40 super.OnClick(w,
x,
y, button);
46 super.OnChange(w,
x,
y, finished);
52 super.OnMouseEnter(w,
x,
y);
60 super.OnMouseLeave(w,enterW,
x,
y);
82 if (!m_AnimEventMapping)
84 m_AnimEventMapping =
new set<string>();
85 m_AnimEventMapping.Insert(
"ActionExec");
86 m_AnimEventMapping.Insert(
"SoundWeapon");
87 m_AnimEventMapping.Insert(
"SoundVoice");
88 m_AnimEventMapping.Insert(
"SoundAttachment");
109 m_pStateWidget.SetText(
"Result: canceled");
113 m_pStateWidget.SetText(
"Result: ended");
130 string eventName= m_AnimEventMapping.Get(pEventID);
131 string eventText = eventName +
" event at: ";
136 m_pAnimEventWidget.SetText(eventText);
144 m_pStateWidget.SetText(oldState +
"->" + newState);
518 pPlayer.GetMovementState(state);
525 a +=
" st:" + state.m_iStanceIdx.
ToString() +
", mv:" + state.m_iMovement.
ToString();
530 a +=
" st:" + state.m_iStanceIdx.
ToString();
535 a +=
" st:" + state.m_iStanceIdx.
ToString();
540 a +=
" st:" + state.m_iStanceIdx.
ToString();
545 a +=
" st:" + state.m_iStanceIdx.
ToString();
550 a +=
" st:" + state.m_iStanceIdx.
ToString();
555 a +=
" st:" + state.m_iStanceIdx.
ToString();
560 a +=
" st:" + state.m_iStanceIdx.
ToString();
565 a +=
" st:" + state.m_iStanceIdx.
ToString();
570 a +=
" st:" + state.m_iStanceIdx.
ToString();
583 int boneIndex = pPlayer.GetBoneIndexByName(
"Head");
588 pPlayer.GetBoneTransformMS(boneIndex, tm);
592 string a =
"Bone index:";
956 PluginDayzPlayerActionCallback a;
960 a = PluginDayzPlayerActionCallback.Cast( player.StartCommand_Action(userData.
GetInt(), PluginDayzPlayerActionCallback, userData.
GetStanceMask()) );
964 a = PluginDayzPlayerActionCallback.Cast( player.AddCommandModifier_Action(userData.
GetInt(), PluginDayzPlayerActionCallback) );
988 clbk = player.GetCommandModifier_Action();
995 clbk.InternalCommand(pCommandId);
1011 clbk = player.GetCommandModifier_Action();
1060 pl.DebugSyncShadowSetup(NULL);
1110 Print(
"PluginPlayerDebug: Action Start");
1116 Print(
"PluginPlayerDebug: Action End");
1122 Print(
"PluginPlayerDebug: Action Finish");
1128 Print(
"PluginPlayerDebug: Action One Time Action");
1134 Print(
"PluginPlayerDebug: Action Loop");
1140 Print(
"PluginPlayerDebug: Action Cancel");
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
ButtonWidget m_ActionTypeFLA
TextListboxWidget m_ActionsSelector
ref PluginDayzPlayerDebug_Ctrl m_Controls
ButtonWidget m_PlayerSyncDelete
ButtonWidget m_ActionsEnd
private const int TYPE_MOD_GESTURE_LOOPING
bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
private const int TYPE_MOD_ONETIME
void DbgShowBoneName(DayZPlayer pPlayer)
void ToggleDebugWindowEventOld()
ButtonWidget m_ActionTypeOA
TextWidget m_ActionsGlobalStatus
ButtonWidget m_ClearEventsButton
void Actions_UpdateGlobals(DayZPlayer pPlayer)
ref PluginDayzPlayerDebug_OtherCmds m_OtherCmds
ButtonWidget m_PlayerServerWalk
ButtonWidget m_ActionTypeLA
ButtonWidget m_ActionsOTA
private const int TYPE_MOD_GESTURE_ONETIME
TextWidget m_ActionEventV
ref PluginDayzPlayerDebug_Weapons m_Weapons
void ActionsInit(int pType)
private const int TYPE_FB_GESTURE_ONETIME
TextWidget m_ActionStateV
ButtonWidget m_ActionTypeFOA
void ~PluginDayzPlayerDebug()
TextWidget m_ItemAccSClass
void UpdateCommandModifiers(DayZPlayer pPlayer)
private const int TYPE_FB_GESTURE_LOOPING
ref PluginDayzPlayerDebugUIHandler m_pUIHandler
void PluginDayzPlayerDebug()
TextWidget m_ItemAccClass
void UpdatePlayerStatus(DayZPlayer pPlayer)
ButtonWidget m_Card2Button
ButtonWidget m_ActionsFinish
ButtonWidget m_ActionTypeFLG
void ToggleDebugWindowEventP()
void Actions_DoInternalCommand(int pCommandId)
void RegisterDebugItem(ItemBase item, PlayerBase player)
ButtonWidget m_ActionTypeFOG
class PluginDayzPlayerActionCallback extends HumanCommandActionCallback TYPE_MOD_LOOPING
ButtonWidget m_ActionTypeLG
ButtonWidget m_ActionsStart
ButtonWidget m_Card1Button
ButtonWidget m_Card0Button
ButtonWidget m_ActionsOTL
TextListboxWidget m_EventsHistory
ButtonWidget m_ActionsCancel
private const int TYPE_FB_SUICIDE_LOOPING
ButtonWidget m_Card3Button
ButtonWidget m_Card4Button
ButtonWidget m_ActionTypeOG
private const int TYPE_FB_ONETIME
EditBoxWidget m_PlayerStatusV
PluginDayzPlayerDebug m_pPluginPlayerDebug
private const int TYPE_FB_LOOPING
ButtonWidget m_PlayerSyncCreateShadow
void UpdateItemAccessor(DayZPlayer pPlayer)
proto native void ObjectDelete(Object obj)
proto native Mission GetMission()
proto native Input GetInput()
proto native Object CreateObject(string type, vector pos, bool create_local=false, bool init_ai=false, bool create_physics=true)
Creates object of certain type.
proto native DayZPlayer GetPlayer()
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
proto native UIManager GetUIManager()
proto native WorkspaceWidget GetWorkspace()
override void OnAnimationEvent(int pEventID)
void PluginDayzPlayerActionCallback()
TextWidget m_pAnimEventWidget
override void OnStateChange(int pOldState, int pCurrentState)
TextWidget m_pStateWidget
override void OnFinish(bool pCanceled)
TextListboxWidget m_EventsHistory
void ~PluginDayzPlayerActionCallback()
static protected ref set< string > m_AnimEventMapping
void AddActiveInputExcludes(array< string > excludes)
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
void ShowWidgets(bool show)
ref Timer m_TickTimer
status refresh timer
void ToggleDebugWindowSetMode(int pMode)
Widget m_MainWnd
main controls
void ToggleDebugWindowEvent()
bool OnClick(Widget w, int x, int y, int button)
buttons clicks
ref PluginDayZInfectedDebugUIHandler m_pUIHandler
void DestroyModuleWidgets()
bool OnChange(Widget w, int x, int y, bool finished)
void CreateModuleWidgets()
bool OnClick(Widget w, int x, int y, int button)
buttons clicks
bool OnChange(Widget w, int x, int y, bool finished)
bool OnClick(Widget w, int x, int y, int button)
buttons clicks
bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
bool OnClick(Widget w, int x, int y, int button)
buttons clicks
protected bool m_bIsFullBody
protected int m_iUserData
protected int m_iStanceMask
void PluginDayzPlayerDebugUserData(int pUserData, bool pFullBody, int pStanceMask=-1)
void ShowUICursor(bool visible)
proto string ToString(bool beautify=true)
Vector to string.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.
proto native float GetWorldTime()
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
string GetStateString()
returns debug string of current state
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)