndCargoWeight (bool forceRecalc=false)
 
protected float GetWeightSpecialized (bool forceRecalc=false)
 returns weight of the entity in a way that's specific to the entity type and is internal to the weight system calculation, to obtain entity's weight, use the 'GetWeightEx' method instead
 
float GetWeightEx (bool forceRecalc=false)
 returns overall weight of the entity, 'forceRecalc = true' is meant to be used only when debugging, using it in gameplay code is higly inadvisable as it bypasses the weight caching and has adverse effect on performance
 
void UpdateWeight (WeightUpdateType updateType=WeightUpdateType.FULL, float weightAdjustment=0)
 
float GetSingleInventoryItemWeightEx ()
 
void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
string GetHitComponentForAI ()
 Returns hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)
 
string GetDefaultHitComponent ()
 returns default hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)
 
string GetDefaultHitPositionComponent ()
 returns default hit position component name for the Entity (overriden by type if needed - used mainly as support for impact particles)
 
array< stringGetSuitableFinisherHitComponents ()
 
vector GetDefaultHitPosition ()
 
int GetMeleeTargetType ()
 value is related to EMeleeTargetType
 
string GetAttachmentSoundType ()
 returns sound type of attachment (used for clothing and weapons on DayZPlayerImplement, paired with Anim*Type enum from DayZAnimEvents)
 
bool IsHeavyBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
bool IsOneHandedBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
bool IsTwoHandedBehaviour ()
 returns item behaviour of item (more in ItemBase)
 
string ChangeIntoOnAttach (string slot)
 
string ChangeIntoOnDetach ()
 
bool CanHaveTemperature ()
 returns true used on selected items that have a temperature effect and can processes temperature changes
 
bool IsSelfAdjustingTemperature ()
 
void OnCEUpdate ()
 Central economy calls this function whenever going over all the entities.
 
void ProcessVariables ()
 
void OnDebugSpawnEx (DebugSpawnParams params)
 
void OnDebugSpawn ()
 
override EntityAI ProcessMeleeItemDamage (int mode=0)
 
float GetLiquidThroughputCoef ()
 Returns liquid throughput coeficient.
 
string GetInvulnerabilityTypeString ()
 
void ProcessInvulnerabilityCheck (string servercfg_param)
 
void SetBayonetAttached (bool pState, int slot_idx=-1)
 
bool HasBayonetAttached ()
 
int GetBayonetAttachmentIdx ()
 
void SetButtstockAttached (bool pState, int slot_idx=-1)
 
bool HasButtstockAttached ()
 
int GetButtstockAttachmentIdx ()
 
void SetInvisibleRecursive (bool invisible, EntityAI parent=null, array< int > attachments=null)
 
void SoundHardTreeFallingPlay ()
 
void SoundSoftTreeFallingPlay ()
 
void SoundHardBushFallingPlay ()
 
void SoundSoftBushFallingPlay ()
 
void RegisterTransportHit (Transport transport)
 
bool GetInventoryHandAnimation (notnull InventoryLocation loc, out int value)
 
bool TranslateSlotFromSelection (string selection_name, out int slot_id)
 
bool IsUniversalTemperatureSource ()
 Universal Temperature Sources Helpers.
 
UTemperatureSource GetUniversalTemperatureSource ()
 
void SetUniversalTemperatureSource (UTemperatureSource uts)
 
vector GetUniversalTemperatureSourcePosition ()
 
RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour ()
 Remotely controlled devices helpers.
 
void PairRemote (notnull EntityAI trigger)
 
void UnpairRemote ()
 
EntityAI GetPairDevice ()
 
void SetPersistentPairID (int id)
 
bool HasTurnableValveBehavior ()
 Turnable Valve behaviour.
 
bool IsValveTurnable (int pValveIndex)
 
int GetTurnableValveIndex (int pComponentIndex)
 
void ExecuteActionsConnectedToValve (int pValveIndex)
 
private void InitAttachmentExclusionValues ()
 
private void InitInherentSlotExclusionMap ()
 map stored on instance to better respond to various state changes
 
protected set< intGetAttachmentExclusionInitSlotValue (int slotId)
 override this to modify slot behavior for specific items, or just set 'm_AttachmentExclusionMaskGlobal' value for simple items
 
protected void InitLegacyConfigExclusionValues ()
 
protected bool InitLegacyExclusionCheck ()
 
protected void InitLegacySlotExclusionValuesImplicit ()
 adding base one-directional relations between headgear, masks, eyewear, and headstraps (exception)
 
protected void InitLegacySlotExclusionValuesDerived ()
 
protected void InitGlobalExclusionValues ()
 override to init part of the mask, independent of slot-specific behavior
 
protected void AddSingleExclusionValueGlobal (EAttExclusions value)
 to help with item staging exclusions
 
protected void ClearSingleExclusionValueGlobal (EAttExclusions value)
 to help with item staging exclusions
 
protected void SetAttachmentExclusionMaskGlobal (set< int > values)
 
protected void SetAttachmentExclusionMaskSlot (int slotId, set< int > values)
 sets values for specific slot
 
private void PropagateExclusionValueRecursive (set< int > values, int slotId)
 
private void ClearExclusionValueRecursive (set< int > values, int slotId)
 
set< intGetAttachmentExclusionMaskAll (int slotId)
 Slot-specific, children (attachments), and additional (state etc.) masks combined.
 
set< intGetAttachmentExclusionMaskSlot (int slotId)
 Specific slot behavior.
 
set< intGetAttachmentExclusionMaskGlobal ()
 Global mask value, independent of slot-specific behavior!
 
set< intGetAttachmentExclusionMaskChildren ()
 Mask value coming from the item's attachments.
 
private bool HasInternalExclusionConflicts (int targetSlot)
 checks if any attachment or item state would interfere with this being attached into a different slot (Headgear -> Mask)
 
protected bool IsExclusionFlagPresent (set< int > values)
 checks 'this' if the incoming flag is present for the current state (slot behavior and others)
 
protected bool IsExclusionFlagPresentRecursive (set< int > values, int targetSlot)
 Gets flag from what is effectively an owner.
 
protected bool CheckExclusionAccessCondition (int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
 
protected void AdjustExclusionAccessCondition (int occupiedSlot, int testedSlot, set< int > value, inout set< int > adjustedValue)
 if we want to filter
 
protected bool CheckExclusionAccessPropagation (int occupiedSlot, int targetSlot, set< int > value, inout set< int > adjustedValue)
 special propagation contition
 
protected void AdjustExclusionAccessPropagation (int occupiedSlot, int testedSlot, set< int > value, inout set< int > adjustedValue)
 if we want to filter propagation specifically; DO NOT override unless you know what you are doing.
 
bool CheckAttachmentReceiveExclusion (EntityAI attachment, int slotId)
 checks specifically for att. exclusion conflicts before att. receive
 
bool IsManagingArrows ()
 
ArrowManagerBase GetArrowManager ()
 
void SetFromProjectile (ProjectileStoppedInfo info)
 
void ClearInventory ()
 
proto native void SetLightType (int pType)
 
proto native int GetLightType ()
 
proto native void SetEnabled (bool pState)
 
proto native bool IsEnabled ()
 
proto native void SetCastShadow (bool pState)
 
proto native bool GetCastShadow ()
 
proto native bool EnableSpecular (bool pState)
 
proto native bool EnableLinear (bool pState)
 
proto native void SetPulseCoef (float pState)
 
proto native void SetVisibleDuringDaylight (bool pState)
 
proto native bool IsVisibleDuringDaylight ()
 
proto native void SetRadius (float pValue)
 
proto native float GetRadius ()
 
proto native void EnableHeatHaze (bool pState)
 
proto native void SetHeatHazeRadius (float pValue)
 
proto native float GetHeatHazeRadius ()
 
proto native void SetHeatHazePower (float pValue)
 
proto native float GetHeatHazePower ()
 
proto native void SetDiffuseColor (float pRed, float pGreen, float pBlue)
 
proto native void SetDiffuseColorV (vector pColorVector)
 
proto native void SetDiffuseAlpha (float pAlpha)
 
proto native vector GetDiffuseColorV ()
 
proto native float GetDiffuseAlpha ()
 
proto native void SetAmbientColor (float pRed, float pGreen, float pBlue)
 
proto native void SetAmbientColorV (vector pColorVector)
 
proto native void SetAmbientAlpha (float pAlpha)
 
proto native vector GetAmbientColorV ()
 
proto native float GetAmbientAlpha ()
 
proto native void SetBrightness (float pValue)
 
proto native float GetBrightness ()
 
proto native void SetFlareVisible (bool pState)
 
proto native bool IsFlareVisible ()
 
proto native void SetFlareRelPosition (vector pPosition)
 
proto native vector GetFlareRelPosition ()
 
proto native void SetSpotLightAngle (float pValue)
 
proto native float GetSpotLightAngle ()
 
proto native float GetSoundLength ()
 
bool IsSkinned ()
 Skinning.
 
void SetAsSkinned ()
 
bool CanBeSkinnedWith (EntityAI tool)
 
float GetSkinningBloodInfectionChance (eAgents type)
 
protected void CacheSkinningBloodInfectionChance (eAgents type)
 
ComponentEnergyManager GetCompEM ()
 
bool HasEnergyManager ()
 If this item has class EnergyManager in its config then it returns true. Otherwise returns false.
 
void OnWorkStart ()
 Energy manager event: Called only once when this device starts doing its work.
 
void OnWork (float consumed_energy)
 Energy manager event: Called every device update if its supposed to do some work. The update can be every second or at random, depending on its manipulation.
 
void OnWorkStop ()
 Energy manager event: Called when the device stops working (was switched OFF or ran out of energy)
 
void OnSwitchOn ()
 Energy manager event: Called when the device is switched on.
 
void OnSwitchOff ()
 Energy manager event: Called when the device is switched OFF.
 
void OnIsPlugged (EntityAI source_device)
 Energy manager event: Called when this device is plugged into some energy source.
 
void OnIsUnplugged (EntityAI last_energy_source)
 Energy manager event: Called when this device is UNPLUGGED from the energy source.
 
void OnOwnSocketTaken (EntityAI device)
 Energy manager event: When something is plugged into this device.
 
void OnOwnSocketReleased (EntityAI device)
 Energy manager event: When something is UNPLUGGED from this device.
 
void OnInitEnergy ()
 Energy manager event: Object's initialization. Energy Manager is fully initialized by this point.
 
void OnEnergyConsumed ()
 Energy manager event: Called when energy was consumed on this device. ALWAYS CALL super.OnEnergyConsumed() !!!
 
void OnEnergyAdded ()
 Energy manager event: Called when energy was added on this device. ALWAYS CALL super.OnEnergyAdded() !!!
 

Static Private Member Functions

static proto native Camera GetCurrentCamera ()
 Returns active Camera instance (note: player's camera is not Camera instance - thus it return null)
 
static proto native float GetCurrentFOV ()
 Returns FOV of current camera object.
 
static proto native void InterpolateTo (Camera targetCamera, float time, int type)
 Interpolation between camera instances (current camera becomes targetCamera at the end of interpolation)
 
static proto native bool IsInterpolationComplete ()
 
static EWetnessLevel GetWetLevelInternal (float wetness)
 

Private Attributes

bool m_DeathSyncSent
 
bool m_KilledByHeadshot
 
bool m_PreparedToDelete = false
 
bool m_RefresherViable = false
 
bool m_WeightDirty = 1
 
protected bool m_RoofAbove = false
 
private ref map< int, ref set< int > > m_AttachmentExclusionSlotMap
 
private ref set< intm_AttachmentExclusionMaskGlobal
 
private ref set< intm_AttachmentExclusionMaskChildren
 
ref DestructionEffectBase m_DestructionBehaviourObj
 
ref KillerData m_KillerData
 
private ref HiddenSelectionsData m_HiddenSelectionsData
 
const int DEAD_REPLACE_DELAY = 250
 
const int DELETE_CHECK_DELAY = 100
 
ref array< EntityAIm_AttachmentsWithCargo
 
ref array< EntityAIm_AttachmentsWithAttachments
 
ref InventoryLocation m_OldLocation
 
protected ref DamageZoneMap m_DamageZoneMap
 
private ref map< int, stringm_DamageDisplayNameMap = new map<int, string>
 
float m_Weight
 
float m_WeightEx
 
float m_ConfigWeight = ConfigGetInt("weight")
 
protected bool m_CanDisplayWeight
 
private float m_LastUpdatedTime
 
protected float m_ElapsedSinceLastUpdate
 
protected float m_PreviousRoofTestTime = 0
 
protected UTemperatureSource m_UniversalTemperatureSource
 
bool m_PendingDelete = false
 
bool m_Initialized = false
 
bool m_TransportHitRegistered = false
 
vector m_TransportHitVelocity
 
int m_VariablesMask
 
float m_VarTemperature
 
float m_VarTemperatureInit
 
float m_VarTemperatureMin
 
float m_VarTemperatureMax
 
float m_VarTemperatureFreezeThreshold
 
float m_VarTemperatureThawThreshold
 
float m_VarTemperatureFreezeTime
 
float m_VarTemperatureThawTime
 
float m_VarTemperatureOverheatTime
 
float m_VarHeatPermeabilityCoef
 
protected ref TemperatureAccessComponent m_TAC
 
protected bool m_IsFrozen
 
protected bool m_IsFrozenLocal
 
protected float m_FreezeThawProgress
 
protected float m_OverheatProgress
 
protected ref ScriptInvoker m_OnItemAttached
 
protected ref ScriptInvoker m_OnItemDetached
 
protected ref ScriptInvoker m_OnItemAddedIntoCargo
 
protected ref ScriptInvoker m_OnItemRemovedFromCargo
 
protected ref ScriptInvoker m_OnItemMovedInCargo
 
protected ref ScriptInvoker m_OnItemFlipped
 
protected ref ScriptInvoker m_OnViewIndexChanged
 
protected ref ScriptInvoker m_OnSetLock
 
protected ref ScriptInvoker m_OnReleaseLock
 
protected ref ScriptInvoker m_OnAttachmentSetLock
 
protected ref ScriptInvoker m_OnAttachmentReleaseLock
 
protected ref ScriptInvoker m_OnHitByInvoker
 
protected ref ScriptInvoker m_OnKilledInvoker
 
private ref map< eAgents, floatm_BloodInfectionChanceCached
 
private ref ComponentsBank m_ComponentsBank
 
ComponentEnergyManager m_EM
 
int m_ViewIndex = 0
 
void SetViewIndex (int index)
 Sets item preview index.
 
int GetViewIndex ()
 Returns item preview index !!!! IF OVERRIDING with more dynamic events call GetOnViewIndexChanged() in constructor on client !!!!
 

Constructor & Destructor Documentation

◆ ~EntityAI()

void ~EntityAI ( )
inlineprivate

Member Function Documentation

◆ AddSingleExclusionValueGlobal()

protected void AddSingleExclusionValueGlobal ( EAttExclusions  value)
inlineprivate

to help with item staging exclusions

◆ AddTemperature()

void AddTemperature ( float  value)
inlineprivate

◆ AddWet()

void AddWet ( float  value)
private

◆ AdjustExclusionAccessCondition()

protected void AdjustExclusionAccessCondition ( int  occupiedSlot,
int  testedSlot,
set< int value,
inout set< int adjustedValue 
)
inlineprivate

if we want to filter

◆ AdjustExclusionAccessPropagation()

protected void AdjustExclusionAccessPropagation ( int  occupiedSlot,
int  testedSlot,
set< int value,
inout set< int adjustedValue 
)
inlineprivate

if we want to filter propagation specifically; DO NOT override unless you know what you are doing.

◆ AfterStoreLoad()

void AfterStoreLoad ( )
inlineprivate

Called when entity is being loaded from DB or Storage (after all children loaded)

◆ AreChildrenAccessible()

◆ AttemptDestructionBehaviour()

void AttemptDestructionBehaviour ( int  oldLevel,
int  newLevel,
string  zone 
)
inlineprivate

◆ CacheSkinningBloodInfectionChance()

protected void CacheSkinningBloodInfectionChance ( eAgents  type)
inlineprivate

◆ CanAssignAttachmentsToQuickbar()

CanAssignAttachmentsToQuickbar ( )
inlineprivate
Returns
true if attached item can be assigned to quickbar safely

◆ CanAssignToQuickbar()

CanAssignToQuickbar ( )
inlineprivate
Returns
true if item can be assigned to quickbar safely

◆ CanBeActionTarget()

override bool CanBeActionTarget ( )
inlineprivate

◆ CanBeBackstabbed()

bool CanBeBackstabbed ( )
inlineprivate

◆ CanBeCombined()

bool CanBeCombined ( EntityAI  other_item,
bool  reservation_check = true,
bool  stack_max_limit = false 
)
inlineprivate

◆ CanBeFSwaped()

bool CanBeFSwaped ( )
inlineprivate

◆ CanBeIgnitedBy()

bool CanBeIgnitedBy ( EntityAI  igniter = NULL)
inlineprivate

Override this method so it checks whenever this item can be ignited right now or not. Evaluated on Server and Client.

◆ CanBePlaced()

bool CanBePlaced ( Man  player,
vector  position 
)
inlineprivate

◆ CanBePlacedFailMessage()

string CanBePlacedFailMessage ( Man  player,
vector  position 
)
inlineprivate

Method which returns message why object can't be placed at given position.

◆ CanBeSkinnedWith()

bool CanBeSkinnedWith ( EntityAI  tool)
inlineprivate

◆ CanBeSplit()

bool CanBeSplit ( )
inlineprivate

returns current splitability

◆ CanBeTargetedByAI()

bool CanBeTargetedByAI ( EntityAI  ai)
inlineprivate

◆ CanCombineAttachment()

bool CanCombineAttachment ( notnull EntityAI  e,
int  slot,
bool  stack_max_limit = false 
)
inlineprivate

◆ CanDetachAttachment()

CanDetachAttachment ( EntityAI  parent)
inlineprivate

calls this->CanDetachAttachment(parent)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, parent, "CanDetachAttachment");

◆ CanDisplayAnyAttachmentSlot()

CanDisplayAnyAttachmentSlot ( )
inlineprivate
Returns
true if any attachment slot can be shown

References CanDisplayAttachmentSlot().

◆ CanDisplayAttachmentCategory()

CanDisplayAttachmentCategory ( string  category_name)
inlineprivate
Parameters
category_name->nameof the attachment category that will or won't be displayed
Returns
true if attachment icon can be displayed in UI (inventory)

◆ CanDisplayAttachmentSlot() [1/2]

bool CanDisplayAttachmentSlot ( int  slot_id)
inlineprivate

◆ CanDisplayAttachmentSlot() [2/2]

bool CanDisplayAttachmentSlot ( string  slot_name)
inlineprivate

◆ CanDisplayCargo()

CanDisplayCargo ( )
inlineprivate
Returns
true if cargo can be displayed in UI (inventory)

◆ CanDisplayWeight()

bool CanDisplayWeight ( )
inlineprivate

'displayWeight' in item config

◆ CanDropEntity()

bool CanDropEntity ( notnull EntityAI  item)
inlineprivate

Returns if item can be dropped out from this entity.

◆ CanFreeze()

◆ CanHaveTemperature()

bool CanHaveTemperature ( )
inlineprivate

returns true used on selected items that have a temperature effect and can processes temperature changes

◆ CanIgniteItem()

bool CanIgniteItem ( EntityAI  ignite_target = NULL)
inlineprivate

Override this method and check if the given item can be ignited right now by this one. Evaluated on Server and Client.

◆ CanItemOverheat()

bool CanItemOverheat ( )
inlineprivate

Overheat time CAN be 0, GameConstants.TEMPERATURE_TIME_OVERHEAT_MIN is ignored if so.

◆ CanLoadAttachment()

bool CanLoadAttachment ( EntityAI  attachment)
inlineprivate

◆ CanLoadItemIntoCargo()

CanLoadItemIntoCargo ( EntityAI  item)
inlineprivate

calls this->CanLoadItemIntoCargo(item), is called on server start when loading in the storage

Returns
true if action allowed
Note
: return scriptConditionExecute(this, item, "CanLoadItemIntoCargo");

◆ CanPutAsAttachment()

CanPutAsAttachment ( EntityAI  parent)
inlineprivate

calls this->CanPutAsAttachment(parent)

Parameters
[in]parenttarget entity this is trying to attach to
Returns
true if action allowed
Note
: engine code is scriptConditionExecute(this, parent, "CanPutAsAttachment")

References IsHologram().

◆ CanPutInCargo()

CanPutInCargo ( EntityAI  parent)
inlineprivate

calls this->CanPutInCargo(parent)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, parent, "CanPutInCargo");

References IsHologram().

◆ CanPutIntoHands()

CanPutIntoHands ( EntityAI  parent)
inlineprivate

calls this->CanPutIntoHands(parent)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, parent, "CanPutIntoHands");

References IsHologram().

◆ CanReceiveAttachment()

CanReceiveAttachment ( EntityAI  attachment,
int  slotId 
)
inlineprivate

calls this->CanReceiveAttachment(attachment)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, attachment, "CanReceiveAttachment");

◆ CanReceiveItemIntoCargo()

CanReceiveItemIntoCargo ( EntityAI  item)
inlineprivate

calls this->CanReceiveItemIntoCargo(item)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, item, "CanReceiveItemIntoCargo");

◆ CanReceiveItemIntoHands()

CanReceiveItemIntoHands ( EntityAI  item_to_hands)
inlineprivate

calls this->CanReceiveItemIntoHands(item_to_hands)

Returns
true if action allowed
Note
: scriptConditionExecute(this, item_to_hands, "CanReceiveItemIntoHands");

◆ CanReleaseAttachment()

CanReleaseAttachment ( EntityAI  attachment)
inlineprivate

calls this->CanReleaseAttachment(attachment)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, attachment, "CanReleaseAttachment");

References InventoryLocation::GetSlot(), and InventoryLocation::IsValid().

◆ CanReleaseCargo()

CanReleaseCargo ( EntityAI  cargo)
inlineprivate

calls this->CanReleaseCargo(cargo)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, cargo, "CanReleaseCargo");

◆ CanReleaseFromHands()

CanReleaseFromHands ( EntityAI  handheld)
inlineprivate

calls this->CanReleaseFromHands(handheld)

Returns
true if action allowed
Note
: scriptConditionExecute(this, handheld, "CanReleaseFromHands");

◆ CanRemoveFromCargo()

CanRemoveFromCargo ( EntityAI  parent)
inlineprivate

calls this->CanRemoveFromCargo(parent)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, parent, "CanRemoveFromCargo");

◆ CanRemoveFromHands()

CanRemoveFromHands ( EntityAI  parent)
inlineprivate

calls this->CanRemoveFromHands(parent)

Returns
true if action allowed
Note
: return scriptConditionExecute(this, parent, "CanRemoveFromHands");

◆ CanSaveItemInHands()

bool CanSaveItemInHands ( EntityAI  item_in_hands)
inlineprivate

◆ CanSwapEntities()

bool CanSwapEntities ( EntityAI  otherItem,
InventoryLocation  otherDestination,
InventoryLocation  destination 
)
inlineprivate

◆ CanSwapItemInCargo()

CanSwapItemInCargo ( EntityAI  child_entity,
EntityAI  new_entity 
)
inlineprivate

calls this->CanSwapItemInCargo(child_entity, new_entity)

Returns
true if action allowed
Note
: return ScriptConditionExecute(GetOwner(), child_entity, "CanSwapItemInCargo", new_entity);

◆ CanSwitchDuringAttach()

bool CanSwitchDuringAttach ( EntityAI  parent)
inlineprivate

◆ ChangeIntoOnAttach()

string ChangeIntoOnAttach ( string  slot)
inlineprivate

◆ ChangeIntoOnDetach()

string ChangeIntoOnDetach ( )
inlineprivate

◆ CheckAttachmentReceiveExclusion()

bool CheckAttachmentReceiveExclusion ( EntityAI  attachment,
int  slotId 
)
inlineprivate

checks specifically for att. exclusion conflicts before att. receive

References InventoryLocation::GetSlot(), and InventoryLocation::GetType().

◆ CheckExclusionAccessCondition()

protected bool CheckExclusionAccessCondition ( int  occupiedSlot,
int  targetSlot,
set< int value,
inout set< int adjustedValue 
)
inlineprivate

◆ CheckExclusionAccessPropagation()

protected bool CheckExclusionAccessPropagation ( int  occupiedSlot,
int  targetSlot,
set< int value,
inout set< int adjustedValue 
)
inlineprivate

special propagation contition

References InventorySlots::INVALID.

◆ CheckForDestroy()

void CheckForDestroy ( )
inlineprivate

◆ CheckForRoofLimited()

void CheckForRoofLimited ( float  timeTresholdMS = 3000)
private

Roof check for entity, limited by time (anti-spam solution)

◆ ClearExclusionValueRecursive()

private void ClearExclusionValueRecursive ( set< int values,
int  slotId 
)
inlineprivate

◆ ClearInventory()

void ClearInventory ( )
private

◆ ClearSingleExclusionValueGlobal()

protected void ClearSingleExclusionValueGlobal ( EAttExclusions  value)
inlineprivate

to help with item staging exclusions

◆ ClearWeightDirty()

void ClearWeightDirty ( )
inlineprivate

◆ CombineItemsClient()

void CombineItemsClient ( EntityAI  entity2,
bool  use_stack_max = false 
)
inlineprivate

◆ CombineItemsEx()

void CombineItemsEx ( EntityAI  entity2,
bool  use_stack_max = false 
)
private

◆ ConvertNonlethalDamage() [1/2]

float ConvertNonlethalDamage ( float  damage)
inlineprivate

DEPRECATED - for legacy purposes.

◆ ConvertNonlethalDamage() [2/2]

protected float ConvertNonlethalDamage ( float  damage,
DamageType  damageType 
)
inlineprivate

◆ CreateAndInitInventory()

proto native void CreateAndInitInventory ( )
private

◆ CreateComponent()

Component CreateComponent ( int  comp_type,
string  extended_class_name = "" 
)
inlineprivate

CreateComponent.

◆ DeathUpdate()

◆ DebugBBoxDelete()

void DebugBBoxDelete ( )
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DebugBBoxDraw()

Shape DebugBBoxDraw ( )
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DebugBBoxSetColor()

void DebugBBoxSetColor ( int  color)
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DebugDirectionDelete()

void DebugDirectionDelete ( )
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DebugDirectionDraw()

Shape DebugDirectionDraw ( float  distance = 1)
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DebugDirectionSetColor()

void DebugDirectionSetColor ( int  color)
inlineprivate

References COMP_TYPE_ETITY_DEBUG.

◆ DeferredInit()

void DeferredInit ( )
inlineprivate

References m_Initialized.

◆ Delete()

override void Delete ( )
inlineprivate

Delete this object in next frame.

Returns
void
ItemBase item = GetGame().GetPlayer().CreateInInventory("GrenadeRGD5");
item.Delete();
proto native DayZPlayer GetPlayer()
Definition InventoryItem.c:731
proto native CGame GetGame()

◆ DeleteComponent()

bool DeleteComponent ( int  comp_type)
inlineprivate

DeleteComponent.

◆ DeleteOnClient()

void DeleteOnClient ( )
inlineprivate

◆ DeleteSafe()

void DeleteSafe ( )
inlineprivate

References GetGame().

◆ DeleteSave()

void DeleteSave ( )
inlineprivate

◆ DeSerializeNumericalVars()

void DeSerializeNumericalVars ( array< float floats)
inlineprivate

◆ DestroyInventory()

proto native void DestroyInventory ( )
private

◆ DisassembleOnLastDetach()

bool DisassembleOnLastDetach ( )
inlineprivate

◆ DoPlacingHeightCheck()

bool DoPlacingHeightCheck ( )
inlineprivate

Do the roof check when placing this?

◆ EEAmmoChanged()

void EEAmmoChanged ( )
inlineprivate

◆ EECargoIn()

void EECargoIn ( EntityAI  item)
inlineprivate

◆ EECargoMove()

void EECargoMove ( EntityAI  item)
inlineprivate

◆ EECargoOut()

void EECargoOut ( EntityAI  item)
inlineprivate

◆ EEDelete()

void EEDelete ( EntityAI  parent)
inlineprivate

Called right before object deleting.

References ComponentEnergyManager::OnDeviceDestroyed().

◆ EEHealthLevelChanged()

void EEHealthLevelChanged ( int  oldLevel,
int  newLevel,
string  zone 
)
inlineprivate

◆ EEHitBy()

void EEHitBy ( TotalDamageResult  damageResult,
int  damageType,
EntityAI  source,
int  component,
string  dmgZone,
string  ammo,
vector  modelPos,
float  speedCoef 
)
inlineprivate

References component.

◆ EEHitByRemote()

void EEHitByRemote ( int  damageType,
EntityAI  source,
int  component,
string  dmgZone,
string  ammo,
vector  modelPos 
)
inlineprivate

◆ EEInit()

void EEInit ( )
inlineprivate

Called upon object creation.

References CanHaveTemperature(), and GetGame().

◆ EEInventoryIn()

void EEInventoryIn ( Man  newParentMan,
EntityAI  diz,
EntityAI  newParent 
)
inlineprivate

◆ EEInventoryOut()

void EEInventoryOut ( Man  oldParentMan,
EntityAI  diz,
EntityAI  newParent 
)
inlineprivate

References GetGame(), and CGame::GetTickTime().

◆ EEItemAttached()

void EEItemAttached ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ EEItemDetached()

void EEItemDetached ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ EEItemLocationChanged()

void EEItemLocationChanged ( notnull InventoryLocation  oldLoc,
notnull InventoryLocation  newLoc 
)
inlineprivate

◆ EEKilled()

◆ EEOnAfterLoad()

◆ EEOnCECreate()

void EEOnCECreate ( )
inlineprivate

Called when entity is being created as new by CE/ Debug.

◆ EEParentedFrom()

void EEParentedFrom ( EntityAI  parent)
inlineprivate

Called from 'IEntity.RemoveChild' or 'IEntity.AddChild' when hierarchy changes.

◆ EEParentedTo()

void EEParentedTo ( EntityAI  parent)
inlineprivate

Called from 'IEntity.AddChild'.

◆ EnableHeatHaze()

proto native void EnableHeatHaze ( bool  pState)
private

◆ EnableLinear()

proto native bool EnableLinear ( bool  pState)
private

◆ EnableSmooth()

proto native void EnableSmooth ( bool  enable)
private

Enables the smoothing in interpolation.

◆ EnableSpecular()

proto native bool EnableSpecular ( bool  pState)
private

◆ EntityAI()

void EntityAI ( )
inlineprivate

cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)

References CALL_CATEGORY_SYSTEM, ScriptCallQueue::CallLater(), COMP_TYPE_ENERGY_MANAGER, CGame::ConfigIsExisting(), DeferredInit(), CGame::GetCallQueue(), GetGame(), GetType(), and InitItemVariables().

◆ EOnFrame()

override void EOnFrame ( IEntity  other,
float  timeSlice 
)
inlineprivate

References COMP_TYPE_COUNT.

◆ ExecuteActionsConnectedToValve()

void ExecuteActionsConnectedToValve ( int  pValveIndex)
private

◆ FindAttachmentBySlotName()

EntityAI FindAttachmentBySlotName ( string  slot_name)
inlineprivate

◆ GetAgents()

int GetAgents ( )
inlineprivate

◆ GetAmbientAlpha()

proto native float GetAmbientAlpha ( )
private

◆ GetAmbientColorV()

proto native vector GetAmbientColorV ( )
private

◆ GetArrowManager()

ArrowManagerBase GetArrowManager ( )
inlineprivate

◆ GetAttachmentByConfigTypeName()

EntityAI GetAttachmentByConfigTypeName ( string  type)
inlineprivate

Get attached entity by config type name.

◆ GetAttachmentByType()

EntityAI GetAttachmentByType ( typename type  )
inlineprivate

Get attached entity by type.

◆ GetAttachmentExclusionInitSlotValue()

protected set< int > GetAttachmentExclusionInitSlotValue ( int  slotId)
inlineprivate

override this to modify slot behavior for specific items, or just set 'm_AttachmentExclusionMaskGlobal' value for simple items

◆ GetAttachmentExclusionMaskAll()

set< int > GetAttachmentExclusionMaskAll ( int  slotId)
inlineprivate

Slot-specific, children (attachments), and additional (state etc.) masks combined.

◆ GetAttachmentExclusionMaskChildren()

set< int > GetAttachmentExclusionMaskChildren ( )
inlineprivate

Mask value coming from the item's attachments.

◆ GetAttachmentExclusionMaskGlobal()

set< int > GetAttachmentExclusionMaskGlobal ( )
inlineprivate

Global mask value, independent of slot-specific behavior!

◆ GetAttachmentExclusionMaskSlot()

set< int > GetAttachmentExclusionMaskSlot ( int  slotId)
inlineprivate

Specific slot behavior.

◆ GetAttachmentSoundType()

string GetAttachmentSoundType ( )
inlineprivate

returns sound type of attachment (used for clothing and weapons on DayZPlayerImplement, paired with Anim*Type enum from DayZAnimEvents)

◆ GetAttachmentsWithAttachments()

array< EntityAI > GetAttachmentsWithAttachments ( )
inlineprivate

◆ GetAttachmentsWithCargo()

array< EntityAI > GetAttachmentsWithCargo ( )
inlineprivate

◆ GetBayonetAttachmentIdx()

int GetBayonetAttachmentIdx ( )
inlineprivate

◆ GetBrightness()

proto native float GetBrightness ( )
private

◆ GetButtstockAttachmentIdx()

int GetButtstockAttachmentIdx ( )
inlineprivate

◆ GetCastShadow()

proto native bool GetCastShadow ( )
private

◆ GetCleanness()

int GetCleanness ( )
inlineprivate

◆ GetColor()

void GetColor ( out int  r,
out int  g,
out int  b,
out int  a 
)
inlineprivate

◆ GetCompBS()

ComponentBodyStaging GetCompBS ( )
inlineprivate

Use this to access Body Staging component on dead character. Returns NULL if the given object lacks such component.

References COMP_TYPE_BODY_STAGING.

◆ GetCompEM()

ComponentEnergyManager GetCompEM ( )
inlineprivate

energy manager ENERGY MANAGER:Documentation: Confluence >> Camping & Squatting >> Electricity >> Energy Manager functionalities Use this to access Energy Manager component on your device. Returns NULL if the given object lacks such component.

References COMP_TYPE_ENERGY_MANAGER.

◆ GetComponent()

Component GetComponent ( int  comp_type,
string  extended_class_name = "" 
)
inlineprivate

GetComponent.

◆ GetConfigWeightModified()

float GetConfigWeightModified ( )
inlineprivate

◆ GetCookingTargetTemperature()

bool GetCookingTargetTemperature ( out float  temperature)
inlineprivate

specifically for cooking system, to get heat source target temperatures

◆ GetCurrentCamera()

static proto native Camera GetCurrentCamera ( )
staticprivate

Returns active Camera instance (note: player's camera is not Camera instance - thus it return null)

Returns
Camera active Camera instance

◆ GetCurrentFOV()

static proto native float GetCurrentFOV ( )
staticprivate

Returns FOV of current camera object.

Returns
float FOV of current camera object

◆ GetDeadItemName()

string GetDeadItemName ( )
inlineprivate

◆ GetDebugActions()

void GetDebugActions ( out TSelectableActionInfoArrayEx  outputList)
inlineprivate

References SAT_DEBUG_ACTION.

◆ GetDebugButtonNames()

void GetDebugButtonNames ( out string  button1,
out string  button2,
out string  button3,
out string  button4 
)
inlineprivate

◆ GetDebugText()

◆ GetDefaultHitComponent()

string GetDefaultHitComponent ( )
inlineprivate

returns default hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)

returns Global so it is obvious you need to configure that properly on entity

References GetType(), and Debug::LogError().

◆ GetDefaultHitPosition()

vector GetDefaultHitPosition ( )
inlineprivate

◆ GetDefaultHitPositionComponent()

string GetDefaultHitPositionComponent ( )
inlineprivate

returns default hit position component name for the Entity (overriden by type if needed - used mainly as support for impact particles)

References GetType(), and Debug::LogError().

◆ GetDestructionBehaviour()

string GetDestructionBehaviour ( )
inlineprivate

◆ GetDiffuseAlpha()

proto native float GetDiffuseAlpha ( )
private

◆ GetDiffuseColorV()

proto native vector GetDiffuseColorV ( )
private

◆ GetEconomyProfile()

proto native CEItemProfile GetEconomyProfile ( )
private

Get economy item profile (if assigned, otherwise null)

◆ GetEntityDamageDisplayNameMap()

map< int, string > GetEntityDamageDisplayNameMap ( )
inlineprivate

◆ GetEntityDamageZoneMap()

DamageZoneMap GetEntityDamageZoneMap ( )
inlineprivate

◆ GetFlareRelPosition()

proto native vector GetFlareRelPosition ( )
private

◆ GetFreezeThawProgress()

float GetFreezeThawProgress ( )
inlineprivate

on server only

◆ GetHeatHazePower()

proto native float GetHeatHazePower ( )
private

◆ GetHeatHazeRadius()

proto native float GetHeatHazeRadius ( )
private

◆ GetHeatPermeabilityCoef()

float GetHeatPermeabilityCoef ( )
inlineprivate

Returns temperature change speed multiplier for this item and all its children (multiplicative interaction)

Note
Values > 1 accelerate, values in <0,1) interval decelerate. Values < 0 should not be used here, but I'm not your mom.

◆ GetHiddenSelectionIndex()

int GetHiddenSelectionIndex ( string  selection)
inlineprivate

Returns index of the string found in cfg array 'hiddenSelections'. If it's not found then it returns -1.

◆ GetHiddenSelections()

override TStringArray GetHiddenSelections ( )
inlineprivate

Returns the hiddenSelectionsTextures array from the object's config.

◆ GetHiddenSelectionsData()

HiddenSelectionsData GetHiddenSelectionsData ( )
inlineprivate

◆ GetHiddenSelectionsMaterials()

override TStringArray GetHiddenSelectionsMaterials ( )
inlineprivate

Returns the hiddenSelectionsMaterials array from the object's config.

◆ GetHiddenSelectionsTextures()

override TStringArray GetHiddenSelectionsTextures ( )
inlineprivate

Returns the hiddenSelectionsTextures array from the object's config.

◆ GetHideIconMask()

int GetHideIconMask ( )
inlineprivate

should the item's icon be hidden in any part of the inventory?

◆ GetHierarchyLevel()

int GetHierarchyLevel ( int  lvl = 0)
inlineprivate

◆ GetHierarchyParent()

proto native EntityAI GetHierarchyParent ( )
private

Returns direct parent of current entity.

◆ GetHierarchyRoot()

proto native EntityAI GetHierarchyRoot ( )
private

Returns root of current hierarchy (for example: if this entity is in Backpack on gnd, returns Backpack)

◆ GetHierarchyRootPlayer()

proto native Man GetHierarchyRootPlayer ( )
private

Returns root of current hierarchy cast to Man.

◆ GetHitComponentForAI()

string GetHitComponentForAI ( )
inlineprivate

Returns hit component for the Entity (overriden for each Type - PlayerBase, DayZInfected, DayZAnimal, etc.)

returns Global so it is obvious you need to configure that properly on entity

References GetType(), and Debug::LogError().

◆ GetInventory()

proto native GameInventory GetInventory ( )
private

◆ GetInventoryAndCargoWeight()

float GetInventoryAndCargoWeight ( bool  forceRecalc = false)
inlineprivate

◆ GetInventoryHandAnimation()

bool GetInventoryHandAnimation ( notnull InventoryLocation  loc,
out int  value 
)
inlineprivate

◆ GetInvulnerabilityTypeString()

string GetInvulnerabilityTypeString ( )
inlineprivate

◆ GetIsFrozen()

bool GetIsFrozen ( )
inlineprivate

◆ GetItemOverheatProgress()

float GetItemOverheatProgress ( )
inlineprivate

◆ GetItemOverheatThreshold()

float GetItemOverheatThreshold ( )
inlineprivate

if undefined, max temperature used as default

◆ GetItemOverheatTime()

float GetItemOverheatTime ( )
inlineprivate

any configured value >= 0 will simulate overheating

◆ GetLifetime()

proto native float GetLifetime ( )
private

Get remaining economy lifetime (seconds)

◆ GetLifetimeMax()

proto native float GetLifetimeMax ( )
private

Get max economy lifetime per instance - default is from DB (seconds)

◆ GetLightType()

proto native int GetLightType ( )
private

◆ GetLiquidThroughputCoef()

float GetLiquidThroughputCoef ( )
inlineprivate

Returns liquid throughput coeficient.

References LIQUID_THROUGHPUT_DEFAULT.

◆ GetLiquidType()

int GetLiquidType ( )
inlineprivate

◆ GetMeleeTargetType()

int GetMeleeTargetType ( )
inlineprivate

value is related to EMeleeTargetType

◆ GetNearPlane()

proto native float GetNearPlane ( )
private

get near plane of camera

◆ GetObjectMaterial()

proto native owned string GetObjectMaterial ( int  index)
private

◆ GetObjectTexture()

proto native owned string GetObjectTexture ( int  index)
private

◆ GetOnAttachmentReleaseLock()

ScriptInvoker GetOnAttachmentReleaseLock ( )
inlineprivate

◆ GetOnAttachmentSetLock()

ScriptInvoker GetOnAttachmentSetLock ( )
inlineprivate

◆ GetOnHitByInvoker()

ScriptInvoker GetOnHitByInvoker ( )
inlineprivate

◆ GetOnItemAddedIntoCargo()

ScriptInvoker GetOnItemAddedIntoCargo ( )
inlineprivate

◆ GetOnItemAttached()

ScriptInvoker GetOnItemAttached ( )
inlineprivate

◆ GetOnItemDetached()

ScriptInvoker GetOnItemDetached ( )
inlineprivate

◆ GetOnItemFlipped()

ScriptInvoker GetOnItemFlipped ( )
inlineprivate

◆ GetOnItemMovedInCargo()

ScriptInvoker GetOnItemMovedInCargo ( )
inlineprivate

◆ GetOnItemRemovedFromCargo()

ScriptInvoker GetOnItemRemovedFromCargo ( )
inlineprivate

◆ GetOnKilledInvoker()

ScriptInvoker GetOnKilledInvoker ( )
inlineprivate

◆ GetOnReleaseLock()

ScriptInvoker GetOnReleaseLock ( )
inlineprivate

◆ GetOnSetLock()

ScriptInvoker GetOnSetLock ( )
inlineprivate

◆ GetOnViewIndexChanged()

ScriptInvoker GetOnViewIndexChanged ( )
inlineprivate

◆ GetPairDevice()

EntityAI GetPairDevice ( )
private

◆ GetPersistentID()

proto void GetPersistentID ( out int  b1,
out int  b2,
out int  b3,
out int  b4 
)
private

Returns blocks of bits of persistence id of this entity. This id stays the same even after server restart.

◆ GetQuantity()

float GetQuantity ( )
inlineprivate

◆ GetQuantityMax()

int GetQuantityMax ( )
inlineprivate

◆ GetQuantityMin()

int GetQuantityMin ( )
inlineprivate

◆ GetQuantityNormalized()

float GetQuantityNormalized ( )
inlineprivate

◆ GetQuickBarBonus()

int GetQuickBarBonus ( )
inlineprivate

◆ GetRadius()

proto native float GetRadius ( )
private

◆ GetRemotelyActivatedItemBehaviour()

RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour ( )
private

Remotely controlled devices helpers.

◆ GetSingleInventoryItemWeightEx()

float GetSingleInventoryItemWeightEx ( )
inlineprivate

◆ GetSkinningBloodInfectionChance()

float GetSkinningBloodInfectionChance ( eAgents  type)
inlineprivate

◆ GetSlotsCountCorrect()

int GetSlotsCountCorrect ( )
inlineprivate

◆ GetSoundLength()

proto native float GetSoundLength ( )
private

◆ GetSpotLightAngle()

proto native float GetSpotLightAngle ( )
private

◆ GetStoreLoadedQuantity()

float GetStoreLoadedQuantity ( )
inlineprivate

◆ GetSuitableFinisherHitComponents()

array< string > GetSuitableFinisherHitComponents ( )
inlineprivate

References GetType(), and Debug::LogError().

◆ GetTargetQuantityMax()

int GetTargetQuantityMax ( int  attSlotID = -1)
inlineprivate

◆ GetTemperature()

float GetTemperature ( )
inlineprivate

◆ GetTemperatureFreezeThreshold()

float GetTemperatureFreezeThreshold ( )
inlineprivate

◆ GetTemperatureFreezeTime()

float GetTemperatureFreezeTime ( )
inlineprivate

◆ GetTemperatureInit()

float GetTemperatureInit ( )
inlineprivate

◆ GetTemperatureMax()

float GetTemperatureMax ( )
inlineprivate

◆ GetTemperatureMin()

float GetTemperatureMin ( )
inlineprivate

◆ GetTemperatureThawThreshold()

float GetTemperatureThawThreshold ( )
inlineprivate

◆ GetTemperatureThawTime()

float GetTemperatureThawTime ( )
inlineprivate

◆ GetTurnableValveIndex()

int GetTurnableValveIndex ( int  pComponentIndex)
private

◆ GetUniversalTemperatureSource()

UTemperatureSource GetUniversalTemperatureSource ( )
inlineprivate

◆ GetUniversalTemperatureSourcePosition()

vector GetUniversalTemperatureSourcePosition ( )
inlineprivate

References GetPosition.

◆ GetVariablesFloat()

array< float > GetVariablesFloat ( )
inlineprivate

◆ GetViewIndex()

int GetViewIndex ( )
inlineprivate

Returns item preview index !!!! IF OVERRIDING with more dynamic events call GetOnViewIndexChanged() in constructor on client !!!!

References InventoryLocation::GetType().

◆ GetWeight()

int GetWeight ( )
inlineprivate

◆ GetWeightEx()

float GetWeightEx ( bool  forceRecalc = false)
inlineprivate

returns overall weight of the entity, 'forceRecalc = true' is meant to be used only when debugging, using it in gameplay code is higly inadvisable as it bypasses the weight caching and has adverse effect on performance

References DumpStack(), GetWeightSpecialized(), and Print().

◆ GetWeightSpecialized()

protected float GetWeightSpecialized ( bool  forceRecalc = false)
inlineprivate

returns weight of the entity in a way that's specific to the entity type and is internal to the weight system calculation, to obtain entity's weight, use the 'GetWeightEx' method instead

◆ GetWet()

float GetWet ( )
inlineprivate

◆ GetWetInit()

float GetWetInit ( )
inlineprivate

◆ GetWetLevel()

EWetnessLevel GetWetLevel ( )
private

◆ GetWetLevelInternal()

static EWetnessLevel GetWetLevelInternal ( float  wetness)
inlinestaticprivate

◆ GetWetMax()

float GetWetMax ( )
inlineprivate

◆ GetWetMin()

float GetWetMin ( )
inlineprivate

◆ GetWetWeightModifier()

float GetWetWeightModifier ( )
inlineprivate

◆ HandleFreezingProgression()

◆ HandleItemOverheating()

◆ HasAnyCargo()

bool HasAnyCargo ( )
inlineprivate

is this container empty or not, checks only cargo

References CargoBase::GetItemCount().

◆ HasBayonetAttached()

bool HasBayonetAttached ( )
inlineprivate

◆ HasButtstockAttached()

bool HasButtstockAttached ( )
inlineprivate

◆ HasComponent()

bool HasComponent ( int  comp_type)
inlineprivate

IsComponentExist.

◆ HasEnergyManager()

bool HasEnergyManager ( )
inlineprivate

If this item has class EnergyManager in its config then it returns true. Otherwise returns false.

References COMP_TYPE_ENERGY_MANAGER.

◆ HasFlammableMaterial()

bool HasFlammableMaterial ( )
inlineprivate

Override this method to return TRUE when this item has or can provide fire. Evaluated on server and client.

◆ HasInternalExclusionConflicts()

private bool HasInternalExclusionConflicts ( int  targetSlot)
inlineprivate

checks if any attachment or item state would interfere with this being attached into a different slot (Headgear -> Mask)

◆ HasQuantity()

bool HasQuantity ( )
inlineprivate

◆ HasTurnableValveBehavior()

bool HasTurnableValveBehavior ( )
private

Turnable Valve behaviour.

◆ HasWetness()

bool HasWetness ( )
inlineprivate

References GetWetMax(), and GetWetMin().

◆ HeightCheckOverride()

float HeightCheckOverride ( )
inlineprivate

used as script-side override of distance for specific height checks

◆ HeightStartCheckOverride()

float HeightStartCheckOverride ( )
inlineprivate

used as script-side override of start pos for specific height checks

◆ HideAllSelections()

void HideAllSelections ( )
inlineprivate

Sets all animation values to 1, making them INVISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.

References CGame::ConfigGetChildName(), CGame::ConfigGetChildrenCount(), GetGame(), and GetType().

◆ HideSelection()

void HideSelection ( string  selection_name)
inlineprivate

Hides selection of the given name. Must be configed in config.cpp and models.cfg.

◆ IgnoreOutOfReachCondition()

IgnoreOutOfReachCondition ( )
inlineprivate
Returns
if true, attachment condition for out of reach (inventory) will be ignored

References GetGame(), and CGame::GetPlayer().

◆ IncreaseLifetime()

proto native void IncreaseLifetime ( )
private

Reset economy lifetime to default (seconds)

◆ IncreaseLifetimeUp()

void IncreaseLifetimeUp ( )
inlineprivate

Reset economy lifetime to default across entity hierarchy all the way to the topmost entity.

◆ InitAttachmentExclusionValues()

private void InitAttachmentExclusionValues ( )
inlineprivate

◆ InitDamageZoneDisplayNameMapping()

void InitDamageZoneDisplayNameMapping ( )
inlineprivate

Initialize map of damage zone display names for more optimized retrieval.

References CFG_MAGAZINESPATH, CFG_VEHICLESPATH, CFG_WEAPONSPATH, string::Format(), CGame::FormatRawConfigStringKeys(), GetDisplayName(), GetGame(), GetType(), and path.

◆ InitDamageZoneMapping()

void InitDamageZoneMapping ( )
inlineprivate

Initializes script-side map of damage zones and their components (named selections in models)

◆ InitGlobalExclusionValues()

protected void InitGlobalExclusionValues ( )
private

override to init part of the mask, independent of slot-specific behavior

◆ InitInherentSlotExclusionMap()

private void InitInherentSlotExclusionMap ( )
inlineprivate

map stored on instance to better respond to various state changes

References InventorySlots::INVALID.

◆ InitItemVariables()

void InitItemVariables ( )
inlineprivate

◆ InitLegacyConfigExclusionValues()

protected void InitLegacyConfigExclusionValues ( )
inlineprivate

◆ InitLegacyExclusionCheck()

protected bool InitLegacyExclusionCheck ( )
inlineprivate

◆ InitLegacySlotExclusionValuesDerived()

protected void InitLegacySlotExclusionValuesDerived ( )
inlineprivate

◆ InitLegacySlotExclusionValuesImplicit()

InitLegacySlotExclusionValuesImplicit ( )
inlineprivate

adding base one-directional relations between headgear, masks, eyewear, and headstraps (exception)

Note
: 'InitLegacyConfigExclusionValues' adds them the other way if the item does not have any script-side exclusions AND has some legacy config parameter.

◆ InitTemperature()

protected void InitTemperature ( )
inlineprivate

◆ InsertAgent()

void InsertAgent ( int  agent,
float  count = 1 
)
private

◆ InterpolateTempData()

void InterpolateTempData ( TemperatureDataInterpolated  data)
inlineprivate

◆ InterpolateTo()

static proto native void InterpolateTo ( Camera  targetCamera,
float  time,
int  type 
)
staticprivate

Interpolation between camera instances (current camera becomes targetCamera at the end of interpolation)

Parameters
targetCamerato which camera we want to interpolate
timetrue interpolation time
type0 = without dynamics 1 = first half - acceleration, second half deceleration 2 = first third - acceleration, second third - linear movement, last third - deceleration

◆ IsActive()

proto native bool IsActive ( )
private

Is this camera active?

Returns
bool true if this camera is active

◆ IsAnimal()

bool IsAnimal ( )
inlineprivate

◆ IsBasebuildingKit()

bool IsBasebuildingKit ( )
inlineprivate

◆ IsBeingPlaced()

bool IsBeingPlaced ( )
inlineprivate

◆ IsCookware()

bool IsCookware ( )
inlineprivate

◆ IsDestructionBehaviour()

bool IsDestructionBehaviour ( )
inlineprivate

◆ IsEmpty()

bool IsEmpty ( )
inlineprivate

is this container empty or not, checks both cargo and attachments

◆ IsEnabled()

proto native bool IsEnabled ( )
private

◆ IsEntityAI()

override bool IsEntityAI ( )
inlineprivate

◆ IsExclusionFlagPresent()

protected bool IsExclusionFlagPresent ( set< int values)
inlineprivate

checks 'this' if the incoming flag is present for the current state (slot behavior and others)

References slotName.

◆ IsExclusionFlagPresentRecursive()

protected bool IsExclusionFlagPresentRecursive ( set< int values,
int  targetSlot 
)
inlineprivate

Gets flag from what is effectively an owner.

References InventoryLocation::GetSlot().

◆ IsFlareVisible()

proto native bool IsFlareVisible ( )
private

◆ IsFreezeThawProgressFinished()

bool IsFreezeThawProgressFinished ( )
inlineprivate

on server only

◆ IsHeavyBehaviour()

bool IsHeavyBehaviour ( )
inlineprivate

returns item behaviour of item (more in ItemBase)

◆ IsHologram()

override bool IsHologram ( )
inlineprivate

◆ IsIgnited()

bool IsIgnited ( )
inlineprivate

Override this method and make it so it returns whenever this item is on fire right now or not. Evaluated on Server and Client.

References ComponentEnergyManager::IsWorking().

◆ IsIgnoredByConstruction()

bool IsIgnoredByConstruction ( )
inlineprivate

◆ IsInitialized()

bool IsInitialized ( )
inlineprivate

References m_Initialized.

◆ IsInterpolationComplete()

static proto native bool IsInterpolationComplete ( )
staticprivate

Checks if the current interpolation reached it's end

◆ IsInventoryVisible()

bool IsInventoryVisible ( )
inlineprivate

References GetParent().

◆ IsItemOverheated()

bool IsItemOverheated ( )
inlineprivate

◆ IsLockedInSlot()

IsLockedInSlot ( )
inlineprivate
Returns
true if entity is locked in attachment slot

References InventoryLocation::GetSlot().

◆ IsManagingArrows()

bool IsManagingArrows ( )
inlineprivate

◆ IsOneHandedBehaviour()

bool IsOneHandedBehaviour ( )
inlineprivate

returns item behaviour of item (more in ItemBase)

◆ IsPilotLight()

proto native bool IsPilotLight ( )
private

◆ IsPlayer()

bool IsPlayer ( )
inlineprivate

◆ IsPreparedToDelete()

bool IsPreparedToDelete ( )
inlineprivate

◆ IsPrepareToDelete()

bool IsPrepareToDelete ( )
inlineprivate

◆ IsRefresherSignalingViable()

bool IsRefresherSignalingViable ( )
inlineprivate

◆ IsRoofAbove()

bool IsRoofAbove ( )
inlineprivate

◆ IsSelfAdjustingTemperature()

bool IsSelfAdjustingTemperature ( )
inlineprivate

◆ IsServerCheck()

bool IsServerCheck ( bool  allow_client)
inlineprivate

References Error(), g_Game, and GetGame().

◆ IsSetForDeletion()

bool IsSetForDeletion ( )
inlineprivate

References IsPendingDeletion().

◆ IsSimpleHiddenSelectionVisible()

proto native bool IsSimpleHiddenSelectionVisible ( int  index)
private

◆ IsSkinned()

bool IsSkinned ( )
inlineprivate

Skinning.

◆ IsSlotReserved()

◆ IsSplitable()

bool IsSplitable ( )
inlineprivate

returns just the configured 'canBeSplit' bool

◆ IsStoreLoad()

bool IsStoreLoad ( )
inlineprivate

◆ IsTakeable()

bool IsTakeable ( )
inlineprivate

◆ IsTargetIgnitionSuccessful()

bool IsTargetIgnitionSuccessful ( EntityAI  item_target)
inlineprivate

Final evaluation just before the target item is actually ignited. Evaluated on Server.

◆ IsThisIgnitionSuccessful()

bool IsThisIgnitionSuccessful ( EntityAI  item_source = NULL)
inlineprivate

Final evaluation just before this item is actually ignited from fire source. Evaluated on Server.

◆ IsTwoHandedBehaviour()

bool IsTwoHandedBehaviour ( )
inlineprivate

returns item behaviour of item (more in ItemBase)

◆ IsUniversalTemperatureSource()

bool IsUniversalTemperatureSource ( )
inlineprivate

Universal Temperature Sources Helpers.

◆ IsValveTurnable()

bool IsValveTurnable ( int  pValveIndex)
private

◆ IsVariableSet()

bool IsVariableSet ( int  variable)
inlineprivate

'true' if this variable has ever been changed from default

◆ IsVisibleDuringDaylight()

proto native bool IsVisibleDuringDaylight ( )
private

◆ IsZombie()

bool IsZombie ( )
inlineprivate

◆ IsZombieMilitary()

bool IsZombieMilitary ( )
inlineprivate

◆ KeepHealthOnReplace()

bool KeepHealthOnReplace ( )
inlineprivate

◆ LoadVariables()

bool LoadVariables ( ParamsReadContext  ctx,
int  version = -1 
)
inlineprivate

◆ LocalDropEntity()

bool LocalDropEntity ( notnull EntityAI  item)
inlineprivate

◆ LocalTakeEntityAsAttachment()

bool LocalTakeEntityAsAttachment ( notnull EntityAI  item)
inlineprivate

◆ LocalTakeEntityAsAttachmentEx()

bool LocalTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ LocalTakeEntityToCargo()

bool LocalTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

◆ LocalTakeEntityToCargoEx()

bool LocalTakeEntityToCargoEx ( notnull EntityAI  item,
int  idx,
int  row,
int  col 
)
inlineprivate

◆ LocalTakeEntityToInventory()

bool LocalTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ LocalTakeEntityToTargetAttachment()

bool LocalTakeEntityToTargetAttachment ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ LocalTakeEntityToTargetAttachmentEx()

bool LocalTakeEntityToTargetAttachmentEx ( notnull EntityAI  target,
notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ LocalTakeEntityToTargetCargo()

bool LocalTakeEntityToTargetCargo ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ LocalTakeEntityToTargetCargoEx()

bool LocalTakeEntityToTargetCargoEx ( notnull CargoBase  cargo,
notnull EntityAI  item,
int  row,
int  col 
)
inlineprivate

◆ LocalTakeEntityToTargetInventory()

bool LocalTakeEntityToTargetInventory ( notnull EntityAI  target,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ LocalTakeToDst()

bool LocalTakeToDst ( notnull InventoryLocation  src,
notnull InventoryLocation  dst 
)
inlineprivate

◆ Log()

void Log ( string  msg,
string  fnc_name = "n/a" 
)
inlineprivate

Log.

References GetType(), and Debug::Log().

◆ LogError()

void LogError ( string  msg,
string  fnc_name = "n/a" 
)
inlineprivate

LogError.

References GetType(), and Debug::LogError().

◆ LogWarning()

void LogWarning ( string  msg,
string  fnc_name = "n/a" 
)
inlineprivate

LogWarning.

References GetType(), and Debug::LogWarning().

◆ LookAt()

proto native void LookAt ( vector  targetPos)
private

Orientation change by lookAt point.

Parameters
targetPoswhere to look at

◆ MaxLifetimeRefreshCalc()

void MaxLifetimeRefreshCalc ( )
inlineprivate

Calculates if the max lifetime is higher than refresher frequency (i.e. gets kept alive by refresher)

References GetCEApi(), GetGame(), and GameConstants::REFRESHER_FREQUENCY_DEFAULT.

◆ OnAction()

bool OnAction ( int  action_id,
Man  player,
ParamsReadContext  ctx 
)
inlineprivate

◆ OnAttachmentRuined()

void OnAttachmentRuined ( EntityAI  attachment)
private

Called when some attachment of this parent is ruined. Called on server and client side.

◆ OnBeforeTryDelete()

void OnBeforeTryDelete ( )
private

◆ OnBinLoadItemsDropped()

void OnBinLoadItemsDropped ( )
inlineprivate

Called when an item fails to get loaded into the inventory of an entity and gets dropped.

◆ OnCargoChanged()

void OnCargoChanged ( )
inlineprivate

◆ OnCEUpdate()

void OnCEUpdate ( )
inlineprivate

Central economy calls this function whenever going over all the entities.

void OnCEUpdate()
{
// dont forget to propagate this call trough class hierarchy! - always at the start of the function
super.OnCEUpdate();
// use m_ElapsedSinceLastUpdate for time-related purposes
}
void OnCEUpdate()
Central economy calls this function whenever going over all the entities.
Definition EntityAI.c:3818

References GetGame(), CGame::GetTickTime(), and ProcessVariables().

◆ OnChildItemReceived()

void OnChildItemReceived ( InventoryItem  item)
inlineprivate

◆ OnChildItemRemoved()

void OnChildItemRemoved ( InventoryItem  item)
inlineprivate

◆ OnDamageDestroyed()

void OnDamageDestroyed ( int  oldLevel)
private

Called when the health gets to the min value, 'oldLevel' is previous health level, 'oldLevel' -1 means this entity was just spawned.

◆ OnDebugButtonPressClient()

void OnDebugButtonPressClient ( int  button_index)
inlineprivate

◆ OnDebugButtonPressServer()

void OnDebugButtonPressServer ( int  button_index)
inlineprivate

◆ OnDebugSpawn()

◆ OnDebugSpawnEx()

void OnDebugSpawnEx ( DebugSpawnParams  params)
inlineprivate

References OnDebugSpawn.

◆ OnEnergyAdded()

void OnEnergyAdded ( )
inlineprivate

Energy manager event: Called when energy was added on this device. ALWAYS CALL super.OnEnergyAdded() !!!

◆ OnEnergyConsumed()

void OnEnergyConsumed ( )
inlineprivate

Energy manager event: Called when energy was consumed on this device. ALWAYS CALL super.OnEnergyConsumed() !!!

◆ OnExplosionEffects()

override void OnExplosionEffects ( Object  source,
Object  directHit,
int  componentIndex,
string  surface,
vector  pos,
vector  surfNormal,
float  energyFactor,
float  explosionFactor,
bool  isWater,
string  ammoType 
)
inlineprivate

References g_Game.

◆ OnFreezeStateChangeClient()

void OnFreezeStateChangeClient ( )
private

◆ OnFreezeStateChangeServer()

void OnFreezeStateChangeServer ( )
private

◆ OnHologramBeingPlaced()

void OnHologramBeingPlaced ( Man  player)
private

◆ OnIgnitedTarget()

void OnIgnitedTarget ( EntityAI  target_item)
inlineprivate

Executed on Server when this item ignites some target item.

◆ OnIgnitedTargetFailed()

void OnIgnitedTargetFailed ( EntityAI  target_item)
inlineprivate

Executed on Server when this item failed to ignite target item.

◆ OnIgnitedThis()

void OnIgnitedThis ( EntityAI  fire_source)
inlineprivate

Executed on Server when some item ignited this one.

◆ OnIgnitedThisFailed()

void OnIgnitedThisFailed ( EntityAI  fire_source)
inlineprivate

Executed on Server when some item failed to ignite this one.

◆ OnInitEnergy()

void OnInitEnergy ( )
inlineprivate

Energy manager event: Object's initialization. Energy Manager is fully initialized by this point.

◆ OnInventoryInit()

void OnInventoryInit ( )
inlineprivate

◆ OnIsPlugged()

void OnIsPlugged ( EntityAI  source_device)
inlineprivate

Energy manager event: Called when this device is plugged into some energy source.

◆ OnIsUnplugged()

void OnIsUnplugged ( EntityAI  last_energy_source)
inlineprivate

Energy manager event: Called when this device is UNPLUGGED from the energy source.

◆ OnItemAttachmentSlotChanged()

void OnItemAttachmentSlotChanged ( notnull InventoryLocation  oldLoc,
notnull InventoryLocation  newLoc 
)
inlineprivate

◆ OnItemLocationChanged()

void OnItemLocationChanged ( EntityAI  old_owner,
EntityAI  new_owner 
)
inlineprivate

◆ OnItemOverheat()

protected void OnItemOverheat ( float  deltaTime)
private

◆ OnItemOverheatEnd()

protected void OnItemOverheatEnd ( )
private

note, that the deltaTime could be reverse-calculated and not totally accurate

◆ OnItemOverheatStart()

protected void OnItemOverheatStart ( )
private

override to implement desired overheat behavior on entity

◆ OnMovedInsideCargo()

void OnMovedInsideCargo ( EntityAI  container)
inlineprivate

Called when this item enters cargo of some container.

References ComponentEnergyManager::HandleMoveInsideCargo().

◆ OnMovedWithinCargo()

void OnMovedWithinCargo ( EntityAI  container)
inlineprivate

Called when this item moves within cargo of some container.

◆ OnOwnSocketReleased()

void OnOwnSocketReleased ( EntityAI  device)
inlineprivate

Energy manager event: When something is UNPLUGGED from this device.

◆ OnOwnSocketTaken()

void OnOwnSocketTaken ( EntityAI  device)
inlineprivate

Energy manager event: When something is plugged into this device.

◆ OnPlacementCancelled()

void OnPlacementCancelled ( Man  player)
private

◆ OnPlacementComplete()

void OnPlacementComplete ( Man  player,
vector  position = "0 0 0",
vector  orientation = "0 0 0" 
)
private

◆ OnPlacementStarted()

void OnPlacementStarted ( Man  player)
private

◆ OnRemovedFromCargo()

void OnRemovedFromCargo ( EntityAI  container)
inlineprivate

Called when this item exits cargo of some container.

◆ OnRPC()

override void OnRPC ( PlayerIdentity  sender,
int  rpc_type,
ParamsReadContext  ctx 
)
inlineprivate

References GetGame(), and Serializer::Read().

◆ OnStoreLoad()

bool OnStoreLoad ( ParamsReadContext  ctx,
int  version 
)
inlineprivate

Called when data is loaded from persistence (on server side).

void OnStoreLoad(ParamsReadContext ctx, int version)
{
// dont forget to propagate this call trough class hierarchy!
if ( !super.OnStoreLoad(ctx, version) )
return false;
// read data loaded from game database (format and order of reading must be the same as writing!)
int a;
if ( !ctx.Read(a) )
return false;
float b;
if ( !ctx.Read(b) )
return false;
return true;
}
bool OnStoreLoad(ParamsReadContext ctx, int version)
Called when data is loaded from persistence (on server side).
Definition EntityAI.c:2940
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto bool Read(void value_in)

References Serializer::Read(), ComponentEnergyManager::RestorePlugState(), ComponentEnergyManager::SetEnergy(), ComponentEnergyManager::SetPassiveState(), ComponentEnergyManager::StoreEnergySourceIDs(), and ComponentEnergyManager::SwitchOn().

◆ OnStoreSave()

void OnStoreSave ( ParamsWriteContext  ctx)
inlineprivate

Engine calls this function to collect data from entity to store for persistence (on server side).

{
// dont forget to propagate this call trough class hierarchy!
super.OnStoreSave(ctx);
// write any data (using params) you want to store
int a = 5;
float b = 6.0;
ctx.Write(a);
ctx.Write(b);
}
void OnStoreSave(ParamsWriteContext ctx)
Engine calls this function to collect data from entity to store for persistence (on server side).
Definition EntityAI.c:2876
proto bool Write(void value_out)

References ComponentEnergyManager::GetEnergy(), ComponentEnergyManager::GetEnergySource(), ComponentEnergyManager::IsPassive(), ComponentEnergyManager::IsPlugged(), ComponentEnergyManager::IsSwitchedOn(), and Serializer::Write().

◆ OnSwitchOff()

void OnSwitchOff ( )
inlineprivate

Energy manager event: Called when the device is switched OFF.

◆ OnSwitchOn()

void OnSwitchOn ( )
inlineprivate

Energy manager event: Called when the device is switched on.

◆ OnVariablesSynchronized()

◆ OnWasAttached()

void OnWasAttached ( EntityAI  parent,
int  slot_id 
)
private

◆ OnWasDetached()

void OnWasDetached ( EntityAI  parent,
int  slot_id 
)
inlineprivate

◆ OnWetChanged()

void OnWetChanged ( float  newVal,
float  oldVal 
)
private

◆ OnWetLevelChanged()

void OnWetLevelChanged ( EWetnessLevel  newLevel,
EWetnessLevel  oldLevel 
)
private

◆ OnWork()

void OnWork ( float  consumed_energy)
inlineprivate

Energy manager event: Called every device update if its supposed to do some work. The update can be every second or at random, depending on its manipulation.

◆ OnWorkStart()

void OnWorkStart ( )
inlineprivate

Energy manager event: Called only once when this device starts doing its work.

◆ OnWorkStop()

void OnWorkStop ( )
inlineprivate

Energy manager event: Called when the device stops working (was switched OFF or ran out of energy)

◆ PairRemote()

void PairRemote ( notnull EntityAI  trigger)
private

◆ PlacementCanBeRotated()

bool PlacementCanBeRotated ( )
inlineprivate

Should return false if you want to disable hologram rotation.

◆ PlaceOnSurfaceRotated()

proto native void PlaceOnSurfaceRotated ( out vector  trans[4],
vector  pos,
float  dx = 0,
float  dz = 0,
float  fAngle = 0,
bool  align = false 
)
private

◆ PredictiveDropEntity()

bool PredictiveDropEntity ( notnull EntityAI  item)
inlineprivate

◆ PredictiveTakeEntityAsAttachment()

bool PredictiveTakeEntityAsAttachment ( notnull EntityAI  item)
inlineprivate

Put item into as attachment.

References GetGame().

◆ PredictiveTakeEntityAsAttachmentEx()

bool PredictiveTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

Returns if item can be added as attachment on specific slot. Note that slot index IS NOT slot ID! Slot ID is defined in DZ/data/config.cpp.

References GetGame().

◆ PredictiveTakeEntityToCargo()

bool PredictiveTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

Put item into into cargo.

References GetGame().

◆ PredictiveTakeEntityToCargoEx()

bool PredictiveTakeEntityToCargoEx ( notnull EntityAI  item,
int  idx,
int  row,
int  col 
)
inlineprivate

Put item into into cargo on specific cargo location.

References GetGame().

◆ PredictiveTakeEntityToInventory()

bool PredictiveTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

Put item anywhere into this entity (as attachment or into cargo, recursively)

References GetGame().

◆ PredictiveTakeEntityToTargetAttachment()

bool PredictiveTakeEntityToTargetAttachment ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

References GetGame().

◆ PredictiveTakeEntityToTargetAttachmentEx()

bool PredictiveTakeEntityToTargetAttachmentEx ( notnull EntityAI  target,
notnull EntityAI  item,
int  slot 
)
inlineprivate

References GetGame().

◆ PredictiveTakeEntityToTargetCargo()

bool PredictiveTakeEntityToTargetCargo ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

References GetGame().

◆ PredictiveTakeEntityToTargetCargoEx()

bool PredictiveTakeEntityToTargetCargoEx ( notnull CargoBase  cargo,
notnull EntityAI  item,
int  row,
int  col 
)
inlineprivate

References GetGame().

◆ PredictiveTakeEntityToTargetInventory()

bool PredictiveTakeEntityToTargetInventory ( notnull EntityAI  target,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

References GetGame().

◆ PredictiveTakeToDst()

bool PredictiveTakeToDst ( notnull InventoryLocation  src,
notnull InventoryLocation  dst 
)
inlineprivate

References GetGame().

◆ ProcessInvulnerabilityCheck()

void ProcessInvulnerabilityCheck ( string  servercfg_param)
inlineprivate

◆ ProcessMeleeItemDamage()

override EntityAI ProcessMeleeItemDamage ( int  mode = 0)
inlineprivate

References GetGame(), and MELEE_ITEM_DAMAGE.

◆ ProcessVariables()

void ProcessVariables ( )
inlineprivate

◆ PropagateExclusionValueRecursive()

private void PropagateExclusionValueRecursive ( set< int values,
int  slotId 
)
inlineprivate

◆ ReadVarsFromCTX()

bool ReadVarsFromCTX ( ParamsReadContext  ctx,
int  version = -1 
)
inlineprivate

Reads from storage CTX.

References Serializer::Read(), and VARIABLE_TEMPERATURE.

◆ RefreshTemperatureAccess()

void RefreshTemperatureAccess ( TemperatureData  data)
inlineprivate

refreshes access without setting temperature, keeps the source locked in

References CanHaveTemperature(), and Debug::Log().

◆ RegisterNetSyncVariableBool()

RegisterNetSyncVariableBool ( string  variableName)
private

registers bool variable synchronized over network

Parameters
[in]variableNamewhich variable should be synchronized

◆ RegisterNetSyncVariableBoolSignal()

RegisterNetSyncVariableBoolSignal ( string  variableName)
private

when bool variable is true, it's sent to clients and become false again

Parameters
[in]variableNamewhich variable should be synchronized

◆ RegisterNetSyncVariableFloat()

RegisterNetSyncVariableFloat ( string  variableName,
float  minValue = 0,
float  maxValue = 0,
int  precision = 1 
)
private

registers float variable synchronized over network

Parameters
[in]variableNamewhich variable should be synchronized
[in]minValueminimal value used for quantization (when minValue == maxValue, no quatization is done)
[in]maxValuemaximal value used for quantization (when minValue == maxValue, no quatization is done)
[in]precisionprecision in number of digits after decimal point

◆ RegisterNetSyncVariableInt()

RegisterNetSyncVariableInt ( string  variableName,
int  minValue = 0,
int  maxValue = 0 
)
private

registers int variable synchronized over network

Parameters
[in]variableNamewhich variable should be synchronized
[in]minValueminimal value used for quantization (when minValue == maxValue, no quatization is done)
[in]maxValuemaximal value used for quantization (when minValue == maxValue, no quatization is done)

◆ RegisterNetSyncVariableObject()

RegisterNetSyncVariableObject ( string  variableName)
private

registers object variable synchronized over network, only synchronizes if network id is assigned. Doesn't handle object despawn on client

Parameters
[in]variableNamewhich variable should be synchronized

◆ RegisterTransportHit()

void RegisterTransportHit ( Transport  transport)
inlineprivate

◆ RemoveAgent()

void RemoveAgent ( int  agent_id)
private

◆ RemoveAllAgents()

void RemoveAllAgents ( )
private

◆ RemoveAllAgentsExcept()

void RemoveAllAgentsExcept ( int  agent_to_keep)
private

◆ RemoveItemVariable()

void RemoveItemVariable ( int  variable)
inlineprivate

Removes variable from variable mask, making it appear as though the variable has never been changed from default.

◆ ReplaceOnDeath()

bool ReplaceOnDeath ( )
inlineprivate

◆ SaveVariables()

void SaveVariables ( ParamsWriteContext  ctx)
inlineprivate

◆ SerializeNumericalVars()

void SerializeNumericalVars ( array< float floats_out)
inlineprivate

References VARIABLE_TEMPERATURE.

◆ ServerDropEntity()

bool ServerDropEntity ( notnull EntityAI  item)
inlineprivate

◆ ServerTakeEntityAsAttachment()

bool ServerTakeEntityAsAttachment ( notnull EntityAI  item)
inlineprivate

◆ ServerTakeEntityAsAttachmentEx()

bool ServerTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ ServerTakeEntityToCargo()

bool ServerTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

◆ ServerTakeEntityToInventory()

bool ServerTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ ServerTakeEntityToTargetAttachment()

bool ServerTakeEntityToTargetAttachment ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ ServerTakeEntityToTargetAttachmentEx()

bool ServerTakeEntityToTargetAttachmentEx ( notnull EntityAI  target,
notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ ServerTakeEntityToTargetCargo()

bool ServerTakeEntityToTargetCargo ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ ServerTakeEntityToTargetCargoEx()

bool ServerTakeEntityToTargetCargoEx ( notnull CargoBase  cargo,
notnull EntityAI  item,
int  row,
int  col 
)
inlineprivate

◆ ServerTakeEntityToTargetInventory()

bool ServerTakeEntityToTargetInventory ( notnull EntityAI  target,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ ServerTakeToDst()

bool ServerTakeToDst ( notnull InventoryLocation  src,
notnull InventoryLocation  dst 
)
inlineprivate

◆ SetActive()

proto native void SetActive ( bool  active)
private

Sets this camera as active.

◆ SetAITargetCallbacks()

proto native void SetAITargetCallbacks ( AbstractAITargetCallbacks  callbacks)
private

◆ SetAmbientAlpha()

proto native void SetAmbientAlpha ( float  pAlpha)
private

◆ SetAmbientColor()

proto native void SetAmbientColor ( float  pRed,
float  pGreen,
float  pBlue 
)
private

◆ SetAmbientColorV()

proto native void SetAmbientColorV ( vector  pColorVector)
private

◆ SetAsSkinned()

void SetAsSkinned ( )
inlineprivate

◆ SetAttachmentExclusionMaskGlobal()

protected void SetAttachmentExclusionMaskGlobal ( set< int values)
inlineprivate

◆ SetAttachmentExclusionMaskSlot()

protected void SetAttachmentExclusionMaskSlot ( int  slotId,
set< int values 
)
inlineprivate

sets values for specific slot

References ErrorEx.

◆ SetBayonetAttached()

void SetBayonetAttached ( bool  pState,
int  slot_idx = -1 
)
inlineprivate

◆ SetBrightness()

proto native void SetBrightness ( float  pValue)
private

◆ SetButtstockAttached()

void SetButtstockAttached ( bool  pState,
int  slot_idx = -1 
)
inlineprivate

◆ SetCastShadow()

proto native void SetCastShadow ( bool  pState)
private

◆ SetCleanness()

void SetCleanness ( int  value,
bool  allow_client = false 
)
private

◆ SetColor()

void SetColor ( int  r,
int  g,
int  b,
int  a 
)
private

◆ SetDiffuseAlpha()

proto native void SetDiffuseAlpha ( float  pAlpha)
private

◆ SetDiffuseColor()

proto native void SetDiffuseColor ( float  pRed,
float  pGreen,
float  pBlue 
)
private

◆ SetDiffuseColorV()

proto native void SetDiffuseColorV ( vector  pColorVector)
private

◆ SetEnabled()

proto native void SetEnabled ( bool  pState)
private

◆ SetFlareRelPosition()

proto native void SetFlareRelPosition ( vector  pPosition)
private

◆ SetFlareVisible()

proto native void SetFlareVisible ( bool  pState)
private

◆ SetFocus()

proto native void SetFocus ( float  distance,
float  blur 
)
private

Depth of Field settings.

Parameters
distanceDOF distance parameter
blurDOF blur parameter

◆ SetFOV()

proto native void SetFOV ( float  fov)
private

Field of View settings.

Parameters
fovFOV angle in radians

◆ SetFreezeThawProgress()

protected void SetFreezeThawProgress ( float  val)
inlineprivate

0->1 when freezing, 1->0 when thawing

◆ SetFromProjectile()

void SetFromProjectile ( ProjectileStoppedInfo  info)
inlineprivate

◆ SetFrozen()

void SetFrozen ( bool  frozen)
inlineprivate

◆ SetHeatHazePower()

proto native void SetHeatHazePower ( float  pValue)
private

◆ SetHeatHazeRadius()

proto native void SetHeatHazeRadius ( float  pValue)
private

◆ SetInvisibleRecursive()

void SetInvisibleRecursive ( bool  invisible,
EntityAI  parent = null,
array< int attachments = null 
)
inlineprivate

◆ SetItemOverheatProgress()

void SetItemOverheatProgress ( float  val,
float  deltaTime = 0 
)
inlineprivate

References Math::Clamp().

◆ SetLifetime()

proto native void SetLifetime ( float  fLifeTime)
private

Set (override) remaining economy lifetime (seconds)

◆ SetLifetimeMax()

proto native void SetLifetimeMax ( float  fLifeTime)
private

Set (override) max economy lifetime per entity instance (seconds)

◆ SetLightType()

proto native void SetLightType ( int  pType)
private

◆ SetLiquidType()

void SetLiquidType ( int  value,
bool  allow_client = false 
)
private

◆ SetNearPlane()

proto native void SetNearPlane ( float  nearPlane)
private

set near plane of camera

Parameters
nearPlaneclamped internally to 0.01m

◆ SetObjectMaterial()

proto native void SetObjectMaterial ( int  index,
string  mat_name 
)
private

Change material in hiddenSelections.

◆ SetObjectTexture()

proto native void SetObjectTexture ( int  index,
string  texture_name 
)
private

Change texture in hiddenSelections.

◆ SetPersistentPairID()

void SetPersistentPairID ( int  id)
inlineprivate

◆ SetPilotLight()

proto native void SetPilotLight ( bool  isOn)
private

◆ SetPrepareToDelete()

void SetPrepareToDelete ( )
inlineprivate

◆ SetPulseCoef()

proto native void SetPulseCoef ( float  pState)
private

◆ SetQuantity()

bool SetQuantity ( float  value,
bool  destroy_config = true,
bool  destroy_forced = false,
bool  allow_client = false,
bool  clamp_to_stack_max = true 
)
private

◆ SetQuantityToMinimum()

void SetQuantityToMinimum ( )
private

◆ SetRadius()

proto native void SetRadius ( float  pValue)
private

◆ SetRoofAbove()

void SetRoofAbove ( bool  state)
inlineprivate

◆ SetSimpleHiddenSelectionState()

proto native void SetSimpleHiddenSelectionState ( int  index,
bool  state 
)
private

Simple hidden selection state; 0 == hidden.

◆ SetSpotLightAngle()

proto native void SetSpotLightAngle ( float  pValue)
private

◆ SetStoreLoad()

void SetStoreLoad ( bool  value)
private

◆ SetStoreLoadedQuantity()

void SetStoreLoadedQuantity ( float  value)
private

◆ SetSynchDirty()

proto native void SetSynchDirty ( )
private

Sets object synchronization dirty flag, which signalize that object wants to be synchronized (take effect only in MP on server side)

◆ SetTakeable()

void SetTakeable ( bool  pState)
private

◆ SetTemperature()

void SetTemperature ( float  value,
bool  allow_client = false 
)
inlineprivate

not really deprecated, but missing context info from TemperatureData. Default values used instead.

◆ SetTemperatureDirect()

void SetTemperatureDirect ( float  value,
bool  allow_client = false 
)
inlineprivate

◆ SetTemperatureEx()

void SetTemperatureEx ( TemperatureData  data)
inlineprivate

sets temperature, handles base overheating and freezing state progression logics

CanFreeze

References CanHaveTemperature(), CanItemOverheat(), Math::Clamp(), GetItemOverheatThreshold(), GetTemperatureFreezeThreshold(), GetTemperatureThawThreshold(), Debug::Log(), and TemperatureData::m_AdjustedTarget.

◆ SetTemperatureMax()

void SetTemperatureMax ( )
inlineprivate

presumably for debug purposes?

References GetTemperatureFreezeThreshold().

◆ SetUniversalTemperatureSource()

void SetUniversalTemperatureSource ( UTemperatureSource  uts)
inlineprivate

◆ SetVariableMask()

void SetVariableMask ( int  variable)
inlineprivate

References GetGame().

◆ SetViewIndex()

void SetViewIndex ( int  index)
inlineprivate

Sets item preview index.

References GetGame().

◆ SetVisibleDuringDaylight()

proto native void SetVisibleDuringDaylight ( bool  pState)
private

◆ SetWeightDirty()

void SetWeightDirty ( )
inlineprivate

References DumpStack(), and Print().

◆ SetWet()

void SetWet ( float  value,
bool  allow_client = false 
)
private

◆ SetWetMax()

void SetWetMax ( )
private

◆ ShowAllSelections()

void ShowAllSelections ( )
inlineprivate

Sets all animation values to 0, making them VISIBLE if they are configured in models.cfg in such way. These selections must also be defined in the entity's config class in 'AnimationSources'.

References CGame::ConfigGetChildName(), CGame::ConfigGetChildrenCount(), GetGame(), and GetType().

◆ ShowSelection()

void ShowSelection ( string  selection_name)
inlineprivate

Shows selection of the given name. Must be configed in config.hpp and models.cfg.

◆ SoundHardBushFallingPlay()

void SoundHardBushFallingPlay ( )
inlineprivate

◆ SoundHardTreeFallingPlay()

void SoundHardTreeFallingPlay ( )
inlineprivate

◆ SoundSoftBushFallingPlay()

void SoundSoftBushFallingPlay ( )
inlineprivate

◆ SoundSoftTreeFallingPlay()

void SoundSoftTreeFallingPlay ( )
inlineprivate

◆ SpawnEntityOnGround()

EntityAI SpawnEntityOnGround ( string  object_name,
vector  mat[4] 
)
inlineprivate

◆ SpawnEntityOnGroundPos()

EntityAI SpawnEntityOnGroundPos ( string  object_name,
vector  pos 
)
inlineprivate

◆ SpawnInInventoryOrGroundPos()

EntityAI SpawnInInventoryOrGroundPos ( string  object_name,
GameInventory  inv,
vector  pos 
)
inlineprivate

◆ SplitIntoStackMaxClient()

void SplitIntoStackMaxClient ( EntityAI  destination_entity,
int  slot_id 
)
private

◆ SplitIntoStackMaxEx()

void SplitIntoStackMaxEx ( EntityAI  destination_entity,
int  slot_id 
)
private

◆ StopInterpolation()

proto native void StopInterpolation ( )
private

Performs cleanup. Important to call when interpolation run is finished.

◆ SwitchItemSelectionTexture()

void SwitchItemSelectionTexture ( EntityAI  item,
string  slot_name 
)
private

◆ SwitchItemSelectionTextureEx()

void SwitchItemSelectionTextureEx ( EItemManipulationContext  context,
Param  par = null 
)
private

◆ SwitchLight()

proto native void SwitchLight ( bool  isOn)
private

◆ TransferVariablesFloat()

void TransferVariablesFloat ( array< float float_vars)
inlineprivate

◆ TranslateSlotFromSelection()

bool TranslateSlotFromSelection ( string  selection_name,
out int  slot_id 
)
inlineprivate

◆ TryDelete()

◆ UnpairRemote()

void UnpairRemote ( )
private

◆ UpdateNetSyncVariableFloat()

proto native void UpdateNetSyncVariableFloat ( string  variableName,
float  minValue = 0,
float  maxValue = 0,
int  precision = 1 
)
private

◆ UpdateNetSyncVariableInt()

proto native void UpdateNetSyncVariableInt ( string  variableName,
float  minValue = 0,
float  maxValue = 0 
)
private

◆ UpdateWeight()

void UpdateWeight ( WeightUpdateType  updateType = WeightUpdateType.FULL,
float  weightAdjustment = 0 
)
private

◆ UseConfigInitTemperature()

bool UseConfigInitTemperature ( )
inlineprivate

References IsCorpse(), and EntityAI::IsMan().

◆ WriteVarsToCTX()

void WriteVarsToCTX ( ParamsWriteContext  ctx)
inlineprivate

Writes to storage CTX.

References VARIABLE_TEMPERATURE, and Serializer::Write().

Field Documentation

◆ DEAD_REPLACE_DELAY

const int DEAD_REPLACE_DELAY = 250
private

◆ DELETE_CHECK_DELAY

const int DELETE_CHECK_DELAY = 100
private

◆ m_AttachmentExclusionMaskChildren

private ref set<int> m_AttachmentExclusionMaskChildren
private

◆ m_AttachmentExclusionMaskGlobal

private ref set<int> m_AttachmentExclusionMaskGlobal
private

◆ m_AttachmentExclusionSlotMap

private ref map<int,ref set<int> > m_AttachmentExclusionSlotMap
private

◆ m_AttachmentsWithAttachments

ref array<EntityAI> m_AttachmentsWithAttachments
private

◆ m_AttachmentsWithCargo

ref array<EntityAI> m_AttachmentsWithCargo
private

◆ m_BloodInfectionChanceCached

private ref map<eAgents, float> m_BloodInfectionChanceCached
private

◆ m_CanDisplayWeight

protected bool m_CanDisplayWeight
private

◆ m_ComponentsBank

private ref ComponentsBank m_ComponentsBank
private

◆ m_ConfigWeight

float m_ConfigWeight = ConfigGetInt("weight")
private

◆ m_DamageDisplayNameMap

private ref map<int, string> m_DamageDisplayNameMap = new map<int, string>
private

◆ m_DamageZoneMap

protected ref DamageZoneMap m_DamageZoneMap
private

◆ m_DeathSyncSent

bool m_DeathSyncSent
private

◆ m_DestructionBehaviourObj

ref DestructionEffectBase m_DestructionBehaviourObj
private

◆ m_ElapsedSinceLastUpdate

protected float m_ElapsedSinceLastUpdate
private

◆ m_EM

ComponentEnergyManager m_EM
private

◆ m_FreezeThawProgress

protected float m_FreezeThawProgress
private

◆ m_HiddenSelectionsData

private ref HiddenSelectionsData m_HiddenSelectionsData
private

◆ m_Initialized

bool m_Initialized = false
private

◆ m_IsFrozen

protected bool m_IsFrozen
private

◆ m_IsFrozenLocal

protected bool m_IsFrozenLocal
private

◆ m_KilledByHeadshot

bool m_KilledByHeadshot
private

◆ m_KillerData

ref KillerData m_KillerData
private

◆ m_LastUpdatedTime

private float m_LastUpdatedTime
private

◆ m_OldLocation

ref InventoryLocation m_OldLocation
private

◆ m_OnAttachmentReleaseLock

protected ref ScriptInvoker m_OnAttachmentReleaseLock
private

◆ m_OnAttachmentSetLock

protected ref ScriptInvoker m_OnAttachmentSetLock
private

◆ m_OnHitByInvoker

protected ref ScriptInvoker m_OnHitByInvoker
private

◆ m_OnItemAddedIntoCargo

protected ref ScriptInvoker m_OnItemAddedIntoCargo
private

◆ m_OnItemAttached

protected ref ScriptInvoker m_OnItemAttached
private

◆ m_OnItemDetached

protected ref ScriptInvoker m_OnItemDetached
private

◆ m_OnItemFlipped

protected ref ScriptInvoker m_OnItemFlipped
private

◆ m_OnItemMovedInCargo

protected ref ScriptInvoker m_OnItemMovedInCargo
private

◆ m_OnItemRemovedFromCargo

protected ref ScriptInvoker m_OnItemRemovedFromCargo
private

◆ m_OnKilledInvoker

protected ref ScriptInvoker m_OnKilledInvoker
private

◆ m_OnReleaseLock

protected ref ScriptInvoker m_OnReleaseLock
private

◆ m_OnSetLock

protected ref ScriptInvoker m_OnSetLock
private

◆ m_OnViewIndexChanged

protected ref ScriptInvoker m_OnViewIndexChanged
private

◆ m_OverheatProgress

protected float m_OverheatProgress
private

◆ m_PendingDelete

bool m_PendingDelete = false
private

◆ m_PreparedToDelete

bool m_PreparedToDelete = false
private

◆ m_PreviousRoofTestTime

protected float m_PreviousRoofTestTime = 0
private

◆ m_RefresherViable

bool m_RefresherViable = false
private

◆ m_RoofAbove

protected bool m_RoofAbove = false
private

◆ m_TAC

protected ref TemperatureAccessComponent m_TAC
private

◆ m_TransportHitRegistered

bool m_TransportHitRegistered = false
private

◆ m_TransportHitVelocity

vector m_TransportHitVelocity
private

◆ m_UniversalTemperatureSource

protected UTemperatureSource m_UniversalTemperatureSource
private

◆ m_VarHeatPermeabilityCoef

float m_VarHeatPermeabilityCoef
private

◆ m_VariablesMask

int m_VariablesMask
private

◆ m_VarTemperature

float m_VarTemperature
private

◆ m_VarTemperatureFreezeThreshold

float m_VarTemperatureFreezeThreshold
private

◆ m_VarTemperatureFreezeTime

float m_VarTemperatureFreezeTime
private

◆ m_VarTemperatureInit

float m_VarTemperatureInit
private

◆ m_VarTemperatureMax

float m_VarTemperatureMax
private

◆ m_VarTemperatureMin

float m_VarTemperatureMin
private

◆ m_VarTemperatureOverheatTime

float m_VarTemperatureOverheatTime
private

◆ m_VarTemperatureThawThreshold

float m_VarTemperatureThawThreshold
private

◆ m_VarTemperatureThawTime

float m_VarTemperatureThawTime
private

◆ m_ViewIndex

int m_ViewIndex = 0
private

view index Item view index is used to setup which camera will be used in item view widget in inventory. With this index you can setup various camera angles for different item states (e.g. fireplace, weapons).

◆ m_Weight

float m_Weight
private

◆ m_WeightDirty

bool m_WeightDirty = 1
private

◆ m_WeightEx

float m_WeightEx
private

The documentation for this class was generated from the following files: