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EntityAI Class Reference

Private Member Functions

proto native int GetLaddersCount ()
 
proto native vector GetLadderPosTop (int ladderIndex)
 
proto native vector GetLadderPosBottom (int ladderIndex)
 
proto native int GetDoorIndex (int componentIndex)
 Gets the index of the door based on the view geometry component index.
 
proto native int GetDoorCount ()
 Returns the number of the doors in the building.
 
proto native bool IsDoorOpen (int index)
 When the door is requested to be fully open (animation wanted phase is greater than 0.5)
 
proto native bool IsDoorOpening (int index)
 When the wanted phase is at the open phase target (1.0)
 
proto native bool IsDoorOpeningAjar (int index)
 When the wanted phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosing (int index)
 When the wanted phase is at the close phase target (0.0)
 
proto native bool IsDoorOpened (int index)
 When the phase is at the open phase target (1.0)
 
proto native bool IsDoorOpenedAjar (int index)
 When the phase is at the ajar phase target (0.2)
 
proto native bool IsDoorClosed (int index)
 When the phase is at the close phase target (0.0)
 
proto native bool IsDoorLocked (int index)
 When the door is locked.
 
proto native void PlayDoorSound (int index)
 Plays the appropriate sound at the door, based on animation phase and state.
 
proto native void OpenDoor (int index)
 Attempts to open the door.
 
proto native void CloseDoor (int index)
 Attempts to close the door.
 
proto native void LockDoor (int index, bool force=false)
 Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.
 
proto native void UnlockDoor (int index, bool animate=true)
 Unlocks the door if locked, AJAR animation optional.
 
proto native vector GetDoorSoundPos (int index)
 Position in world space for where the door sounds are played from.
 
proto native float GetDoorSoundDistance (int index)
 Audible distance for the door sound.
 
proto native void OutputDoorLog ()
 Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.
 
int GetNearestDoorBySoundPos (vector position)
 Gets the nearest door based on the sound position (quick and dirty function for debugging)
 
void OnDoorOpenStart (DoorStartParams params)
 Event for when the door starts opening.
 
void OnDoorOpenFinish (DoorFinishParams params)
 Event for when the door finishes opening.
 
void OnDoorOpenAjarStart (DoorStartParams params)
 Event for when the door starts opening ajarred (usually after unlock)
 
void OnDoorOpenAjarFinish (DoorFinishParams params)
 Event for when the door finishes opening ajarred (usually after unlock)
 
void OnDoorCloseStart (DoorStartParams params)
 Event for when the door starts closing.
 
void OnDoorCloseFinish (DoorFinishParams params)
 Event for when the door finishes closing.
 
void OnDoorLocked (DoorLockParams params)
 Event for when the door is locked.
 
void OnDoorUnlocked (DoorLockParams params)
 Event for when the door is unlocked.
 
bool CanDoorBeOpened (int doorIndex, bool checkIfLocked=false)
 
bool CanDoorBeClosed (int doorIndex)
 
bool CanDoorBeLocked (int doorIndex)
 Check if the door is closed and if the door is unlocked.
 
int GetLockCompatibilityType (int doorIdx)
 Which door is compatible with which key (door idx supplied). Bitwise.
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override bool IsBuilding ()
 
override bool CanObstruct ()
 
override bool IsHealthVisible ()
 
void Building ()
 
override bool IsInventoryVisible ()
 
override int GetMeleeTargetType ()
 
proto native InventoryItemType GetInventoryItemType ()
 
proto native void SwitchOn (bool onOff)
 Some inventoryItem devices can be switched on/off (radios, transmitters)
 
proto native bool IsOn ()
 Some inventoryItem devices can be switched on/off (radios, transmitters)
 
proto native void EnableCollisionsWithCharacter (bool state)
 collisions with character
 
proto native bool HasCollisionsWithCharacter ()
 
proto native MeleeCombatData GetMeleeCombatData ()
 
proto native void ThrowPhysically (DayZPlayer player, vector force, bool collideWithCharacters=true)
 
proto native void ForceFarBubble (bool state)
 Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.
 
void InventoryItem ()
 
void OnRightClick ()
 
event bool OnUseFromInventory (Man owner)
 
string GetTooltip ()
 Get tooltip text.
 
override bool IsInventoryItem ()
 
int GetMeleeMode ()
 
int GetMeleeHeavyMode ()
 
int GetMeleeSprintMode ()
 
override bool IsMeleeWeapon ()
 
bool IsMeleeFinisher ()
 
void PlayImpactSound (float weight, float velocity, int surfaceHash)
 
protected void InitImpactSoundData ()
 
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
 
void PlaySoundByAnimEvent (EAnimSoundEventID id)
 
string GetImpactSurfaceType (IEntity other, Contact impact)
 
string GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid)
 
string GetRuinedMeleeAmmoType ()
 returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
 
float ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash)
 
float ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
 
proto native UAInterface GetInputInterface ()
 Returns player's input interface.
 
proto native PlayerIdentity GetIdentity ()
 Returns player's identity.
 
proto native EntityAI GetDrivingVehicle ()
 Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.
 
proto native owned string GetCurrentWeaponMode ()
 
proto native void SetSpeechRestricted (bool state)
 Set speech restriction.
 
proto native bool IsSpeechRestricted ()
 Check if player has resctricted speech.
 
proto native void SetFaceTexture (string texture_name)
 Texture that is used on the Man's face and hands.
 
proto native void SetFaceMaterial (string material_name)
 Material that is used on the Man's face and hands.
 
proto native bool IsSoundInsideBuilding ()
 
proto native bool IsCameraInsideVehicle ()
 
proto native owned string GetMasterAttenuation ()
 
proto native void SetMasterAttenuation (string masterAttenuation)
 
void Man ()
 
override bool IsMan ()
 
override bool IsHealthVisible ()
 
override bool HasFixedActionTargetCursorPosition ()
 
bool IsUnconscious ()
 
bool IsUnconsciousStateOnly ()
 uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)
 
int GetPlayerState ()
 
void AddItemToDelete (EntityAI item)
 
override bool CanDropEntity (notnull EntityAI item)
 
void OnItemInHandsChanged ()
 
bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
void LocalDestroyEntityInHands ()
 
void PredictiveMoveItemFromHandsToInventory ()
 
void JunctureDeleteItem (EntityAI item)
 
override bool CanBeSkinned ()
 
override bool DisableVicinityIcon ()
 
void UpdateInventoryMenu ()
 
bool IsInventorySoftLocked ()
 
void SetInventorySoftLock (bool status)
 
bool IsInTransport ()
 returns true if man is in transport, false otherwise
 
void StopDeathDarkeningEffect ()
 
bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
 
void SetProcessUIWarning (bool state)
 
void OnGameplayDataHandlerSync ()
 
bool CanPlaceItem (EntityAI item)
 
void Transport ()
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override int GetMeleeTargetType ()
 
protected override event GetOwnerStateType ()
 
protected override event GetMoveType ()
 
proto native void Synchronize ()
 Synchronizes car's state in case the simulation is not running.
 
proto native int CrewSize ()
 Returns crew capacity of this vehicle.
 
proto native int CrewPositionIndex (int componentIdx)
 
proto native int CrewMemberIndex (Human player)
 
proto native Human CrewMember (int posIdx)
 
proto native Human CrewDriver ()
 
proto void CrewEntry (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in model space.
 
proto void CrewEntryWS (int posIdx, out vector pos, out vector dir)
 Reads entry point and direction into vehicle on given position in world space.
 
proto void CrewTransform (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in model space.
 
proto void CrewTransformWS (int posIdx, out vector mat[4])
 Returns crew transformation indside vehicle in world space.
 
proto native void CrewGetIn (Human player, int posIdx)
 Performs transfer of player from world into vehicle on given position.
 
proto native Human CrewGetOut (int posIdx)
 Performs transfer of player from vehicle into world from given position.
 
proto native void CrewDeath (int posIdx)
 Handles death of player in vehicle and awakes its physics if needed.
 
override bool IsTransport ()
 
override bool IsIgnoredByConstruction ()
 
override bool IsHealthVisible ()
 
override bool ShowZonesHealth ()
 
override int GetHideIconMask ()
 
float GetMomentum ()
 
bool IsVitalSparkPlug ()
 
string GetVehicleType ()
 
string GetActionCompNameFuel ()
 
float GetActionDistanceFuel ()
 
vector GetRefillPointPosWS ()
 
protected VehicleFlippedContext GetFlipContext ()
 
protected bool DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance)
 
protected bool DetectFlipped (VehicleFlippedContext ctx)
 Override based on vehicle implementation (Car, Boat, modded, etc.)
 
bool IsFlipped ()
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsActionFlipped (Man player)
 Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
 
bool IsAnyCrewPresent ()
 
float GetTransportCameraDistance ()
 
void MarkCrewMemberUnconscious (int crewMemberIndex)
 
void MarkCrewMemberDead (int crewMemberIndex)
 
protected void HandleByCrewMemberState (ECrewMemberState state)
 
vector GetTransportCameraOffset ()
 
int GetAnimInstance ()
 
int GetSeatAnimationType (int posIdx)
 
int Get3rdPersonCameraType ()
 
bool CrewCanGetThrough (int posIdx)
 
bool CanReachSeatFromSeat (int currentSeat, int nextSeat)
 
bool CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0)
 
bool CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat)
 
int GetSeatIndexFromDoor (string pDoorSelection)
 
bool IsIgnoredObject (Object o)
 
void SetEngineZoneReceivedHit (bool pState)
 
bool HasEngineZoneReceivedHit ()
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])
 
bool IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
Shape DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
 
void AdvancedCommunication ()
 
void TurnOnTransmitter ()
 
void TurnOffTransmitter ()
 
void InitializeActions ()
 
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
void SetActions ()
 
void AddAction (typename actionName)
 
void RemoveAction (typename actionName)
 
void JunctureTakeEntityToHands (notnull EntityAI item)
 hand juncture
 
void PredictiveTakeEntityToHands (EntityAI item)
 
void LocalTakeEntityToHands (EntityAI item)
 
void ServerTakeEntityToHands (EntityAI item)
 
void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
 
protected bool ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand -> !hand replace
 
bool LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda)
 
protected bool ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 !hand replace -> hand
 
bool LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda)
 
protected bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace
 
bool LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda)
 
protected bool ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
 hand replace2
 
bool LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda)
 
bool JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 to inv juncture
 
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
protected bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToCargo (notnull EntityAI item)
 to cgo juncture
 
override bool PredictiveTakeEntityToCargo (notnull EntityAI item)
 
override bool LocalTakeEntityToCargo (notnull EntityAI item)
 
override bool ServerTakeEntityToCargo (notnull EntityAI item)
 
protected bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachment (notnull EntityAI item)
 as att juncture
 
override bool PredictiveTakeEntityAsAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityAsAttachment (notnull EntityAI item)
 
override bool ServerTakeEntityAsAttachment (notnull EntityAI item)
 
protected bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
bool JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 as att ex juncture
 
override bool PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
override bool ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot)
 
protected bool TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot)
 
bool JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 swap juncture
 
bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
bool ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
protected bool SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)
 
bool JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 ForceSwap juncture.
 
bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
protected bool ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
bool JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 to target inv juncture
 
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool PredictiveTakeOrSwapAttachment (notnull EntityAI item)
 
override bool LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
protected bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 to target cgo ex juncture
 
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
protected bool TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
bool JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 to target cgo juncture
 
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
protected bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 to target att ex juncture
 
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
protected bool TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)
 
bool JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 to target att juncture
 
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
protected bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 to dst juncture
 
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
override bool ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
protected bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
 
proto native bool StatRegister (string name)
 
proto native float StatGet (string name)
 Gets counter value of the specified stat type.
 
proto void StatGetCounter (string name, out string value)
 Gets counter value as string of the specified stat type.
 
proto void StatGetAsTime (string name, out string value)
 Gets counter value as formatted time string of the specified stat type.
 
proto native void StatUpdate (string name, float value)
 Updates stat counter with given value.
 
proto native void StatUpdateByTime (string name)
 Updates stat counter by time.
 
proto native void StatUpdateByPosition (string name)
 Updates stat counter by player's actual position.
 
proto native void StatUpdateByGivenPos (string name, vector pos)
 Updates stat counter by given position.
 
proto native void StatInvokeUpdate ()
 
proto native void StatSyncToClient ()
 

Private Attributes

ref TIntArray m_InteractActions
 
private SoundLookupTable m_SoundImpactTable
 
private float m_SoundContactTickTime
 
private bool m_IsMeleeWeapon = false
 
ref TIntArray m_SingleUseActions
 
ref TIntArray m_ContinuousActions
 
protected bool m_EngineZoneReceivedHit
 
protected vector m_fuelPos
 
protected ref set< intm_UnconsciousCrewMemberIndices
 
protected ref set< intm_DeadCrewMemberIndices
 
TInputActionMap m_InputActionMap
 
bool m_ActionsInitialize
 

Static Private Attributes

static private const float SOUND_CONTACT_SKIP = 0.33
 
static private ref VehicleFlippedContext m_FlippedContext
 Shared context across all vehicles for flipping.
 
static ref map< typename, ref TInputActionMapm_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
 
protected ref ScriptInvoker m_OnItemAddedToHands
 
protected ref ScriptInvoker m_OnItemRemovedFromHands
 
proto native HumanInventory GetHumanInventory ()
 
ScriptInvoker GetOnItemAddedToHands ()
 
ScriptInvoker GetOnItemRemovedFromHands ()
 
void EEItemIntoHands (EntityAI item)
 
void EEItemOutOfHands (EntityAI item)
 
bool JunctureDropEntity (notnull EntityAI item)
 drop juncture
 
override bool PredictiveDropEntity (notnull EntityAI item)
 
override bool LocalDropEntity (notnull EntityAI item)
 
override bool ServerDropEntity (notnull EntityAI item)
 
protected bool DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)
 

Detailed Description

Base native class of all vehicles in game.

Member Function Documentation

◆ AddAction()

◆ AddItemToDelete()

void AddItemToDelete ( EntityAI  item)
private

◆ AdvancedCommunication()

void AdvancedCommunication ( )
inlineprivate

◆ Building()

void Building ( )
inlineprivate

References g_Game, GetType(), and m_InteractActions.

◆ CanBeSkinned()

override bool CanBeSkinned ( )
inlineprivate

◆ CanDoorBeClosed()

bool CanDoorBeClosed ( int  doorIndex)
inlineprivate

References IsDoorOpen().

◆ CanDoorBeLocked()

bool CanDoorBeLocked ( int  doorIndex)
inlineprivate

Check if the door is closed and if the door is unlocked.

References IsDoorLocked(), and IsDoorOpen().

◆ CanDoorBeOpened()

bool CanDoorBeOpened ( int  doorIndex,
bool  checkIfLocked = false 
)
inlineprivate

References IsDoorLocked(), and IsDoorOpen().

◆ CanDropEntity()

override bool CanDropEntity ( notnull EntityAI  item)
inlineprivate

◆ CanObstruct()

override bool CanObstruct ( )
inlineprivate

◆ CanPlaceItem()

bool CanPlaceItem ( EntityAI  item)
private

◆ CanReachDoorsFromSeat()

bool CanReachDoorsFromSeat ( string  pDoorsSelection,
int  pCurrentSeat 
)
inlineprivate

◆ CanReachSeatFromDoors()

bool CanReachSeatFromDoors ( string  pSeatSelection,
vector  pFromPos,
float  pDistance = 1.0 
)
inlineprivate

◆ CanReachSeatFromSeat()

bool CanReachSeatFromSeat ( int  currentSeat,
int  nextSeat 
)
inlineprivate

◆ CloseDoor()

proto native void CloseDoor ( int  index)
private

Attempts to close the door.

Referenced by OnAction().

◆ CrewCanGetThrough()

bool CrewCanGetThrough ( int  posIdx)
inlineprivate

◆ CrewDeath()

proto native void CrewDeath ( int  posIdx)
private

Handles death of player in vehicle and awakes its physics if needed.

◆ CrewDriver()

proto native Human CrewDriver ( )
private

Returns the driver Null can be returned if no Human is present.

◆ CrewEntry()

proto void CrewEntry ( int  posIdx,
out vector  pos,
out vector  dir 
)
private

Reads entry point and direction into vehicle on given position in model space.

◆ CrewEntryWS()

proto void CrewEntryWS ( int  posIdx,
out vector  pos,
out vector  dir 
)
private

Reads entry point and direction into vehicle on given position in world space.

◆ CrewGetIn()

proto native void CrewGetIn ( Human  player,
int  posIdx 
)
private

Performs transfer of player from world into vehicle on given position.

◆ CrewGetOut()

proto native Human CrewGetOut ( int  posIdx)
private

Performs transfer of player from vehicle into world from given position.

◆ CrewMember()

proto native Human CrewMember ( int  posIdx)
private

Returns crew member based on position index. Null can be returned if no Human is present on the given position.

◆ CrewMemberIndex()

proto native int CrewMemberIndex ( Human  player)
private

Returns crew member index based on player's instance. -1 is returned when the player is not isnide.

◆ CrewPositionIndex()

proto native int CrewPositionIndex ( int  componentIdx)
private

Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index.

◆ CrewSize()

proto native int CrewSize ( )
private

Returns crew capacity of this vehicle.

◆ CrewTransform()

proto void CrewTransform ( int  posIdx,
out vector  mat[4] 
)
private

Returns crew transformation indside vehicle in model space.

◆ CrewTransformWS()

proto void CrewTransformWS ( int  posIdx,
out vector  mat[4] 
)
private

Returns crew transformation indside vehicle in world space.

◆ DebugFreeAreaAtDoor()

Shape DebugFreeAreaAtDoor ( int  currentSeat,
float  maxAllowedObjHeight = 0.5,
float  horizontalExtents = 0.5,
float  playerHeight = 1.7 
)
inlineprivate

◆ DetectFlipped()

protected bool DetectFlipped ( VehicleFlippedContext  ctx)
inlineprivate

Override based on vehicle implementation (Car, Boat, modded, etc.)

◆ DetectFlippedUsingSurface()

◆ DisableVicinityIcon()

override bool DisableVicinityIcon ( )
inlineprivate

◆ DropEntityImpl()

◆ EEHitBy()

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

References component.

◆ EEItemIntoHands()

void EEItemIntoHands ( EntityAI  item)
inlineprivate

◆ EEItemOutOfHands()

void EEItemOutOfHands ( EntityAI  item)
inlineprivate

◆ EnableCollisionsWithCharacter()

proto native void EnableCollisionsWithCharacter ( bool  state)
private

collisions with character

◆ ForceFarBubble()

proto native void ForceFarBubble ( bool  state)
private

Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.

◆ ForceSwapEntitiesImpl()

◆ Get3rdPersonCameraType()

int Get3rdPersonCameraType ( )
inlineprivate

References Error().

◆ GetActionCompNameFuel()

string GetActionCompNameFuel ( )
inlineprivate

◆ GetActionDistanceFuel()

float GetActionDistanceFuel ( )
inlineprivate

◆ GetActions()

override void GetActions ( typename action_input_type  ,
out array< ActionBase_Basic actions 
)
inlineprivate

◆ GetAnimInstance()

int GetAnimInstance ( )
inlineprivate

References Error().

◆ GetCurrentWeaponMode()

proto native owned string GetCurrentWeaponMode ( )
private

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx  outputList)
inlineprivate

References SAT_DEBUG_ACTION.

◆ GetDoorCount()

proto native int GetDoorCount ( )
private

Returns the number of the doors in the building.

Referenced by GetNearestDoorBySoundPos().

◆ GetDoorIndex()

proto native int GetDoorIndex ( int  componentIndex)
private

Gets the index of the door based on the view geometry component index.

◆ GetDoorSoundDistance()

proto native float GetDoorSoundDistance ( int  index)
private

Audible distance for the door sound.

◆ GetDoorSoundPos()

proto native vector GetDoorSoundPos ( int  index)
private

Position in world space for where the door sounds are played from.

Referenced by GetNearestDoorBySoundPos().

◆ GetDrivingVehicle()

proto native EntityAI GetDrivingVehicle ( )
private

Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.

◆ GetFlipContext()

protected VehicleFlippedContext GetFlipContext ( )
inlineprivate

References DiagMenu::GetBool().

◆ GetHideIconMask()

override int GetHideIconMask ( )
inlineprivate

◆ GetHumanInventory()

◆ GetIdentity()

proto native PlayerIdentity GetIdentity ( )
private

Returns player's identity.

◆ GetImpactSurfaceType()

string GetImpactSurfaceType ( IEntity  other,
Contact  impact 
)
inlineprivate

◆ GetImpactSurfaceTypeEx()

◆ GetInputInterface()

proto native UAInterface GetInputInterface ( )
private

Returns player's input interface.

◆ GetInventoryItemType()

proto native InventoryItemType GetInventoryItemType ( )
private

◆ GetLadderPosBottom()

proto native vector GetLadderPosBottom ( int  ladderIndex)
private

◆ GetLadderPosTop()

proto native vector GetLadderPosTop ( int  ladderIndex)
private

◆ GetLaddersCount()

proto native int GetLaddersCount ( )
private

◆ GetLockCompatibilityType()

int GetLockCompatibilityType ( int  doorIdx)
inlineprivate

Which door is compatible with which key (door idx supplied). Bitwise.

Parameters
doorIdx
Returns
bitwise value of all compatible locks
Note
you can combine the bit values like so:
return (1 << EBuildingLockType.LOCKPICK) | (1 << EBuildingLockType.SHIP_CONTAINER_1);
you can also this for each individual door idx

◆ GetMasterAttenuation()

proto native owned string GetMasterAttenuation ( )
private

◆ GetMeleeCombatData()

proto native MeleeCombatData GetMeleeCombatData ( )
private

◆ GetMeleeHeavyMode()

int GetMeleeHeavyMode ( )
inlineprivate

◆ GetMeleeMode()

int GetMeleeMode ( )
inlineprivate

◆ GetMeleeSprintMode()

int GetMeleeSprintMode ( )
inlineprivate

◆ GetMeleeTargetType() [1/2]

override int GetMeleeTargetType ( )
inlineprivate

◆ GetMeleeTargetType() [2/2]

override int GetMeleeTargetType ( )
inlineprivate

◆ GetMomentum()

float GetMomentum ( )
inlineprivate

◆ GetMoveType()

protected override event GetMoveType ( )
inlineprivate

◆ GetNearestDoorBySoundPos()

int GetNearestDoorBySoundPos ( vector  position)
inlineprivate

Gets the nearest door based on the sound position (quick and dirty function for debugging)

References vector::DistanceSq(), GetDoorCount(), and GetDoorSoundPos().

Referenced by OnAction().

◆ GetOnItemAddedToHands()

ScriptInvoker GetOnItemAddedToHands ( )
inlineprivate

References m_OnItemAddedToHands.

◆ GetOnItemRemovedFromHands()

ScriptInvoker GetOnItemRemovedFromHands ( )
inlineprivate

◆ GetOwnerStateType()

protected override event GetOwnerStateType ( )
inlineprivate

◆ GetPlayerState()

int GetPlayerState ( )
inlineprivate

◆ GetRefillPointPosWS()

vector GetRefillPointPosWS ( )
inlineprivate

◆ GetRuinedMeleeAmmoType()

string GetRuinedMeleeAmmoType ( )
inlineprivate

returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use

◆ GetSeatAnimationType()

int GetSeatAnimationType ( int  posIdx)
inlineprivate

References Error().

◆ GetSeatIndexFromDoor()

int GetSeatIndexFromDoor ( string  pDoorSelection)
inlineprivate

◆ GetTooltip()

string GetTooltip ( )
inlineprivate

Get tooltip text.

◆ GetTransportCameraDistance()

float GetTransportCameraDistance ( )
inlineprivate

◆ GetTransportCameraOffset()

vector GetTransportCameraOffset ( )
inlineprivate

◆ GetVehicleType()

string GetVehicleType ( )
inlineprivate

◆ HandleByCrewMemberState()

protected void HandleByCrewMemberState ( ECrewMemberState  state)
private

◆ HasCollisionsWithCharacter()

proto native bool HasCollisionsWithCharacter ( )
private

◆ HasEngineZoneReceivedHit()

bool HasEngineZoneReceivedHit ( )
inlineprivate

◆ HasFixedActionTargetCursorPosition()

override bool HasFixedActionTargetCursorPosition ( )
inlineprivate

◆ InitializeActions()

void InitializeActions ( )
inlineprivate

◆ InitImpactSoundData()

protected void InitImpactSoundData ( )
inlineprivate

◆ InventoryItem()

void InventoryItem ( )
inlineprivate

◆ IsActionFlipped()

bool IsActionFlipped ( Man  player)
inlineprivate

Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)

References DetectFlipped(), VehicleFlippedContext::m_ActionPlayer, and VehicleFlippedContext::m_bIsAction.

◆ IsAnyCrewPresent()

bool IsAnyCrewPresent ( )
inlineprivate

◆ IsAreaAtDoorFree() [1/2]

bool IsAreaAtDoorFree ( int  currentSeat,
float  maxAllowedObjHeight,
inout vector  extents,
out vector  transform[4] 
)
inlineprivate

◆ IsAreaAtDoorFree() [2/2]

bool IsAreaAtDoorFree ( int  currentSeat,
float  maxAllowedObjHeight = 0.5,
float  horizontalExtents = 0.5,
float  playerHeight = 1.7 
)
inlineprivate

◆ IsBuilding()

override bool IsBuilding ( )
inlineprivate

◆ IsCameraInsideVehicle()

proto native bool IsCameraInsideVehicle ( )
private

◆ IsDoorClosed()

proto native bool IsDoorClosed ( int  index)
private

When the phase is at the close phase target (0.0)

◆ IsDoorClosing()

proto native bool IsDoorClosing ( int  index)
private

When the wanted phase is at the close phase target (0.0)

◆ IsDoorLocked()

proto native bool IsDoorLocked ( int  index)
private

When the door is locked.

Referenced by CanDoorBeLocked(), and CanDoorBeOpened().

◆ IsDoorOpen()

proto native bool IsDoorOpen ( int  index)
private

When the door is requested to be fully open (animation wanted phase is greater than 0.5)

Referenced by CanDoorBeClosed(), CanDoorBeLocked(), and CanDoorBeOpened().

◆ IsDoorOpened()

proto native bool IsDoorOpened ( int  index)
private

When the phase is at the open phase target (1.0)

◆ IsDoorOpenedAjar()

proto native bool IsDoorOpenedAjar ( int  index)
private

When the phase is at the ajar phase target (0.2)

◆ IsDoorOpening()

proto native bool IsDoorOpening ( int  index)
private

When the wanted phase is at the open phase target (1.0)

◆ IsDoorOpeningAjar()

proto native bool IsDoorOpeningAjar ( int  index)
private

When the wanted phase is at the ajar phase target (0.2)

◆ IsFlipped()

bool IsFlipped ( )
inlineprivate

Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)

References DetectFlipped(), VehicleFlippedContext::m_ActionPlayer, and VehicleFlippedContext::m_bIsAction.

◆ IsHealthVisible() [1/3]

override bool IsHealthVisible ( )
inlineprivate

◆ IsHealthVisible() [2/3]

override bool IsHealthVisible ( )
inlineprivate

◆ IsHealthVisible() [3/3]

override bool IsHealthVisible ( )
inlineprivate

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )
inlineprivate

Referenced by IsColliding(), and IsCollidingEx().

◆ IsIgnoredObject()

bool IsIgnoredObject ( Object  o)
inlineprivate

If the player can't interact (hint: collide) with the object, then it is ignored

Ignore any player that is currently in this vehicle

References Class::CastTo(), dBodyGetInteractionLayer(), dGetInteractionLayer(), and HumanCommandVehicle::GetTransport().

◆ IsInTransport()

bool IsInTransport ( )
inlineprivate

returns true if man is in transport, false otherwise

References GetParent().

◆ IsInventoryItem()

override bool IsInventoryItem ( )
inlineprivate

◆ IsInventorySoftLocked()

bool IsInventorySoftLocked ( )
inlineprivate

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate

◆ IsMan()

◆ IsMeleeFinisher()

bool IsMeleeFinisher ( )
inlineprivate

◆ IsMeleeWeapon()

override bool IsMeleeWeapon ( )
inlineprivate

◆ IsOn()

proto native bool IsOn ( )
private

Some inventoryItem devices can be switched on/off (radios, transmitters)

◆ IsSoundInsideBuilding()

proto native bool IsSoundInsideBuilding ( )
private

◆ IsSpeechRestricted()

proto native bool IsSpeechRestricted ( )
private

Check if player has resctricted speech.

◆ IsTransport()

override bool IsTransport ( )
inlineprivate

◆ IsUnconscious()

bool IsUnconscious ( )
private

◆ IsUnconsciousStateOnly()

bool IsUnconsciousStateOnly ( )
private

uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)

◆ IsVitalSparkPlug()

bool IsVitalSparkPlug ( )
inlineprivate

◆ JunctureDeleteItem()

void JunctureDeleteItem ( EntityAI  item)
inlineprivate

◆ JunctureDropEntity()

bool JunctureDropEntity ( notnull EntityAI  item)
inlineprivate

drop juncture

References DropEntityImpl().

Referenced by PredictiveDropEntity().

◆ JunctureForceSwapEntities()

bool JunctureForceSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2,
notnull InventoryLocation  item2_dst 
)
inlineprivate

ForceSwap juncture.

References ForceSwapEntitiesImpl().

◆ JunctureSwapEntities()

bool JunctureSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2 
)
inlineprivate

swap juncture

References SwapEntitiesImpl().

◆ JunctureTakeEntityAsAttachment()

bool JunctureTakeEntityAsAttachment ( notnull EntityAI  item)
inlineprivate

as att juncture

References TakeEntityAsAttachmentImpl().

Referenced by PredictiveTakeEntityAsAttachment().

◆ JunctureTakeEntityAsAttachmentEx()

bool JunctureTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

as att ex juncture

References TakeEntityAsAttachmentExImpl().

Referenced by PredictiveTakeEntityAsAttachmentEx().

◆ JunctureTakeEntityToCargo()

bool JunctureTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

to cgo juncture

References TakeEntityToCargoImpl().

Referenced by PredictiveTakeEntityToCargo().

◆ JunctureTakeEntityToHands()

void JunctureTakeEntityToHands ( notnull EntityAI  item)
inlineprivate

hand juncture

References TakeEntityToHandsImpl().

Referenced by PredictiveTakeEntityToHands().

◆ JunctureTakeEntityToInventory()

bool JunctureTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

to inv juncture

References TakeEntityToInventoryImpl().

Referenced by PredictiveTakeEntityToInventory().

◆ JunctureTakeEntityToTargetAttachment()

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

to target att juncture

References TakeEntityToTargetAttachmentImpl().

Referenced by PredictiveTakeEntityToTargetAttachment().

◆ JunctureTakeEntityToTargetAttachmentEx()

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

to target att ex juncture

References TakeEntityToTargetAttachmentExImpl().

Referenced by PredictiveTakeEntityToTargetAttachmentEx().

◆ JunctureTakeEntityToTargetCargo()

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

to target cgo juncture

References TakeEntityToTargetCargoImpl().

Referenced by PredictiveTakeEntityToTargetCargo().

◆ JunctureTakeEntityToTargetCargoEx()

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

to target cgo ex juncture

References TakeEntityToTargetCargoExImpl().

Referenced by PredictiveTakeEntityToTargetCargoEx().

◆ JunctureTakeEntityToTargetInventory()

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

to target inv juncture

References TakeEntityToTargetInventoryImpl().

Referenced by PredictiveTakeEntityToTargetInventory().

◆ JunctureTakeToDst()

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

to dst juncture

References TakeToDstImpl().

Referenced by PredictiveTakeToDst().

◆ LocalDestroyEntityInHands()

◆ LocalDropEntity()

override bool LocalDropEntity ( notnull EntityAI  item)
inlineprivate

References DropEntityImpl().

Referenced by UnlockServer().

◆ LocalForceSwapEntities()

bool LocalForceSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2,
notnull InventoryLocation  item2_dst 
)
inlineprivate

◆ LocalReplaceItemElsewhereWithNewInHands()

bool LocalReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ LocalReplaceItemInHandsWithNew()

bool LocalReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ LocalReplaceItemInHandsWithNewElsewhere()

bool LocalReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ LocalReplaceItemWithNew()

bool LocalReplaceItemWithNew ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ LocalSwapEntities()

bool LocalSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2 
)
inlineprivate

References SwapEntitiesImpl().

◆ LocalTakeEntityAsAttachment()

◆ LocalTakeEntityAsAttachmentEx()

override bool LocalTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ LocalTakeEntityToCargo()

override bool LocalTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

◆ LocalTakeEntityToHands()

void LocalTakeEntityToHands ( EntityAI  item)
inlineprivate

◆ LocalTakeEntityToInventory()

override bool LocalTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ LocalTakeEntityToTargetAttachment()

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

◆ LocalTakeEntityToTargetAttachmentEx()

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

◆ LocalTakeEntityToTargetCargo()

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

◆ LocalTakeEntityToTargetCargoEx()

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

◆ LocalTakeEntityToTargetInventory()

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

◆ LocalTakeToDst()

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

References TakeToDstImpl().

Referenced by DropNonUsableMaterialsServer().

◆ LockDoor()

proto native void LockDoor ( int  index,
bool  force = false 
)
private

Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.

Referenced by OnAction().

◆ Man()

void Man ( )
inlineprivate

◆ MarkCrewMemberDead()

void MarkCrewMemberDead ( int  crewMemberIndex)
inlineprivate

◆ MarkCrewMemberUnconscious()

void MarkCrewMemberUnconscious ( int  crewMemberIndex)
inlineprivate

◆ NeedInventoryJunctureFromServer()

◆ OnAction()

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

◆ OnDoorCloseFinish()

void OnDoorCloseFinish ( DoorFinishParams  params)
inlineprivate

Event for when the door finishes closing.

◆ OnDoorCloseStart()

void OnDoorCloseStart ( DoorStartParams  params)
inlineprivate

Event for when the door starts closing.

◆ OnDoorLocked()

void OnDoorLocked ( DoorLockParams  params)
inlineprivate

Event for when the door is locked.

◆ OnDoorOpenAjarFinish()

void OnDoorOpenAjarFinish ( DoorFinishParams  params)
inlineprivate

Event for when the door finishes opening ajarred (usually after unlock)

◆ OnDoorOpenAjarStart()

void OnDoorOpenAjarStart ( DoorStartParams  params)
inlineprivate

Event for when the door starts opening ajarred (usually after unlock)

◆ OnDoorOpenFinish()

void OnDoorOpenFinish ( DoorFinishParams  params)
inlineprivate

Event for when the door finishes opening.

◆ OnDoorOpenStart()

void OnDoorOpenStart ( DoorStartParams  params)
inlineprivate

Event for when the door starts opening.

◆ OnDoorUnlocked()

void OnDoorUnlocked ( DoorLockParams  params)
inlineprivate

Event for when the door is unlocked.

◆ OnGameplayDataHandlerSync()

void OnGameplayDataHandlerSync ( )
private

◆ OnItemInHandsChanged()

void OnItemInHandsChanged ( )
inlineprivate

◆ OnRightClick()

void OnRightClick ( )
inlineprivate

◆ OnUseFromInventory()

event bool OnUseFromInventory ( Man  owner)
inlineprivate

◆ OpenDoor()

proto native void OpenDoor ( int  index)
private

Attempts to open the door.

Referenced by OnAction().

◆ OutputDoorLog()

proto native void OutputDoorLog ( )
private

Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.

Referenced by OnAction().

◆ PhysicalPredictiveDropItem()

bool PhysicalPredictiveDropItem ( EntityAI  entity,
bool  heavy_item_only = true 
)
private

◆ PlayDoorSound()

proto native void PlayDoorSound ( int  index)
private

Plays the appropriate sound at the door, based on animation phase and state.

Referenced by OnAction().

◆ PlayImpactSound()

void PlayImpactSound ( float  weight,
float  velocity,
int  surfaceHash 
)
inlineprivate

◆ PlaySound()

◆ PlaySoundByAnimEvent()

void PlaySoundByAnimEvent ( EAnimSoundEventID  id)
inlineprivate

◆ PredictiveDropEntity()

override bool PredictiveDropEntity ( notnull EntityAI  item)
inlineprivate

◆ PredictiveForceSwapEntities()

bool PredictiveForceSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2,
notnull InventoryLocation  item2_dst 
)
inlineprivate

◆ PredictiveMoveItemFromHandsToInventory()

◆ PredictiveSwapEntities()

◆ PredictiveTakeEntityAsAttachment()

◆ PredictiveTakeEntityAsAttachmentEx()

override bool PredictiveTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ PredictiveTakeEntityToCargo()

◆ PredictiveTakeEntityToHands()

◆ PredictiveTakeEntityToInventory()

◆ PredictiveTakeEntityToTargetAttachment()

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

◆ PredictiveTakeEntityToTargetAttachmentEx()

◆ PredictiveTakeEntityToTargetCargo()

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

◆ PredictiveTakeEntityToTargetCargoEx()

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

◆ PredictiveTakeEntityToTargetInventory()

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

◆ PredictiveTakeOrSwapAttachment()

bool PredictiveTakeOrSwapAttachment ( notnull EntityAI  item)
inlineprivate

◆ PredictiveTakeToDst()

◆ ProcessImpactSound()

float ProcessImpactSound ( IEntity  other,
Contact  extra,
float  weight,
out int  surfaceHash 
)
inlineprivate

◆ ProcessImpactSoundEx()

float ProcessImpactSoundEx ( IEntity  other,
Contact  extra,
float  weight,
out int  surfaceHash,
out int  liquidType 
)
inlineprivate

◆ RemoveAction()

void RemoveAction ( typename actionName  )
inlineprivate

◆ ReplaceItemElsewhereWithNewInHandsImpl()

◆ ReplaceItemInHandsWithNewElsewhereImpl()

◆ ReplaceItemInHandsWithNewImpl()

◆ ReplaceItemWithNewImpl()

◆ ServerDropEntity()

override bool ServerDropEntity ( notnull EntityAI  item)
inlineprivate

References DropEntityImpl().

Referenced by UnlockServer().

◆ ServerForceSwapEntities()

bool ServerForceSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2,
notnull InventoryLocation  item2_dst 
)
inlineprivate

◆ ServerReplaceItemElsewhereWithNewInHands()

bool ServerReplaceItemElsewhereWithNewInHands ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ ServerReplaceItemInHandsWithNew()

bool ServerReplaceItemInHandsWithNew ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ ServerReplaceItemInHandsWithNewElsewhere()

bool ServerReplaceItemInHandsWithNewElsewhere ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ ServerReplaceItemWithNew()

bool ServerReplaceItemWithNew ( ReplaceItemWithNewLambdaBase  lambda)
inlineprivate

◆ ServerSwapEntities()

bool ServerSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2 
)
inlineprivate

References SwapEntitiesImpl().

◆ ServerTakeEntityAsAttachment()

override bool ServerTakeEntityAsAttachment ( notnull EntityAI  item)
inlineprivate

◆ ServerTakeEntityAsAttachmentEx()

override bool ServerTakeEntityAsAttachmentEx ( notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ ServerTakeEntityToCargo()

override bool ServerTakeEntityToCargo ( notnull EntityAI  item)
inlineprivate

◆ ServerTakeEntityToHands()

void ServerTakeEntityToHands ( EntityAI  item)
inlineprivate

◆ ServerTakeEntityToInventory()

override bool ServerTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ ServerTakeEntityToTargetAttachment()

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

◆ ServerTakeEntityToTargetAttachmentEx()

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

◆ ServerTakeEntityToTargetCargo()

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

◆ ServerTakeEntityToTargetCargoEx()

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

◆ ServerTakeToDst()

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

◆ SetActions()

void SetActions ( )
inlineprivate

References AddAction().

◆ SetEngineZoneReceivedHit()

void SetEngineZoneReceivedHit ( bool  pState)
inlineprivate

◆ SetFaceMaterial()

proto native void SetFaceMaterial ( string  material_name)
private

Material that is used on the Man's face and hands.

◆ SetFaceTexture()

proto native void SetFaceTexture ( string  texture_name)
private

Texture that is used on the Man's face and hands.

◆ SetInventorySoftLock()

void SetInventorySoftLock ( bool  status)
private

◆ SetMasterAttenuation()

proto native void SetMasterAttenuation ( string  masterAttenuation)
private

◆ SetProcessUIWarning()

void SetProcessUIWarning ( bool  state)
private

◆ SetSpeechRestricted()

proto native void SetSpeechRestricted ( bool  state)
private

Set speech restriction.

◆ ShowZonesHealth()

override bool ShowZonesHealth ( )
inlineprivate

◆ StatGet()

proto native float StatGet ( string  name)
private

Gets counter value of the specified stat type.

Parameters
[in]nameThe name of the stat type.

◆ StatGetAsTime()

proto void StatGetAsTime ( string  name,
out string  value 
)
private

Gets counter value as formatted time string of the specified stat type.

Parameters
[in]nameThe name of the stat type.
[out]valueA formatted string containing stat value.

◆ StatGetCounter()

proto void StatGetCounter ( string  name,
out string  value 
)
private

Gets counter value as string of the specified stat type.

Parameters
[in]nameThe name of the stat type.
[out]valueA formatted string containing stat value.

◆ StatInvokeUpdate()

proto native void StatInvokeUpdate ( )
private

Invokes read stats from server to client.

Note
Call this on client when you need update stats.

◆ StatRegister()

proto native bool StatRegister ( string  name)
private

Stats Registers new stat type for this player.

Parameters
[in]nameThe name of the stat type.

◆ StatSyncToClient()

proto native void StatSyncToClient ( )
private

Invokes save stats from server to client.

Note
Call this on server when you need update stats.

◆ StatUpdate()

proto native void StatUpdate ( string  name,
float  value 
)
private

Updates stat counter with given value.

Parameters
[in]nameThe name of the stat type.
[in]valueThe specified value.

◆ StatUpdateByGivenPos()

proto native void StatUpdateByGivenPos ( string  name,
vector  pos 
)
private

Updates stat counter by given position.

Parameters
[in]nameThe name of the stat type.
[in]posThe specified position.

◆ StatUpdateByPosition()

proto native void StatUpdateByPosition ( string  name)
private

Updates stat counter by player's actual position.

Use this to measure player's travelling distance.

Parameters
[in]nameThe name of the stat type.

◆ StatUpdateByTime()

proto native void StatUpdateByTime ( string  name)
private

Updates stat counter by time.

Use this to measure play time.

Parameters
[in]nameThe name of the stat type.

◆ StopDeathDarkeningEffect()

void StopDeathDarkeningEffect ( )
private

◆ SwapEntitiesImpl()

◆ SwitchOn()

proto native void SwitchOn ( bool  onOff)
private

Some inventoryItem devices can be switched on/off (radios, transmitters)

Referenced by ActionTurnOnSpotlight::OnExecuteServer(), and ActionTurnOnWhileOnGround::OnExecuteServer().

◆ Synchronize()

proto native void Synchronize ( )
private

Synchronizes car's state in case the simulation is not running.

◆ TakeEntityAsAttachmentExImpl()

◆ TakeEntityAsAttachmentImpl()

◆ TakeEntityToCargoImpl()

◆ TakeEntityToHandsImpl()

◆ TakeEntityToInventoryImpl()

◆ TakeEntityToTargetAttachmentExImpl()

◆ TakeEntityToTargetAttachmentImpl()

◆ TakeEntityToTargetCargoExImpl()

◆ TakeEntityToTargetCargoImpl()

◆ TakeEntityToTargetInventoryImpl()

◆ TakeToDstImpl()

◆ ThrowPhysically()

proto native void ThrowPhysically ( DayZPlayer  player,
vector  force,
bool  collideWithCharacters = true 
)
private

◆ Transport()

void Transport ( )
inlineprivate

◆ TurnOffTransmitter()

void TurnOffTransmitter ( )
inlineprivate

◆ TurnOnTransmitter()

void TurnOnTransmitter ( )
inlineprivate

◆ UnlockDoor()

proto native void UnlockDoor ( int  index,
bool  animate = true 
)
private

Unlocks the door if locked, AJAR animation optional.

Referenced by OnAction().

◆ UpdateInventoryMenu()

Field Documentation

◆ m_ActionsInitialize

bool m_ActionsInitialize
private

◆ m_AdvComTypeActionsMap

ref map<typename, ref TInputActionMap> m_AdvComTypeActionsMap = new map<typename, ref TInputActionMap>
staticprivate

◆ m_ContinuousActions

ref TIntArray m_ContinuousActions
private

◆ m_DeadCrewMemberIndices

protected ref set<int> m_DeadCrewMemberIndices
private

◆ m_EngineZoneReceivedHit

protected bool m_EngineZoneReceivedHit
private

◆ m_FlippedContext

private ref VehicleFlippedContext m_FlippedContext
staticprivate

Shared context across all vehicles for flipping.

◆ m_fuelPos

protected vector m_fuelPos
private

◆ m_InputActionMap

TInputActionMap m_InputActionMap
private

◆ m_InteractActions

ref TIntArray m_InteractActions
private

◆ m_IsMeleeWeapon

private bool m_IsMeleeWeapon = false
private

◆ m_OnItemAddedToHands

protected ref ScriptInvoker m_OnItemAddedToHands
private

Referenced by GetOnItemAddedToHands().

◆ m_OnItemRemovedFromHands

protected ref ScriptInvoker m_OnItemRemovedFromHands
private

◆ m_SingleUseActions

ref TIntArray m_SingleUseActions
private

◆ m_SoundContactTickTime

private float m_SoundContactTickTime
private

◆ m_SoundImpactTable

private SoundLookupTable m_SoundImpactTable
private

◆ m_UnconsciousCrewMemberIndices

protected ref set<int> m_UnconsciousCrewMemberIndices
private

◆ SOUND_CONTACT_SKIP

private const float SOUND_CONTACT_SKIP = 0.33
staticprivate

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