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| proto bool | Write (void value_out) |
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| proto bool | Read (void value_in) |
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| proto native bool | CanWrite () |
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| proto native bool | CanRead () |
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| void | IntroSceneCharacter () |
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| void | ~IntroSceneCharacter () |
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| bool | IsDefaultCharacter () |
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| void | SetToDefaultCharacter () |
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| void | SetCharacterID (int char_id) |
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| int | GetCharacterID () |
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| PlayerBase | GetCharacterObj () |
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| TStringArray | GetCharGenderList () |
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| TStringArray | GetCharList (ECharGender gender) |
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| TStringArray | GetCharShirtsList () |
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| TStringArray | GetCharPantsList () |
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| TStringArray | GetCharShoesList () |
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| void | SetCharacterGender (ECharGender gender) |
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| bool | IsCharacterFemale () |
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| ECharGender | GetCharacterGender () |
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| vector | GetPosition () |
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| int | GetNextCharacterID () |
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| int | GetPrevCharacterID () |
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| void | CreateNewCharacterRandom () |
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| void | CreateNewCharacterById (int character_id) |
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| void | CreateNewCharacterByName (string character_name, bool randomize_equip=true) |
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| void | CreateDefaultCharacter () |
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| void | GetLastPlayedServer (int characterID, out string address, out string name, out int port) |
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| void | CreateNewCharacter () |
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| void | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) |
| | Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
|
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| void | CharacterUnload () |
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| void | CharacterLoad (int character_id, vector char_pos, vector char_rot) |
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| void | SetupPlayerName (bool new_name) |
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| void | SetAttachment (string type, int slot) |
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| string | GetCharacterNameById (int char_id) |
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| string | GetCharacterName () |
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| void | SaveCharName (string name) |
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| void | SaveDefaultCharacter () |
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| void | TransferValues (PlayerBase player) |
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| void | Init () |
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| void | OnScheduledTick (float deltatime) |
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| void | CheckValues () |
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| float | GetBlood () |
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| float | GetHealth () |
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| void | CheckHealth () |
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| void | CheckBlood () |
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| void | SendInitValues () |
| | Sends values on object creation.
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| void | SendValue (int value_type, float value) |
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| void | ReceiveValue (int value_type, float value) |
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| void | OnRPC (ParamsReadContext ctx) |
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| void | ShowDebugValues (bool show) |
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| void | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) |
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| void | InitIndicator (vector position) |
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| void | StopIndicator (bool instant=false) |
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| void | StartRunningDrops () |
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| bool | IsRunningDrops () |
| | Are any drops currently being animated?
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| void | TrySpawnNextDrop () |
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| void | ResetSequence () |
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| void | ResetIndicator () |
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| void | Update (float timeSlice) |
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| bool | GetEndNow () |
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| int | GetSeverity () |
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| void | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) |
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| void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
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| array< ref Widget > | GetWidgetSet () |
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| int | GetWidgetSetType () |
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| int | GetWidgetSetID () |
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| bool | HasDefinedHandle () |
| | Returns 'true' if this class contains update info.
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| bool | DataInitialized () |
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| void | UpdateVisibility (bool state) |
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| void | RegisterData (Param p) |
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| void | Update (float timeSlice=0, Param p=null, int handle=-1) |
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| void | ForceStop () |
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Serialization general interface. Serializer API works with:
- primitive types: int, float, string, bool, vector
- dynamic containers: array, set, map
- static arrays
- complex types: classes
- Note
- Serializer provides deep serialization (it serialize class memebers and their members etc). To avoid serialization of certain class variable, use NonSerialized attribute.
- usage:
{
int m_id;
}
{
data.m_values.Insert(
"value1", 5.98);
data.m_values.Insert(
"value2", 4.36);
}
{
}
Serialization general interface. Serializer API works with:
Definition at line 55 of file Serializer.c.