161#ifdef PLATFORM_CONSOLE
184#ifdef PLATFORM_CONSOLE
211 SetInteractActionIcon(
"interact",
"interact_icon_frame",
"interact_btn_inner_icon",
"interact_btn_text");
215 SetInteractActionIcon(
"continuous_interact",
"continuous_interact_icon_frame",
"continuous_interact_btn_inner_icon",
"continuous_interact_btn_text");
513 pivotOffset =
object.ConfigGetFloat(
"actionTargetPivotOffsetY");
514 memOffset =
object.ConfigGetFloat(
"actionTargetMemOffsetY");
517 lod =
object.GetLODByName(MEM_LOD_NAME);
555 if (
object.
GetType() ==
"Fence" ||
object.
GetType() ==
"Watchttower" ||
object.
GetType() ==
"GardenPlot")
942 int color = 0x00FFFFFF;
1017 if (
action.HasTarget() &&
m_AM.GetActionState() < 1)
1200 protected IngameHud
GetHud()
eBleedingSourceType GetType()
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
override bool HasFixedActionTargetCursorPosition()
InventoryLocationType
types of Inventory Location
void Store(Object obj, vector pos, int compIdx)
cache object and its world pos
vector GetCursorWorldPos()
void Invalidate()
invalidate cached objec
int GetPossibleActionCount(typename inputType)
ActionBase GetPossibleAction(typename inputType)
override GetSelectedActionCategory()
override ActionTarget FindActionTarget()
void UpdatePCIconsVisibility()
Contains logic for icon set switching (Gamepad/M&K)
void SetItemHealth(int health, string itemWidget, string healthWidget, bool enabled)
string GetItemDesc(ActionBase action)
void SetItemQuantity(int type, float current, int min, int max, string itemWidget, string quantityPBWidget, string quantityTextWidget, bool enabled)
void SetItemDesc(string descText, int cargoCount, string itemWidget, string descWidget)
void ActionTargetsCursor()
void SetXboxIcon(string name, string imageset_name, string image_name)
bool IsComponentInSelection(array< Selection > selection, string compName)
void GetItemQuantity(out int q_type, out float q_cur, out int q_min, out int q_max)
const ref array< typename > VISION_OBSTRUCTION_PPEFFECTS_TYPES
void SetInteractXboxIcon(string imageset_name, string image_name)
DEPRECATED.
void SetContinuousXboxIcon(string imageset_name, string image_name)
void GetOnScreenPosition(out float x, out float y)
void SetMultipleItemAction(string multiActionsWidget, string multiActionsWidget_NotSelect)
void SetMultipleContinuousItemAction(string multiActionsWidget, string multiActionsWidget_NotSelect)
float m_MaxWidthChild
widget width
void SetQuantityVisibility(bool state)
void UpdateControllerInputIcons()
Loads icons from the latest keybinds.
void SetHealthVisibility(bool state)
void SetContinuousInteractXboxIcon(string imageset_name, string image_name)
override bool OnUpdate(Widget w)
void OnInputPresetChanged()
int m_ContinuousInteractActionsNum
void GetItemCargoCount(out int cargoCount)
returns number of items in cargo for targeted entity
void SetControllerIcon(string pWidgetName, string pInputName)
Object m_DisplayInteractTarget
void SetActionWidget(ActionBase action, string descText, string actionWidget, string descWidget)
void GetActions()
get actions from Action Manager
int m_ContinuousItemActionsNum
ActionBase m_ContinuousInteract
void OnWidgetScriptInit(Widget w)
string GetActionDesc(ActionBase action)
void SetMultipleInteractAction(string multiActionsWidget, string multiActionsWidget_NotSelect)
shows arrows near the interact action if there are more than one available
void SetInteractActionIcon(string actionWidget, string actionIconFrameWidget, string actionIconWidget, string actionIconTextWidget)
vector TransformToScreenPos(vector pWorldPos)
transform world pos to screen pos (related to parent widget size)
void OnInputDeviceChanged(EInputDeviceType pInputDeviceType)
void SetSingleXboxIcon(string imageset_name, string image_name)
int AttachmentsWithInventoryOrCargoCount(notnull GameInventory inventory)
void SetMultipleContinuousInteractAction(string multiActionsWidget, string multiActionsWidget_NotSelect)
ref ATCCachedObject m_CachedObject
void PrepareCursorContent()
UAIDWrapper m_UseActionWrapper
void ShowXboxHidePCIcons(string widget, bool show_xbox_icon)
void ~ActionTargetsCursor()
void BuildFloatingCursor(bool forceRebuild)
represents base for cargo storage for entities
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
static int GetItemHealthColor(int pHealthLevel)
static const string NAME_FIRE
static const string NAME_MEMORY
static const string NAME_VIEW
Static component of PPE manager, used to hold the instance.
static PPEManager GetPPEManager()
Returns the manager instance singleton.
static float GetItemQuantity(InventoryItem item)
static int HasItemQuantity(notnull EntityAI item)
proto native UAInput InputP()
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto native CGame GetGame()
const int QUANTITY_PROGRESS
const int QUANTITY_HIDDEN
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Round(float f)
Returns mathematical round of value.
static proto float Ceil(float f)
Returns ceil of value.
static proto float AbsFloat(float f)
Returns absolute value.
proto void GetScreenSize(out int x, out int y)