DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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gameplay.c
Go to the documentation of this file.
1
6{
11};
12
13const int INDEX_NOT_FOUND = -1;
14//-----------------------------------------------------------------------------
17
50{
53
68 proto bool WriteToString(void variable_out, bool nice, out string result);
69
100 proto bool ReadFromString(void variable_in, string jsonString, out string error);
101};
102
103
105{
106 void ScriptRPC();
109 proto native void Reset();
117 proto native void Send(Object target, int rpc_type, bool guaranteed,PlayerIdentity recipient = NULL);
118};
119
121{
124
125 proto native void Reset ();
126 proto native void Send ();
127
128 proto native bool CopyFrom(ParamsReadContext other);
129
130 proto native static bool CanStoreInputUserData ();
131};
132
134{
137
140};
141
143{
146
147 proto native void Reset ();
148};
149
151{
154
155 proto native void Reset ();
156};
157
158//-----------------------------------------------------------------------------
160{
161 proto native int GetModesCount();
162
163 proto native owned string GetModeName(int index);
164
165 proto native owned string GetAmmoTypeName(int index);
166
167 proto native float GetModeRange(int index);
168
169 private void MeleeCombatData();
170 private void ~MeleeCombatData();
171}
172
173//-----------------------------------------------------------------------------
174const string NullStringArray[1] = { "" };
175
176//-----------------------------------------------------------------------------
179{
180 private void Selection() {}
181 private void ~Selection() {}
182
183 proto native owned string GetName();
184 proto native int GetVertexCount();
185 proto native int GetLODVertexIndex(int sel_vertex_index);
186
188 {
189 int lodIndex = GetLODVertexIndex(index);
190 if (lodIndex == -1)
191 {
192 Error("Vertex doesn't exist");
193 return vector.Zero;
194 }
195
196 return lod.GetVertexPosition(lodIndex);
197 }
198};
199
200//-----------------------------------------------------------------------------
202class LOD
203{
204 // standard(BI) LOD names in p3d
205 static const string NAME_GEOMETRY = "geometry";
206 static const string NAME_VIEW = "view";
207 static const string NAME_FIRE = "fire";
208 static const string NAME_MEMORY = "memory";
209 static const string NAME_ROADWAY = "roadway";
210
211 private void LOD() {}
212 private void ~LOD() {}
213
214 proto native int GetSelectionCount();
215 proto native bool GetSelections(notnull out array<Selection> selections);
216
217 proto native vector GetVertexPosition(int vertex_index);
218
219 proto native owned string GetName(Object myObject);
220
222 {
223 array<Selection> selections = new array<Selection>;
224 GetSelections(selections);
225
226 for (int i = 0; i < selections.Count(); ++i)
227 {
228 string selection_name = selections.Get(i).GetName();
229 selection_name.ToLower();
230 name.ToLower();
231 if (selection_name == name)
232 {
233 return selections.Get(i);
234 }
235 }
236
237 return null;
238 }
239
240 proto native int GetPropertyCount();
241 proto native owned string GetPropertyName(int index);
242 proto native owned string GetPropertyValue(int index);
243}
244
245class Plant extends Object
246{
248
249/*
250class ParamEntry
251{
252 proto string GetString(string entryName);
253 proto int GetInt(string entryName);
254 proto float GetFloat(string entryName);
255 proto ref ParamEntry GetEntry(string entryName);
256 proto int GetNumChildren();
257 proto ref ParamEntry GetNumChildren(int n);
258};
259*/
260//-----------------------------------------------------------------------------
261
262//-----------------------------------------------------------------------------
263class ProxyInventory extends ObjectTyped
264{
265};
266
267//-----------------------------------------------------------------------------
268class ProxySubpart extends Entity
269{
270};
271
272//-----------------------------------------------------------------------------
273// custom widgets
274//-----------------------------------------------------------------------------
276{
277 proto native void SetItem(EntityAI object);
278 proto native EntityAI GetItem();
279
280 proto native int GetView();
287 proto native void SetView(int viewIndex);
288
289 proto native void SetModelOrientation(vector vOrientation);
291 proto native void SetModelPosition(vector vPos);
292 proto native vector GetModelPosition();
293
294 proto native void SetForceFlipEnable(bool enable);
295 proto native void SetForceFlip(bool value);
296};
297
298//-----------------------------------------------------------------------------
300{
301 proto native void UpdateItemInHands(EntityAI object);
302 proto native void SetPlayer(DayZPlayer player);
303 //proto native void SetPlayerType(string type);
305
306 proto native void Refresh();
307
308 proto native void SetModelOrientation(vector vOrientation);
310 proto native void SetModelPosition(vector vPos);
311 proto native vector GetModelPosition();
312};
313
314//-----------------------------------------------------------------------------
315class HtmlWidget extends RichTextWidget
316{
317 proto native void LoadFile(string path);
318};
319
320//-----------------------------------------------------------------------------
322{
323 proto native void ClearUserMarks();
324 proto native void AddUserMark(vector pos, string text, int color /*ARGB*/, string texturePath);
325 proto native vector GetMapPos();
326 proto native void SetMapPos(vector worldPos);
327 proto native float GetScale();
328 proto native void SetScale(float scale);
329 proto native float GetContourInterval();
330 proto native float GetCellSize(float pLegendWidth);
331 proto native vector MapToScreen(vector worldPos);
332 proto native vector ScreenToMap(vector screenPos);
333};
334
335//-----------------------------------------------------------------------------
338{
340 proto int GetPingAct();
342 proto int GetPingMin();
344 proto int GetPingMax();
346 proto int GetPingAvg();
347
349 proto int GetBandwidthMin();
351 proto int GetBandwidthMax();
353 proto int GetBandwidthAvg();
354
356 proto owned string GetName();
358 proto owned string GetPlainName();
360 proto owned string GetFullName();
362 proto owned string GetId();
364 proto owned string GetPlainId();
366 proto int GetPlayerId();
367
369 proto Man GetPlayer();
370
372 private void PlayerIdentityBase();
373 private void ~PlayerIdentityBase();
374};
375
378{
379
380}
381
382//-----------------------------------------------------------------------------
383const int PROGRESS_START = 0;
384const int PROGRESS_FINISH = 1;
385const int PROGRESS_PROGRESS = 2;
386const int PROGRESS_UPDATE = 3;
387
388//-----------------------------------------------------------------------------
389typedef int ChatChannel;
390
391//-----------------------------------------------------------------------------
393typedef Param3<int, float, string> ProgressEventParams;
394typedef Param1<string> ScriptLogEventParams;
396typedef Param4<int, string, string, string> ChatMessageEventParams;
397typedef Param1<int> ChatChannelEventParams;
398typedef Param1<int> SQFConsoleEventParams;
399
403typedef Param5<PlayerIdentity, bool, vector, float, int> ClientPrepareEventParams;
405typedef Param3<PlayerIdentity, vector, Serializer> ClientNewEventParams;
415typedef Param4<PlayerIdentity, Man, int, bool> ClientDisconnectedEventParams;
416
418typedef Param1<int> LoginTimeEventParams;
420typedef Param1<int> RespawnEventParams;
422typedef Param1<vector> PreloadEventParams;
424typedef Param1<Man> LogoutCancelEventParams;
426typedef Param1<PlayerIdentity> ConnectivityStatsUpdatedEventParams;
428typedef Param1<float> ServerFpsStatsUpdatedEventParams;
432typedef Param1<int> LogoutEventParams;
434typedef Param3<int, int, bool> WindowsResizeEventParams;
442typedef Param1<string> DLCOwnerShipFailedParams;
444typedef Param1<FreeDebugCamera> SetFreeCameraEventParams;
446typedef Param1<int> MPConnectionLostEventParams;
451
452
453//-----------------------------------------------------------------------------
454
459
460//-----------------------------------------------------------------------------
473
474//-----------------------------------------------------------------------------
483
484//-----------------------------------------------------------------------------
489
490//-----------------------------------------------------------------------------
509
510//-----------------------------------------------------------------------------
527
528//-----------------------------------------------------------------------------
533
534//-----------------------------------------------------------------------------
546
547//-----------------------------------------------------------------------------
559
560//possible in engine events not accessable from script
561//ReloadShadersEvent
562//LoadWorldProgressEvent
563
564//SignStatusEvent
565//SetPausedEvent
566//TerminationEvent
567//UserSettingsChangedEvent
568//StorageChangedEvent
569//BeforeResetEvent
570//AfterRenderEvent
571//AfterResetEvent
572//CrashLogEvent
573//ConsoleEvent
574
576{
577 const string None = "";
578 const string Cursor = "set:dayz_gui image:cursor";
579 const string CloseDoors = "set:dayz_gui image:close";
580 const string OpenDoors = "set:dayz_gui image:open";
581 const string OpenCarDoors = "set:dayz_gui image:open_car";
582 const string CloseCarDoors = "set:dayz_gui image:close_car";
583 const string EngineOff = "set:dayz_gui image:engine_off";
584 const string EngineOn = "set:dayz_gui image:engine_on";
585 const string LadderDown = "set:dayz_gui image:ladderdown";
586 const string LadderOff = "set:dayz_gui image:ladderoff";
587 const string LadderUp = "set:dayz_gui image:ladderup";
588 const string LootCorpse = "set:dayz_gui image:gear";
589 const string CloseHood = "set:dayz_gui image:close_hood";
590 const string OpenHood = "set:dayz_gui image:open_hood";
591 const string GetOut = "set:dayz_gui image:getout";
592 const string GetInCargo = "set:dayz_gui image:get_in_cargo";
593 const string Reload = "set:dayz_gui image:reload";
594 const string GetInDriver = "set:dayz_gui image:get_in_driver";
595 const string GetInCommander = "set:dayz_gui image:get_in_commander";
596 const string GetInPilot = "set:dayz_gui image:get_in_pilot";
597 const string GetInGunner = "set:dayz_gui image:get_in_gunner";
598};
599
600
601
602// some defs for CGame::ShowDialog()
603/*
604const int DBB_NONE = 0;
605const int DBB_OK = 1;
606const int DBB_YES = 2;
607const int DBB_NO = 3;
608const int DBB_CANCEL = 4;
609
610const int DBT_OK = 0; //just OK button
611const int DBT_YESNO = 1; //Yes and No buttons
612const int DBT_YESNOCANCEL = 2; //Yes, No, Cancel buttons
613
614const int DMT_NONE = 0;
615const int DMT_INFO = 1;
616const int DMT_WARNING = 2;
617const int DMT_QUESTION = 3;
618const int DMT_EXCLAMATION = 4;
619*/
620
621proto native CGame GetGame();
622
624{
626 void Init(Widget hud_panel_widget) {}
627 void DisplayNotifier(int key, int tendency, int status) {}
628 void DisplayBadge(int key, int value) {}
629 void SetStamina(int value, int range) {}
630 void DisplayStance(int stance) {}
632 void ShowCursor() { }
633 void HideCursor() { }
634 void SetCursorIcon(string icon) { }
635 void SetCursorIconScale(string type, float percentage) { }
636 void SetCursorIconOffset(string type, float x, float y) { }
637 void SetCursorIconSize(string type, float x, float y) { }
638 void ShowWalkieTalkie(bool show) { }
639 void ShowWalkieTalkie(int fadeOutSeconds) { }
640 void SetWalkieTalkieText(string text) { }
641 void RefreshQuickbar(bool itemChanged = false) {}
642 void Show(bool show) {}
644 void SetTemperature(string temp);
645 void SetStaminaBarVisibility(bool show);
646 void Update(float timeslice){}
650
651 void ShowQuickbarUI(bool show);
652 void ShowQuickbarPlayer(bool show);
653 void ShowHudPlayer(bool show);
654 void ShowHudUI(bool show);
655 void ShowHudInventory(bool show);
656 void ShowQuickBar(bool show);
657 void ShowHud(bool show);
658
660
661 void SetPermanentCrossHair(bool show) {}
662
663 void SpawnHitDirEffect(DayZPlayer player, float hit_direction,float intensity_max);
664 void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level);
665};
666
667//-----------------------------------------------------------------------------
670{
672
674
679
680 private void ~Mission();
681
682 void OnInit() {}
685 void OnUpdate(float timeslice) {}
686 void OnKeyPress(int key) {}
687 void OnKeyRelease(int key) {}
688 void OnMouseButtonPress(int button){}
689 void OnMouseButtonRelease(int button){}
690 void OnEvent(EventType eventTypeId, Param params) {}
691 void OnItemUsed(InventoryItem item, Man owner) {}
692 void AddDummyPlayerToScheduler(Man player){}
693 void Reset(){}
694 void ResetGUI(){}
696
698 {
699 return NULL;
700 }
701
702 ObjectSnapCallback GetInventoryDropCallback()
703 {
704 return NULL;
705 }
706
707 bool IsPlayerDisconnecting(Man player);
708
710 {
711 return NULL;
712 }
713
715 {
716 return NULL;
717 }
718
720 {
721 return NULL;
722 }
723
725 {
726 return NULL;
727 }
728
729 bool IsPaused()
730 {
731 return false;
732 }
733
734 bool IsGame()
735 {
736 return false;
737 }
738
739 bool IsServer()
740 {
741 return false;
742 }
743
744 void Pause() {}
745 void Continue() {}
746
747 void AbortMission() {}
748
750 void StartLogoutMenu(int time) {}
751
753
755
757
759 {
760 return false;
761 }
762
765
766 void PlayerControlEnable(bool bForceSupress);
767 void PlayerControlDisable(int mode);
768
769 void RemoveActiveInputExcludes(array<string> excludes, bool bForceSupress = false);
770 void RemoveActiveInputRestriction(int restrictor);
772 void AddActiveInputRestriction(int restrictor);
774 bool IsInputExcludeActive(string exclude);
775 bool IsInputRestrictionActive(int restriction);
776 void EnableAllInputs(bool bForceSupress = false);
777
780
781 void ShowChat() {}
782 void HideChat() {}
783 void UpdateVoiceLevelWidgets(int level) {}
784
786 bool IsVoNActive() {}
787 void SetVoNActive(bool active) {}
788
789 bool InsertCorpse(Man player)
790 {
791 return false;
792 }
793
796 void SetPlayerRespawning(bool state);
797 void OnPlayerRespawned(Man player);
800
802 void SetRespawnModeClient(int mode);
804 {
805 return -1;
806 }
809
810 ImageWidget GetMicrophoneIcon()
811 {
812 return null;
813 }
814
815 WidgetFadeTimer GetMicWidgetFadeTimer() {}
816
818
820
822
824 {
826 {
828 }
829
831 }
832
834 {
836 {
838 }
839
841 }
842
844 {
846 {
848 }
849
851 }
852
854 {
856 {
858 }
859
861 }
862
863#ifdef DEVELOPER
864 bool m_SuppressNextFrame = true;
865 void SetInputSuppression(bool state) {}
866 bool GetInputSuppression() {}
867#endif
868};
869
870// -------------------------------------------------------------------------
871
873{
874 proto native int GetCharactersCount();
875 proto native int GetLastPlayedCharacter();
877 proto native Man CreateCharacterPerson(int index);
878
879 proto void GetLastServerAddress(int index, out string address);
880 proto native int GetLastServerPort(int index);
881 proto void GetLastServerName(int index, out string address);
882
885
888 {
889 if (!GetMenuDefaultCharacterDataInstance()/* || GetGame().IsServer()*/)
890 {
891 Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
892 return;
893 }
894
897 }
898
901 {
903 {
904 Error("MenuData | OnGetDefaultCharacter - failed to get data class!");
905 return false;
906 }
907
908 if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
909 {
910 return true;
911 }
912 return false;
913 }
914
915 proto void GetCharacterName(int index, out string name);
916 proto native void SetCharacterName(int index, string newName);
917 // save character is set as last played character
918 proto native void SaveCharacter(bool localPlayer, bool verified);
919 proto native void SaveDefaultCharacter(Man character);
920
922 proto native void SaveCharactersLocal();
924 proto native void LoadCharactersLocal();
925 proto native void ClearCharacters();
926
928 {
930 }
931
932 //proto native void GetCharacterStringList(int characterID, string name, out TStringArray values);
933 //proto bool GetCharacterString(int characterID,string name, out string value);
934};
935
936//holds 'default character' data
938{
939 //const int MODE_SERVER = 0;
940 //const int MODE_CLIENT = 1;
941
946
948 {
949 Init();
950 }
951
952 void Init()
953 {
954 if (!GetGame().IsDedicatedServer())
955 {
957 }
959 }
960
962 {
963 m_AttachmentsMap.Clear();
964 }
965
966 void SetDefaultAttachment(int slotID, string type)
967 {
968 m_AttachmentsMap.Set(slotID,type); //using 'Set' instead of 'Insert' for convenience
969 }
970
972 {
974
975 int slot_ID;
976 string attachment_type;
977 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
978 {
979 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
980 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
981 {
982 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
983 //if (attachment_type != "")
984 SetDefaultAttachment(slot_ID,attachment_type);
985 }
986 }
987 }
988
989 void EquipDefaultCharacter(Man player)
990 {
991 if (!player)
992 {
993 ErrorEx("WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
994 return;
995 }
996
997 int slot_ID;
998 string attachment_type;
999 string current_attachment_type;
1000 EntityAI current_attachment_object;
1001
1002 for (int i = 0; i < m_AttachmentsMap.Count(); i++)
1003 {
1004 attachment_type = "";
1005 current_attachment_type = "";
1006 slot_ID = m_AttachmentsMap.GetKey(i);
1007 attachment_type = m_AttachmentsMap.GetElement(i); //Get(i)
1008 current_attachment_object = player.GetInventory().FindAttachment(slot_ID);
1009
1010 if (current_attachment_object)
1011 {
1012 current_attachment_type = current_attachment_object.GetType();
1013 }
1014 if (current_attachment_type != attachment_type)
1015 {
1016 if (current_attachment_object)
1017 g_Game.ObjectDelete(current_attachment_object);
1018 if (attachment_type != "")
1019 player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
1020 }
1021 }
1022 }
1023
1026 {
1031 //DumpAttMapContents();
1032 }
1033
1035 {
1036 if (!ctx.Read(m_CharacterType))
1037 return false;
1038 if (!ctx.Read(m_AttachmentsMap))
1039 return false;
1040 if (!ctx.Read(m_ForceRandomCharacter))
1041 return false;
1042 if (!ctx.Read(m_CharacterName))
1043 return false;
1044
1045 //DumpAttMapContents();
1046 return true;
1047 }
1048
1050 {
1052 }
1053
1055 {
1056 return m_CharacterName;
1057 }
1058
1059 void SetCharacterType(string character_type)
1060 {
1061 m_CharacterType = character_type;
1062 }
1063
1065 {
1066 return m_CharacterType;
1067 }
1068
1070 {
1071 m_ForceRandomCharacter = state;
1072 }
1073
1075 {
1077 }
1078
1080 {
1081 return m_AttachmentsMap;
1082 }
1083
1084 //DEBUG
1086 {
1087 int debugID;
1088 string debugType;
1089 Print("-----------");
1090 Print("m_AttachmentsMap contents:");
1091 for (int j = 0; j < m_AttachmentsMap.Count(); j++)
1092 {
1093 debugID = m_AttachmentsMap.GetKey(j);
1094 debugType = m_AttachmentsMap.GetElement(j);
1095 Print("index " + j);
1096 Print("debugID: " + debugID);
1097 Print("debugType: " + debugType);
1098 }
1099 Print("-----------");
1100 }
1101}
1102
1103class DefaultCharacterCreationMethods
1104{
1105 static ref array<int> m_AttachmentSlots = {
1106 InventorySlots.SHOULDER,
1107 InventorySlots.MELEE,
1108 InventorySlots.HEADGEAR,
1109 InventorySlots.MASK,
1110 InventorySlots.EYEWEAR,
1111 InventorySlots.GLOVES,
1112 InventorySlots.ARMBAND,
1113 InventorySlots.BODY,
1114 InventorySlots.VEST,
1115 InventorySlots.BACK,
1116 InventorySlots.HIPS,
1117 InventorySlots.LEGS,
1118 InventorySlots.FEET
1120 //conversion nescesssary for legacy reasons...
1122 "shoulder",
1123 "melee",
1124 "headgear",
1125 "mask",
1126 "eyewear",
1127 "gloves",
1128 "armband",
1129 "top",
1130 "vests",
1131 "backpacks",
1132 "hips",
1133 "bottom",
1134 "shoe"
1135 };
1136
1137 const static string m_Path = "cfgCharacterCreation";
1138
1140 static string GetPathFromSlotID(int slot_ID)
1141 {
1142 int idx = m_AttachmentSlots.Find(slot_ID);
1143 string path = "" + m_Path + " " + m_ConfigArrayNames.Get(idx);
1144 return path;
1145 }
1146
1148 static int GetConfigArrayCountFromSlotID(int slot_ID)
1149 {
1150 TStringArray types = new TStringArray;
1152 return types.Count();
1153 }
1154
1157 {
1158 TStringArray types = new TStringArray;
1160 return types;
1161 }
1162
1165 {
1166 return m_AttachmentSlots;
1167 }
1168
1171 {
1172 return m_ConfigArrayNames;
1173 }
1174}
1175
1178{
1222
1228
1239
1242{
1243 OPTION_HUD = 100, //starts at 100 to avoid ID conflict with AT_
1254
1255// -------------------------------------------------------------------------
1256/*
1257// Option Access Control Type
1258const int OA_CT_NUMERIC = 0;
1259const int OA_CT_SWITCH = 1;
1260const int OA_CT_LIST = 2;
1261
1262// Option Field of view constants
1263const float OPTIONS_FIELD_OF_VIEW_MIN = 0.75242724772f;
1264const float OPTIONS_FIELD_OF_VIEW_MAX = 1.30322025726f;
1265*/
1266
1268{
1269 //proto private void ~OptionsAccess();
1270 //proto private void OptionsAccess();
1271
1276 proto native int GetAccessType();
1277
1282 proto native int GetControlType();
1283
1287 proto native void Apply();
1288
1292 proto native void Test();
1293
1297 proto native void Revert();
1298
1303 proto native int IsChanged();
1304
1309 proto native int NeedRestart();
1310
1315 proto native int SetChangeImmediately();
1316 //proto native void Initialize();
1317
1322
1327 private proto void SetScriptEvents(Managed events);
1328
1333 private proto Managed GetScriptEvents();
1334
1340 {
1341 return OptionsAccessEvents.Cast(GetScriptEvents());
1342 }
1343
1345
1346
1347
1352
1354 {
1356 }
1357
1359};
1360
1363{
1365}
1366
1367// -------------------------------------------------------------------------
1368class NumericOptionsAccess extends OptionsAccess
1369{
1370 proto native float ReadValue();
1371 proto native void WriteValue(float value);
1372 proto native float GetMin();
1373 proto native float GetMax();
1374 proto native float GetDefault();
1375};
1376
1377// -------------------------------------------------------------------------
1378class ListOptionsAccess extends OptionsAccess
1379{
1380 proto native int GetIndex();
1381 proto native int GetDefaultIndex();
1382 proto native void SetIndex(int index);
1383 proto native int GetItemsCount();
1384 proto void GetItemText(int index, out string value);
1386
1387// -------------------------------------------------------------------------
1388class SwitchOptionsAccess extends OptionsAccess
1389{
1390 proto native void Switch();
1391 proto void GetItemText(out string value);
1392 proto native int GetIndex();
1393 proto native int GetDefaultIndex();
1394};
1395
1396// -------------------------------------------------------------------------
1398{
1402 proto native void Apply();
1403
1407 proto native void Revert();
1408
1412 proto native void Test();
1413
1419 proto native OptionsAccess GetOption(int index);
1420
1426 proto native OptionsAccess GetOptionByType(int accessType);
1427
1432 proto native int GetOptionsCount();
1433
1438 proto native int NeedRestart();
1439
1444 proto native int IsChanged();
1445
1449 proto native void Initialize();
1450};
1451
1452
1453typedef Link<Object> OLinkT;
1454
1463EntityAI SpawnEntity (string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
1464{
1465 return GameInventory.LocationCreateEntity(inv_loc, object_name,iSetupFlags,iRotation);
1466}
1467
1469{
1470};
1471
1472
1473class PrtTest // Temporal class for toggling particles on guns
1474{
1475 static bool m_GunParticlesState = true;
1476}
1477
1478// #include "Scripts/Classes/Component/_include.c"
DayZGame g_Game
Definition DayZGame.c:3654
EConnectivityStatType
Icon x
Icon y
string name
MenuDefaultCharacterData GetMenuDefaultCharacterData(bool fill_data=true)
Definition Game.c:1392
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native MenuData GetMenuData()
Return singleton of MenuData class - at main menu contains characters played with current profile.
const string EngineOn
Definition gameplay.c:584
const string GetInPilot
Definition gameplay.c:596
const string Cursor
Definition gameplay.c:578
const string EngineOff
Definition gameplay.c:583
const string CloseCarDoors
Definition gameplay.c:582
const string GetInDriver
Definition gameplay.c:594
const string OpenDoors
Definition gameplay.c:580
const string CloseDoors
Definition gameplay.c:579
const string LadderUp
Definition gameplay.c:587
const string OpenCarDoors
Definition gameplay.c:581
const string CloseHood
Definition gameplay.c:589
const string GetInGunner
Definition gameplay.c:597
const string GetInCommander
Definition gameplay.c:595
const string LootCorpse
Definition gameplay.c:588
const string LadderDown
Definition gameplay.c:585
const string GetOut
Definition gameplay.c:591
const string LadderOff
Definition gameplay.c:586
const string GetInCargo
Definition gameplay.c:592
const string OpenHood
Definition gameplay.c:590
const string None
Definition gameplay.c:577
const string Reload
Definition gameplay.c:593
Definition Camera.c:2
script counterpart to engine's class Inventory
Definition Inventory.c:77
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
proto native int GetOptionsCount()
Registered options count.
proto native OptionsAccess GetOption(int index)
Get option by index.
proto native OptionsAccess GetOptionByType(int accessType)
Get option by AccessType.
proto native void Initialize()
Initializes option values with the current users settings.
proto native void Revert()
Load config with options and Revert every option, see OptionsAccess::Revert.
proto native void Apply()
Tests, Applies every option and save config with options to file, see OptionsAccess::Test,...
proto native int NeedRestart()
Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedR...
proto native void Test()
Tests every option, see OptionsAccess::Test.
proto native int IsChanged()
Checks if any option is changed, see OptionsAccess::IsChanged.
grouped gameplay effect widgets and their handling
void DisplayBadge(int key, int value)
Definition gameplay.c:628
void DisplayStance(int stance)
Definition gameplay.c:630
void HideCursor()
Definition gameplay.c:633
void SetCursorIconScale(string type, float percentage)
Definition gameplay.c:635
void Update(float timeslice)
Definition gameplay.c:646
void ShowHudUI(bool show)
void UpdateBloodName()
Definition gameplay.c:643
void HideVehicleInfo()
void ShowWalkieTalkie(bool show)
Definition gameplay.c:638
void ShowQuickbarPlayer(bool show)
void ShowQuickBar(bool show)
void Show(bool show)
Definition gameplay.c:642
void ShowVehicleInfo()
void ShowHudPlayer(bool show)
void DisplayNotifier(int key, int tendency, int status)
Definition gameplay.c:627
void ShowHudInventory(bool show)
void ShowWalkieTalkie(int fadeOutSeconds)
Definition gameplay.c:639
void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
void SetCursorIcon(string icon)
Definition gameplay.c:634
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
void RefreshQuickbar(bool itemChanged=false)
Definition gameplay.c:641
void ToggleHeatBufferPlusSign(bool show)
void SetStamina(int value, int range)
Definition gameplay.c:629
void ShowQuickbarUI(bool show)
void DisplayPresence()
Definition gameplay.c:631
void ShowHud(bool show)
void SetCursorIconOffset(string type, float x, float y)
Definition gameplay.c:636
ref Timer m_Timer
Definition gameplay.c:625
void ShowCursor()
Definition gameplay.c:632
void SetTemperature(string temp)
void Init(Widget hud_panel_widget)
Definition gameplay.c:626
void SetWalkieTalkieText(string text)
Definition gameplay.c:640
void SetCursorIconSize(string type, float x, float y)
Definition gameplay.c:637
void SetPermanentCrossHair(bool show)
Definition gameplay.c:661
void OnResizeScreen()
void SetStaminaBarVisibility(bool show)
InventoryLocation.
provides access to slot configuration
proto native void SetModelPosition(vector vPos)
proto native void SetView(int viewIndex)
proto native void SetForceFlip(bool value)
proto native vector GetModelOrientation()
proto native vector GetModelPosition()
proto native void SetItem(EntityAI object)
proto native void SetForceFlipEnable(bool enable)
proto native int GetView()
proto native EntityAI GetItem()
proto native void SetModelOrientation(vector vOrientation)
Class for sending RPC over network.
Definition gameplay.c:50
proto bool ReadFromString(void variable_in, string jsonString, out string error)
Json string deserialization to script variable.
void JsonSerializer()
Definition gameplay.c:51
proto bool WriteToString(void variable_out, bool nice, out string result)
Script variable serialization to json string.
void ~JsonSerializer()
Definition gameplay.c:52
LOD class.
Definition gameplay.c:203
static const string NAME_FIRE
Definition gameplay.c:207
proto native owned string GetPropertyValue(int index)
proto native owned string GetName(Object myObject)
static const string NAME_MEMORY
Definition gameplay.c:208
proto native int GetPropertyCount()
static const string NAME_GEOMETRY
Definition gameplay.c:205
private void LOD()
Definition gameplay.c:211
proto native bool GetSelections(notnull out array< Selection > selections)
Selection GetSelectionByName(string name)
Definition gameplay.c:221
proto native owned string GetPropertyName(int index)
proto native vector GetVertexPosition(int vertex_index)
proto native int GetSelectionCount()
static const string NAME_VIEW
Definition gameplay.c:206
private void ~LOD()
Definition gameplay.c:212
static const string NAME_ROADWAY
Definition gameplay.c:209
TODO doc.
Definition EnScript.c:118
proto native float GetScale()
proto native float GetCellSize(float pLegendWidth)
proto native void SetMapPos(vector worldPos)
proto native vector ScreenToMap(vector screenPos)
proto native void AddUserMark(vector pos, string text, int color, string texturePath)
proto native float GetContourInterval()
proto native vector GetMapPos()
proto native void SetScale(float scale)
proto native void ClearUserMarks()
proto native vector MapToScreen(vector worldPos)
proto native owned string GetModeName(int index)
private void ~MeleeCombatData()
proto native int GetModesCount()
proto native float GetModeRange(int index)
proto native owned string GetAmmoTypeName(int index)
private void MeleeCombatData()
proto native void SaveCharacter(bool localPlayer, bool verified)
proto native int GetCharactersCount()
proto native int GetLastServerPort(int index)
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
Definition gameplay.c:927
proto native int GetLastPlayedCharacter()
proto native Man CreateCharacterPerson(int index)
Return Character person or null if character initialization failed (inventory load,...
proto native void LoadCharactersLocal()
Loads characters menu data from file.
proto void GetLastServerAddress(int index, out string address)
proto native void SetCharacterName(int index, string newName)
proto bool RequestGetDefaultCharacterData()
void OnSetDefaultCharacter(ParamsWriteContext ctx)
Actual DefaultCharacter saving.
Definition gameplay.c:887
proto void GetLastServerName(int index, out string address)
proto void RequestSetDefaultCharacterData()
proto void GetCharacterName(int index, out string name)
proto native void SaveDefaultCharacter(Man character)
bool OnGetDefaultCharacter(ParamsReadContext ctx)
Actual DefaultCharacter loading.
Definition gameplay.c:900
proto native void ClearCharacters()
proto native void SaveCharactersLocal()
Saves characters menu data to file.
void SetDefaultAttachment(int slotID, string type)
Definition gameplay.c:966
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Definition gameplay.c:1025
void SetCharacterType(string character_type)
Definition gameplay.c:1059
void SetCharacterName(string name)
Definition gameplay.c:1049
bool DeserializeCharacterData(ParamsReadContext ctx)
Definition gameplay.c:1034
void EquipDefaultCharacter(Man player)
Definition gameplay.c:989
map< int, string > GetAttachmentMap()
Definition gameplay.c:1079
void SetRandomCharacterForced(bool state)
Definition gameplay.c:1069
ref map< int, string > m_AttachmentsMap
Definition gameplay.c:944
Mission class.
Definition gameplay.c:670
UIScriptedMenu CreateScriptedMenu(int id)
Definition gameplay.c:709
bool IsControlDisabled()
Definition gameplay.c:763
int GetControlDisabledMode()
Definition gameplay.c:764
bool IsGame()
Definition gameplay.c:734
void CreateDebugMonitor()
Definition gameplay.c:752
void RefreshCrosshairVisibility()
Definition gameplay.c:754
array< vector > GetActiveRefresherLocations()
ObjectSnapCallback GetInventoryDropCallback()
Definition gameplay.c:702
WorldData GetWorldData()
Definition gameplay.c:719
Hud GetHud()
Definition gameplay.c:697
void SetVoNActive(bool active)
Definition gameplay.c:787
void EnableAllInputs(bool bForceSupress=false)
void RemoveActiveInputRestriction(int restrictor)
void ResetGUI()
Definition gameplay.c:694
map< int, ref WidgetFadeTimer > GetVoiceLevelTimers()
Definition gameplay.c:821
void OnGameplayDataHandlerLoad()
Definition gameplay.c:695
bool IsMissionGameplay()
Definition gameplay.c:758
void OnMouseButtonPress(int button)
Definition gameplay.c:688
int GetRespawnModeClient()
Definition gameplay.c:803
WorldLighting GetWorldLighting()
Definition gameplay.c:724
ImageWidget GetMicrophoneIcon()
Definition gameplay.c:810
ScriptInvoker GetOnInputPresetChanged()
Definition gameplay.c:833
void AddActiveInputRestriction(int restrictor)
void Reset()
Definition gameplay.c:693
void PlayerControlEnable(bool bForceSupress)
void AddActiveInputExcludes(array< string > excludes)
protected ref ScriptInvoker m_OnInputDeviceChanged
Definition gameplay.c:675
protected ref ScriptInvoker m_OnInputDeviceDisconnected
Definition gameplay.c:678
ScriptModule MissionScript
Definition gameplay.c:671
void AbortMission()
Definition gameplay.c:747
void HideVoiceLevelWidgets()
Definition gameplay.c:785
void SyncRespawnModeInfo(PlayerIdentity identity)
server-side
Definition gameplay.c:808
void OnItemUsed(InventoryItem item, Man owner)
Definition gameplay.c:691
void SetRespawnModeClient(int mode)
for client-side usage
ref array< vector > m_ActiveRefresherLocations
Definition gameplay.c:673
protected ref ScriptInvoker m_OnInputPresetChanged
Definition gameplay.c:676
void OnMissionStart()
Definition gameplay.c:683
bool IsVoNActive()
Definition gameplay.c:786
bool IsInputExcludeActive(string exclude)
void Pause()
Definition gameplay.c:744
map< int, ImageWidget > GetVoiceLevelWidgets()
Definition gameplay.c:819
GameplayEffectWidgets_base GetEffectWidgets()
Definition gameplay.c:817
ScriptInvoker GetOnInputDeviceConnected()
Definition gameplay.c:843
UIScriptedMenu GetNoteMenu()
Definition gameplay.c:794
void OnInit()
Definition gameplay.c:682
void PlayerControlDisable(int mode)
deprecated
void UpdateVoiceLevelWidgets(int level)
Definition gameplay.c:783
void ShowChat()
Definition gameplay.c:781
protected ref ScriptInvoker m_OnInputDeviceConnected
Definition gameplay.c:677
bool IsPaused()
Definition gameplay.c:729
bool IsInputRestrictionActive(int restriction)
void OnKeyPress(int key)
Definition gameplay.c:686
bool InsertCorpse(Man player)
Definition gameplay.c:789
void OnKeyRelease(int key)
Definition gameplay.c:687
bool IsServer()
Definition gameplay.c:739
void ShowInventory()
Definition gameplay.c:778
void Continue()
Definition gameplay.c:745
bool IsPlayerDisconnecting(Man player)
void OnUpdate(float timeslice)
Definition gameplay.c:685
ScriptInvoker GetOnInputDeviceDisconnected()
Definition gameplay.c:853
void HideChat()
Definition gameplay.c:782
UIScriptedWindow CreateScriptedWindow(int id)
Definition gameplay.c:714
void OnEvent(EventType eventTypeId, Param params)
Definition gameplay.c:690
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
void OnPlayerRespawned(Man player)
void SetNoteMenu(UIScriptedMenu menu)
Definition gameplay.c:795
WidgetFadeTimer GetMicWidgetFadeTimer()
Definition gameplay.c:815
ScriptInvoker GetOnInputDeviceChanged()
Definition gameplay.c:823
void OnMissionFinish()
Definition gameplay.c:684
void AddDummyPlayerToScheduler(Man player)
Definition gameplay.c:692
void HideInventory()
Definition gameplay.c:779
void StartLogoutMenu(int time)
Definition gameplay.c:750
void RefreshExcludes()
private void ~Mission()
void SetPlayerRespawning(bool state)
void HideCrosshairVisibility()
Definition gameplay.c:756
bool IsPlayerRespawning()
void CreateLogoutMenu(UIMenuPanel parent)
Definition gameplay.c:749
void OnMouseButtonRelease(int button)
Definition gameplay.c:689
Invokers for ParticleManager events.
Definition gameplay.c:1363
ref ScriptInvoker Event_OnRevert
Definition gameplay.c:1364
proto void GetItemText(out string value)
proto native int GetItemsCount()
proto native int GetIndex()
private proto Managed GetScriptEvents()
Get the events.
proto native int GetAccessType()
AccessType of current option.
proto native void Switch()
void OnRevert()
Definition gameplay.c:1353
proto native int GetDefaultIndex()
proto native int GetControlType()
Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2.
proto native void Revert()
Reverts the option value to old value if the value has changed and wasnt applied. This function has e...
proto native void Apply()
Applies the option value if the value has changed and forgets the old value. This function has no eff...
proto native int NeedRestart()
If the option value will take effect only after the game is restarted.
private proto void SetScriptEvents(Managed events)
Set the events.
proto native void Test()
Sets the option value internaly if the value has changed and wasnt set immediately upon change.
proto native void SetIndex(int index)
proto void GetItemText(int index, out string value)
OptionsAccessEvents GetEvents()
Get the events.
Definition gameplay.c:1339
proto native int SetChangeImmediately()
If the value is changed internally immediately upon change.
proto native int IsChanged()
If the option value is changed and not applied or reverted. Value can already be set internally if th...
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Player description (base engine class)
Definition gameplay.c:338
proto int GetPingMin()
ping range estimation
private void ~PlayerIdentityBase()
proto int GetPingAvg()
ping range estimation
proto int GetPingMax()
ping range estimation
proto owned string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
proto owned string GetPlainName()
nick without any processing
proto int GetBandwidthAvg()
bandwidth estimation (in kbps)
proto owned string GetPlainId()
plaintext unique id of player (cannot be used in database or logs)
proto owned string GetName()
nick (short) name of player
proto int GetBandwidthMax()
bandwidth estimation (in kbps)
proto int GetPingAct()
ping range estimation
proto int GetBandwidthMin()
bandwidth estimation (in kbps)
proto int GetPlayerId()
id of player in one session (is reused after player disconnects)
proto owned string GetFullName()
full name of player
proto Man GetPlayer()
get player
private void PlayerIdentityBase()
This is a C++ managed class, so script has no business managing the lifetime.
The class that will be instanced (moddable)
Definition gameplay.c:378
proto native void SetModelPosition(vector vPos)
proto native void UpdateItemInHands(EntityAI object)
proto native vector GetModelOrientation()
proto native void Refresh()
proto native DayZPlayer GetDummyPlayer()
proto native void SetPlayer(DayZPlayer player)
proto native vector GetModelPosition()
proto native void SetModelOrientation(vector vOrientation)
static bool m_GunParticlesState
Definition gameplay.c:1475
proto native void LoadFile(string path)
proto static native bool CanStoreInputUserData()
proto native bool CopyFrom(ParamsReadContext other)
proto native void Reset()
proto native void Send()
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
proto void Invoke(void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
invoke call on all inserted methods with given arguments
void ~ScriptJunctureData()
proto native void Reset()
Module containing compiled scripts.
Definition EnScript.c:131
proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
void ~ScriptRPC()
proto native void Reset()
Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again ...
void ScriptRPC()
proto native ParamsReadContext GetReadContext()
proto native ParamsWriteContext GetWriteContext()
proto native void Reset()
Selection class.
Definition gameplay.c:179
proto native int GetVertexCount()
proto native owned string GetName()
private void ~Selection()
Definition gameplay.c:181
proto native int GetLODVertexIndex(int sel_vertex_index)
vector GetVertexPosition(LOD lod, int index)
Definition gameplay.c:187
private void Selection()
Definition gameplay.c:180
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto bool Write(void value_out)
proto bool Read(void value_in)
Part of main menu hierarchy to create custom menus from script.
Keeps information about currently loaded world, like temperature.
Definition WorldData.c:3
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Definition EnConvert.c:110
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition gameplay.c:516
static ref array< string > m_ConfigArrayNames
Definition gameplay.c:1121
proto native float GetMin()
const int PROGRESS_UPDATE
Definition gameplay.c:386
Param1< int > RespawnEventParams
RespawnTime.
Definition gameplay.c:420
Param1< int > MPConnectionLostEventParams
Duration.
Definition gameplay.c:446
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Definition gameplay.c:438
Param1< Man > LogoutCancelEventParams
Player.
Definition gameplay.c:424
Param1< int > SQFConsoleEventParams
Definition gameplay.c:398
const EventType PartyChatStatusChangedEventTypeID
no params
Definition gameplay.c:548
static int GetConfigArrayCountFromSlotID(int slot_ID)
How many 'default equip' types are listed in the corresponding array.
Definition gameplay.c:1148
Param1< int > LoginTimeEventParams
LoginTime.
Definition gameplay.c:418
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition gameplay.c:496
const EventType MPSessionEndEventTypeID
no params
Definition gameplay.c:464
const EventType ConnectingStartEventTypeID
no params
Definition gameplay.c:554
PlayerIdentity PROGRESS_START
static string GetPathFromSlotID(int slot_ID)
Returns config path of att. slot category, empty if undefined.
Definition gameplay.c:1140
const int INDEX_NOT_FOUND
Definition gameplay.c:13
Param1< string > ScriptLogEventParams
Definition gameplay.c:394
static array< int > GetAttachmentSlotsArray()
Lists all customizable InventorySlots.
Definition gameplay.c:1164
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Definition gameplay.c:526
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Definition gameplay.c:403
Param1< vector > PreloadEventParams
Position.
Definition gameplay.c:422
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition gameplay.c:552
proto native float GetMax()
Serializer ParamsReadContext
Definition gameplay.c:15
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Definition gameplay.c:409
const EventType WorldCleaupEventTypeID
no params
Definition gameplay.c:458
static array< string > GetConfigAttachmentTypes(int slot_ID)
Lists all configured types (if any) for the appropriate attachment.
Definition gameplay.c:1156
class MeleeCombatData NullStringArray[1]
Param1< string > DLCOwnerShipFailedParams
world name
Definition gameplay.c:442
int ChatChannel
Definition gameplay.c:389
Link< Object > OLinkT
Definition gameplay.c:1453
Param1< int > LogoutEventParams
logoutTime
Definition gameplay.c:432
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition gameplay.c:502
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Definition gameplay.c:472
Param2< bool, bool > VONStateEventParams
listening, toggled
Definition gameplay.c:436
Param2< string, string > VONStopSpeakingEventParams
player name, player id
Definition gameplay.c:440
const EventType SelectedUserChangedEventTypeID
no params
Definition gameplay.c:530
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
Definition gameplay.c:448
const EventType ClientRemovedEventTypeID
no params
Definition gameplay.c:508
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
Definition gameplay.c:538
const EventType VONStateEventTypeID
params: VONStateEventParams
Definition gameplay.c:536
const EventType RespawnEventTypeID
params: RespawnEventParams
Definition gameplay.c:520
const EventType MPSessionFailEventTypeID
no params
Definition gameplay.c:466
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
Definition gameplay.c:434
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
Definition gameplay.c:544
const int PROGRESS_PROGRESS
Definition gameplay.c:385
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Definition gameplay.c:415
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
Definition gameplay.c:558
const EventType StartupEventTypeID
no params
Definition gameplay.c:456
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
Definition gameplay.c:542
const EventType DialogQueuedEventTypeID
no params
Definition gameplay.c:482
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition gameplay.c:500
static const string m_Path
Definition gameplay.c:1137
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Definition gameplay.c:492
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Definition gameplay.c:396
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Definition gameplay.c:540
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
Definition gameplay.c:430
const EventType MPSessionStartEventTypeID
no params
Definition gameplay.c:462
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Definition gameplay.c:498
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info)
Definition gameplay.c:450
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Definition gameplay.c:413
const EventType NetworkManagerClientEventTypeID
no params
Definition gameplay.c:478
const EventType PreloadEventTypeID
params: PreloadEventParams
Definition gameplay.c:522
Param1< int > ChatChannelEventParams
Definition gameplay.c:397
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Definition gameplay.c:518
const EventType NetworkManagerServerEventTypeID
no params
Definition gameplay.c:480
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Definition gameplay.c:426
Param2< string, string > ClientConnectedEventParams
Name, uid.
Definition gameplay.c:401
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:411
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Definition gameplay.c:514
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Definition gameplay.c:512
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Definition gameplay.c:405
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:407
class MenuDefaultCharacterData m_AttachmentSlots
proto native float GetDefault()
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Definition gameplay.c:470
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition gameplay.c:506
Param1< float > ServerFpsStatsUpdatedEventParams
float
Definition gameplay.c:428
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
Definition gameplay.c:1463
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition gameplay.c:6
@ INORDER
Definition gameplay.c:8
@ LEVELORDER
Definition gameplay.c:10
@ POSTORDER
Definition gameplay.c:9
@ PREORDER
Definition gameplay.c:7
const EventType LogoutEventTypeID
params: LogoutEventParams
Definition gameplay.c:524
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
Definition gameplay.c:532
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:468
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Definition gameplay.c:550
Param3< int, float, string > ProgressEventParams
state, progress, title
Definition gameplay.c:393
const int PROGRESS_FINISH
Definition gameplay.c:384
class ListOptionsAccess extends OptionsAccess ReadValue
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
Definition gameplay.c:1242
@ OPTION_CONNECTIVITY_INFO
Definition gameplay.c:1251
@ OPTION_BLEEDINGINDICATION
Definition gameplay.c:1250
@ OPTION_PLAYER_MESSAGES
Definition gameplay.c:1247
@ OPTION_SERVER_INFO
Definition gameplay.c:1249
@ OPTION_GAME_MESSAGES
Definition gameplay.c:1245
@ OPTION_QUICKBAR
Definition gameplay.c:1248
@ OPTION_ADMIN_MESSAGES
Definition gameplay.c:1246
@ OPTION_CROSSHAIR
Definition gameplay.c:1244
@ OPTION_HUD_BRIGHTNESS
Definition gameplay.c:1252
@ OPTION_HUD
Definition gameplay.c:1243
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition gameplay.c:488
proto native CGame GetGame()
const EventType ProgressEventTypeID
params: ProgressEventParams
Definition gameplay.c:476
static array< string > GetConfigArrayNames()
for conversion of slot ID to config array's string
Definition gameplay.c:1170
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
Definition gameplay.c:444
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition gameplay.c:504
OptionAccessType
C++ OptionAccessType.
Definition gameplay.c:1178
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
Definition gameplay.c:1227
@ AT_UNKNOWN
Definition gameplay.c:1179
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
Definition gameplay.c:1230
@ AT_QUALITY_PREFERENCE
Definition gameplay.c:1189
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
Definition gameplay.c:1221
@ AT_ANISO_DETAIL
Definition gameplay.c:1185
@ AT_ASPECT_RATIO
Definition gameplay.c:1203
@ AT_VSYNC_VALUE
Definition gameplay.c:1184
@ AT_BLOOM
Definition gameplay.c:1192
@ AT_OPTIONS_TERRAIN
Definition gameplay.c:1195
@ AT_POSTPROCESS_EFFECTS
Definition gameplay.c:1188
@ AT_OPTIONS_VON_SLIDER
Definition gameplay.c:1207
@ AT_OPTIONS_FLIPMODE
Definition gameplay.c:1220
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
Definition gameplay.c:1229
@ AT_SHADOW_DETAIL
Definition gameplay.c:1194
@ AT_OPTIONS_HWACC
Definition gameplay.c:1209
@ AT_OPTIONS_BRIGHT_SLIDER
Definition gameplay.c:1198
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
Definition gameplay.c:1232
@ AT_CONFIG_MOUSE_FILTERING
Definition gameplay.c:1213
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
Definition gameplay.c:1226
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
Definition gameplay.c:1236
@ AT_OPTIONS_TERRAIN_SHADER
Definition gameplay.c:1216
@ AT_CONFIG_HEAD_BOB
Definition gameplay.c:1214
@ AT_OPTIONS_AIM_HELPER
Definition gameplay.c:1217
@ AT_OPTIONS_GAMMA_SLIDER
Definition gameplay.c:1197
@ AT_OPTIONS_FXAA_VALUE
Definition gameplay.c:1186
@ AT_HDR_DETAIL
Definition gameplay.c:1182
@ AT_OPTIONS_DISPLAY_MODE
Definition gameplay.c:1215
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
Definition gameplay.c:1202
@ AT_FSAA_DETAIL
Definition gameplay.c:1183
@ AT_OPTIONS_EFFECTS_SLIDER
Definition gameplay.c:1206
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
Definition gameplay.c:1223
@ AT_OPTIONS_RADIO
Definition gameplay.c:1212
@ AT_OPTIONS_MOUSE_XAXIS
Definition gameplay.c:1224
@ AT_AMBIENT_OCCLUSION
Definition gameplay.c:1191
@ AT_OPTIONS_MUSIC_SLIDER
Definition gameplay.c:1205
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
Definition gameplay.c:1218
@ AT_OBJECTS_DETAIL
Definition gameplay.c:1180
@ AT_ROTATION_BLUR
Definition gameplay.c:1193
@ AT_OPTIONS_MOUSE_YAXIS
Definition gameplay.c:1225
@ AT_ATOC_DETAIL
Definition gameplay.c:1190
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
Definition gameplay.c:1231
@ AT_OPTIONS_LANGUAGE
Definition gameplay.c:1211
@ AT_TEXTURE_DETAIL
Definition gameplay.c:1181
@ AT_OPTIONS_EAX
Definition gameplay.c:1210
@ AT_OPTIONS_RESOLUTION
Definition gameplay.c:1196
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
Definition gameplay.c:1233
@ AT_OPTIONS_VISIBILITY_SLIDER
Definition gameplay.c:1199
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
Definition gameplay.c:1200
@ AT_OPTIONS_MASTER_VOLUME
Definition gameplay.c:1208
@ AT_OPTIONS_PAUSE
Definition gameplay.c:1219
@ AT_OPTIONS_SW_VALUE
Definition gameplay.c:1187
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
Definition gameplay.c:1235
@ AT_OPTIONS_VON_INPUT_MODE
Definition gameplay.c:1237
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
Definition gameplay.c:1234
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
Definition gameplay.c:1201
@ AT_OPTIONS_FIELD_OF_VIEW
Definition gameplay.c:1204
Serializer ParamsWriteContext
Definition gameplay.c:16
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition gameplay.c:494
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:486
const EventType ConnectingAbortEventTypeID
no params
Definition gameplay.c:556
proto native void WriteValue(float value)
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90
proto void Print(void var)
Prints content of variable to console/log.
enum ShapeType ErrorEx
array< string > TStringArray
Definition EnScript.c:685
proto int ToLower()
Changes string to lowercase. Returns length.
TypeID EventType
Definition EnWidgets.c:54