ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage:
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Private Member Functions | |
proto native void | Tick (float timeslice) |
executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue | |
proto void | Call (func fn, 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) |
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
proto void | CallByName (Class obj, string fnName, Param params=NULL) |
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
proto void | CallLater (func fn, int delay=0, bool repeat=false, 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) |
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
proto void | CallLaterByName (Class obj, string fnName, int delay=0, bool repeat=false, Param params=NULL) |
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
proto void | Remove (func fn) |
remove specific call from queue | |
proto int | GetRemainingTime (func fn) |
return Remaining time to the call execution (in miliseconds) | |
proto void | RemoveByName (Class obj, string fnName) |
remove specific call from queue | |
proto int | GetRemainingTimeByName (Class obj, string fnName) |
return Remaining time to the call execution (in miliseconds) | |
proto native void | Clear () |
remove all calls from queue | |
ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage:
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private |
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
Referenced by MissionBase::AbortMission(), UIManager::CloseWindow(), CommitSuicide(), CreateTrigger(), CGame::DayZGame(), DayZIntroScene::DayZIntroScene(), DayZIntroSceneXbox::DayZIntroSceneXbox(), IEntity::DecreaseHealth(), IEntity::Delete(), Entity::DeleteOnClient(), Destroy(), Weapon::EEInit(), ItemBase::EEInit(), ManBase::EEItemOutOfHands(), EndLoading(), EOnFrame(), UIScriptedMenu::GameRespawn(), UIScriptedMenu::GameRetry(), ManBase::Init(), OnActivate(), UIScriptedMenu::OnClick(), ScriptConsoleGeneralTab::OnClick(), UIScriptedMenu::OnClick_Continue(), UIScriptedMenu::OnClick_Exit(), UIScriptedMenu::OnClick_Respawn(), UIScriptedMenu::OnClick_Restart(), CGame::OnEvent(), OnFinishProgressServer(), OnItemLocationChanged(), UIScriptedMenu::OnModalResult(), ScriptedWidgetEventHandler::OnMouseButtonDown(), MissionBase::OnPlayerRespawned(), ManBase::OnRPC(), ManBase::OnSelectPlayer(), OnShow(), PluginBase::OnUIEditorOpened(), ScriptedWidgetEventHandler::OptionsMenuControls(), UIScriptedMenu::PerformSetToDefaultsExt(), ItemBase::Refresh(), RefreshFireplaceVisuals(), DayZPlayer::ShowDeadScreen(), Synchronize(), UIScriptedMenu::Update(), CGame::UpdateInputDeviceDisconnectWarning(), and ItemBase::UpdatePhysics().
adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
Referenced by PluginBase::OnRPCSyncSceneObject(), and UIScriptedMenu::Play().
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adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
Referenced by Ammo_40mm_Smoke_ColorBase::Activate(), Grenade_Base::ActivateRandomTime(), Entity::CheckForDestroy(), BaseBuildingBase::CloseFence(), ScriptConsoleEnfScriptTab::ColorRunButton(), DayZIntroSceneXbox::CreateRandomCharacter(), Component::DebugBBoxDraw(), Component::DebugDirectionDraw(), VicinitySlotsContainer::DoubleClick(), DynamicArea_Flare::DynamicArea_Flare(), Clothing_Base::EEHealthLevelChanged(), ManBase::EEHealthLevelChanged(), EEHitBy(), ItemBase::EEInit(), EEInit(), ManBase::EEItemAttached(), FlammableBase::EEItemDetached(), ManBase::EEItemDetached(), Entity::EEKilled(), Ammo_40mm_Explosive::EEKilled(), ItemBase::EEOnAfterLoad(), Entity::EntityAI(), TerritoryFlag::FullyBuild(), HandleEngineSound(), HandleSoundEffectsPipeCreaking(), Init(), UIScriptedMenu::Init(), InitZoneServer(), Interact(), Land_Underground_EntranceBase::Land_Underground_EntranceBase(), ScriptedWidgetEventHandler::LoadVideo(), MissionBase::MissionServer(), OnActivate(), DrowningMdfr::OnActivate(), ImprovisedExplosive::OnActivatedByItem(), ClaymoreMine::OnArmed(), MissionBase::OnClientDisconnectedEvent(), ZombieMaleBase::OnDamageDestroyed(), Grenade_ChemGas::OnDamageDestroyed(), BoatScript::OnEngineStop(), FireworksLauncherClientEvent::OnExplode(), OnExplode(), ActionDestroyCombinationLock::OnFinishProgressServer(), FireworksLauncher::OnFuseIgnitedServer(), BiosSessionService::OnGetSessionError(), DestructionEffectBase::OnHealthLevelChanged(), FireplaceBase::OnIgnitedThis(), MissionBase::OnInputBufferEvent(), CGame::OnLoginTimeEvent(), Land_Underground_Panel_Lever::OnPanelUsedSynchronized(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), OnPlacementComplete(), ItemBase::OnPlacementComplete(), ScriptedWidgetEventHandler::OnPlaybackStart(), ManBase::OnPlayerLoaded(), CGame::OnRespawnEvent(), CGame::OnRPC(), OnStartServer(), ItemBase::OnVariablesSynchronized(), Torch_Video::OnWorkStart(), BaseBuildingBase::OpenFence(), OutdoorThermometer(), MissionBase::PlayerDisconnected(), ManBase::RefreshHandAnimationState(), ItemBase::RegenerateNavmesh(), UndergroundTriggerCarrierBase::RequestDelayedTriggerSpawn(), Land_Underground_EntranceBase::RequestLatentTransition(), FireworksLauncherClientEvent::RequestSecondaryExplosion(), DayZPlayer::ShowDeadScreen(), ManBase::SpawnDrowningBubbles(), PluginBase::SpawnEntityInPlayerInventory(), CrashBase::SpawnRandomDeerLater(), StartFire(), InventoryItem::StartItemSoundServer(), MissionBase::StartLogoutMenu(), StopFire(), InventoryItem::StopItemSoundServer(), Synchronize(), ToggleDebugWindowEvent(), VicinitySlotsContainer::TransferItem(), Entity::TryDelete(), ItemBase::UpdateNavmesh(), and UpdateVisuals().
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adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
Referenced by ImprovisedExplosive::OnActivatedByItem(), Play(), and UniversalTemperatureSourceDebug::SetDefferedActive().
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remove all calls from queue
return Remaining time to the call execution (in miliseconds)
return Remaining time to the call execution (in miliseconds)
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remove specific call from queue
Referenced by UIScriptedMenu::Cancel(), CGame::CancelLoginTimeCountdown(), BaseBuildingBase::CheckFenceClosed(), BaseBuildingBase::CheckFenceOpened(), BoatScript::ClearWaterEffects(), BaseBuildingBase::CloseFence(), Component::DebugBBoxDelete(), Component::DebugDirectionDelete(), UIScriptedMenu::Exit(), MissionBase::InputBufferCheck(), ManBase::OnDrowningEnd(), OnEndServer(), ScriptedWidgetEventHandler::OnPlaybackStop(), Torch_Video::OnWorkStop(), BaseBuildingBase::OpenFence(), InventoryItem::StartItemSoundServer(), InventoryItem::StopItemSoundServer(), UIScriptedMenu::Update(), ScriptedWidgetEventHandler::UpdateTotalTime(), and MissionBase::~MissionServer().
remove specific call from queue
Referenced by Stop().
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executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue
Referenced by CGame::OnUpdate().