DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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DebugMonitorValues.c
Go to the documentation of this file.
2{
3 const int TYPE_HEALTH = 1;
4 const int TYPE_BLOOD = 2;
5 const int TYPE_BODY_TEMP = 3;
6 const int TYPE_POSITION = 4;
7 const int TYPE_LAST_DAMAGE = 5;
8
9 const int LAST_DAMAGE_FALL = 1;
10 const int LAST_DAMAGE_HIT = 2;
11
12 const float VALUE_CHECK_INTERVAL = 1;
13 const float SENSITIVTY_PERCENTAGE = 1;//how much the value needs to change up/down from previous update to trigger a new update(in percent)
14
17
19
23
26
30
32 {
33 m_Player = player;
34 Init();
35 }
36
37 void Init()
38 {
39 m_HealthMaxValue = m_Player.GetMaxHealth("", "Health");
40 m_BloodMaxValue = m_Player.GetMaxHealth("", "Blood");
41 }
42
43 void OnScheduledTick(float deltatime)
44 {
45 if ( GetGame().IsClient() ) return;
46 if ( !GetGame().IsDebugMonitor() ) return; // turned off in server config
47
48 m_TimeSinceLastTick += deltatime;
49
51 {
54 }
55 }
56
58 {
60 CheckBlood();
62 }
63
64 float GetBlood()
65 {
66 return m_BloodClient;
67 }
68
69 float GetHealth()
70 {
71 return m_HealthClient;
72 }
73
75 {
76 return m_LastDamageClient;
77 }
78
79 void SetLastDamage(string value)
80 {
81 m_CurrentLastDamage = value;
82 }
83
85 {
86 float health_current = m_Player.GetHealth("","Health");
87 float health_normalized = health_current / m_HealthMaxValue;
88 float difference_normalized = health_normalized - m_LastHealthUpdate;
89 float diff_abs = Math.AbsFloat(difference_normalized);
90
91 if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
92 {
93 Param1<float> param = new Param1<float>( health_current );
94
95 SendValue(TYPE_HEALTH, param);
96 m_LastHealthUpdate = health_normalized;
97 }
98 }
99
101 {
102 float blood_current = m_Player.GetHealth("","Blood");
103 float blood_normalized = blood_current / m_BloodMaxValue;
104 float difference_normalized = blood_normalized - m_LastBloodUpdate;
105 float diff_abs = Math.AbsFloat(difference_normalized);
106
107 if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
108 {
109 Param1<float> param = new Param1<float>( blood_current );
110
111 SendValue(TYPE_BLOOD, param);
112 m_LastBloodUpdate = blood_normalized;
113 }
114 }
115
117 {
119 {
120 Param1<string> param = new Param1<string>(m_CurrentLastDamage);
123 }
124 }
125
126 void SendValue(int value_type, Param param)
127 {
128 switch(value_type)
129 {
132 {
133 Param1<float> value_float = Param1<float>.Cast( param );
134
135 CachedObjectsParams.PARAM2_INT_FLOAT.param1 = value_type;
136 CachedObjectsParams.PARAM2_INT_FLOAT.param2 = value_float.param1;
137 //Print("SendingValue type " + value_type.ToString() + " value " + value_float.ToString());
138 GetGame().RPCSingleParam(m_Player, ERPCs.RPC_DEBUG_MONITOR_FLT, CachedObjectsParams.PARAM2_INT_FLOAT, true, m_Player.GetIdentity());
139 }
140 break;
142 {
143 Param1<string> value_string = Param1<string>.Cast( param );
144
145 CachedObjectsParams.PARAM2_INT_STRING.param1 = value_type;
146 CachedObjectsParams.PARAM2_INT_STRING.param2 = value_string.param1;
147 //Print("SendingValue type " + value_type.ToString() + " value " + value_string);
148 GetGame().RPCSingleParam(m_Player, ERPCs.RPC_DEBUG_MONITOR_STR, CachedObjectsParams.PARAM2_INT_STRING, true, m_Player.GetIdentity());
149 }
150 break;
151 }
152 }
153
154 void ReceiveValue(int value_type, Param param)
155 {
157
158 switch (value_type)
159 {
161 {
162 Param1<float> valueHealth = Param1<float>.Cast( param );
163 //Print("ReceivedValue health " + valueHealth.param1.ToString());
164 m_HealthClient = valueHealth.param1;
165 }
166 break;
168 {
169 Param1<float> valueBlood = Param1<float>.Cast( param );
170 //Print("ReceivedValue blood " + valueBlood.param1.ToString());
171 m_BloodClient = valueBlood.param1;
172 }
173 break;
175 {
176 Param1<string> valueLastDamage = Param1<string>.Cast( param );
177 //Print("ReceivedValue lastdamage " + valueLastDamage.param1);
178 m_LastDamageClient = valueLastDamage.param1;
179 }
180 break;
181 }
182 }
183
185 {
186 Param1<float> value = new Param1<float>(0);
187
189 int value_type = CachedObjectsParams.PARAM2_INT_FLOAT.param1;
190 value.param1 = CachedObjectsParams.PARAM2_INT_FLOAT.param2;
191
192 ReceiveValue(value_type, value);
193 }
194
196 {
197 Param1<string> value = new Param1<string>("");
198
200 int value_type = CachedObjectsParams.PARAM2_INT_STRING.param1;
201 value.param1 = CachedObjectsParams.PARAM2_INT_STRING.param2;
202
203 ReceiveValue(value_type, value);
204 }
205};
ERPCs
Definition ERPCs.c:2
proto native Mission GetMission()
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
Definition Game.c:882
static ref Param2< int, string > PARAM2_INT_STRING
static ref Param2< int, float > PARAM2_INT_FLOAT
void DebugMonitorValues(PlayerBase player)
void SendValue(int value_type, Param param)
const float SENSITIVTY_PERCENTAGE
void SetLastDamage(string value)
void ReceiveValue(int value_type, Param param)
void OnScheduledTick(float deltatime)
void OnRPCString(ParamsReadContext ctx)
const float VALUE_CHECK_INTERVAL
void OnRPCFloat(ParamsReadContext ctx)
Definition EnMath.c:7
void CreateDebugMonitor()
Definition gameplay.c:752
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto bool Read(void value_in)
proto native CGame GetGame()
static proto float AbsFloat(float f)
Returns absolute value.