DayZ 1.24
Loading...
Searching...
No Matches
World Class Reference
Inheritance diagram for World:
[legend]
Collaboration diagram for World:
[legend]

Private Member Functions

proto void CheckSoundObstruction (EntityAI source, bool inSource, out float obstruction, out float occlusion)
 
proto native void GetPlayerList (out array< Man > players)
 
proto native void SetTimeMultiplier (float timeMultiplier)
 Sets the world time acceleration, overriding config. Mostly used for debug purposes.
 
proto void GetDate (out int year, out int month, out int day, out int hour, out int minute)
 Get actual ingame world time.
 
proto native void SetDate (int year, int month, int day, int hour, int minute)
 Sets actual ingame world time.
 
proto native float GetLatitude ()
 
proto native float GetLongitude ()
 
proto native float GetMoonIntensity ()
 
proto native float GetSunOrMoon ()
 
proto native bool IsNight ()
 
proto native float GetEyeAccom ()
 
proto native void SetEyeAccom (float eyeAccom)
 
proto native void StartFpsBenchmark (int sectorsCount, float preloadDistance, float fpsLimitRed, float fpsLimitGreen, float fpsLimitBlue, float minX, float minY, float maxX, float maxY)
 
proto native void StartFpsBenchmarkWithMask (float preloadDistance, float fpsLimitRed, float fpsLimitGreen, float fpsLimitBlue)
 
proto native void StartFpsBenchmarkViews (string xmlFileName, float preloadDistance)
 
proto native void SetBuldozerWaterEnabled (bool enable)
 
proto native void SetPreferredViewDistance (float distance)
 Sets preferred view distance, which persists between game sessions.
 
proto native void SetViewDistance (float distance)
 
proto native void SetObjectViewDistance (float distance)
 
proto native void SetExplicitVolumeFactor_EnvSounds2D (float factor, float fadeTime)
 
proto native void AddEnvShootingSource (vector position, float shootingValDecrease)
 Affects env sound controller value 'Shooting'.
 
proto int GetWorldSize ()
 
proto void GetGridCoords (vector pos, float gridSize, out int gridX, out int gridZ)
 Translates world coordinates to a grid coordinates(map grid)
 
proto native void LoadNewLightingCfg (string path)
 
proto native void LoadUserLightingCfg (string path, string name)
 
proto native void SetUserLightingLerp (float val)
 
proto native AIWorld GetAIWorld ()
 
proto native void UpdatePathgraphDoorByAnimationSourceName (notnull Object object, string animSourceName)
 
proto native void MarkObjectForPathgraphUpdate (Object object)
 
proto native void ProcessMarkedObjectsForPathgraphUpdate ()
 
proto native Material GetMaterial (string materialName)
 
proto native void SetCameraPostProcessEffect (int cam, int ppEffect, string effectName, string materialName)
 
void SetAperture (float invDiameter)
 
proto native bool Is3rdPersonDisabled ()
 
proto native bool IsCrosshairDisabled ()
 
proto native bool IsMouseAndKeyboardEnabledOnServer ()
 
proto native int GetPingWarningThreshold ()
 
proto native int GetPingCriticalThreshold ()
 
proto native float GetServerFpsWarningThreshold ()
 
proto native float GetServerFpsCriticalThreshold ()
 
proto native void DisableTransmitVoN (bool disable)
 
proto native bool DisableReceiveVoN (bool disable)
 
proto native bool IsDisabledTransmitingVoN ()
 
proto native bool IsDisabledReceivingVoN ()
 
proto void SetVoiceOn (bool listening, bool toggled=false)
 
proto native void FlattenGrassSphere (float x, float z, float radius, float centerLerp01, float timeDown01, float maxHeight01)
 
proto native void FlattenGrassEllipse (float x, float z, float sideX, float sideZ, float offset, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 
proto native void FlattenGrassBox (float x, float z, float side, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 
proto native void FlattenGrassRect (float x, float z, float sideX, float sideZ, float offset, float angleRAD, float centerLerp01, float timeDown01, float maxHeight01)
 
- Private Member Functions inherited from Managed
void IntroSceneCharacter ()
 
void ~IntroSceneCharacter ()
 
bool IsDefaultCharacter ()
 
void SetToDefaultCharacter ()
 
void SetCharacterID (int char_id)
 
int GetCharacterID ()
 
PlayerBase GetCharacterObj ()
 
TStringArray GetCharGenderList ()
 
TStringArray GetCharList (ECharGender gender)
 
TStringArray GetCharShirtsList ()
 
TStringArray GetCharPantsList ()
 
TStringArray GetCharShoesList ()
 
void SetCharacterGender (ECharGender gender)
 
bool IsCharacterFemale ()
 
ECharGender GetCharacterGender ()
 
vector GetPosition ()
 
int GetNextCharacterID ()
 
int GetPrevCharacterID ()
 
void CreateNewCharacterRandom ()
 
void CreateNewCharacterById (int character_id)
 
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
 
void CreateDefaultCharacter ()
 
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
 
void CreateNewCharacter ()
 
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
 
void CharacterUnload ()
 
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
 
void SetupPlayerName (bool new_name)
 
void SetAttachment (string type, int slot)
 
string GetCharacterNameById (int char_id)
 
string GetCharacterName ()
 
void SaveCharName (string name)
 
void SaveDefaultCharacter ()
 
void TransferValues (PlayerBase player)
 
void Init ()
 
void OnScheduledTick (float deltatime)
 
void CheckValues ()
 
float GetBlood ()
 
float GetHealth ()
 
void CheckHealth ()
 
void CheckBlood ()
 
void SendInitValues ()
 Sends values on object creation.
 
void SendValue (int value_type, float value)
 
void ReceiveValue (int value_type, float value)
 
void OnRPC (ParamsReadContext ctx)
 
void ShowDebugValues (bool show)
 
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
 
void InitIndicator (vector position)
 
void StopIndicator (bool instant=false)
 
void StartRunningDrops ()
 
bool IsRunningDrops ()
 Are any drops currently being animated?
 
void TrySpawnNextDrop ()
 
void ResetSequence ()
 
void ResetIndicator ()
 
void Update (float timeSlice)
 
bool GetEndNow ()
 
int GetSeverity ()
 
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
 
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
 
array< ref WidgetGetWidgetSet ()
 
int GetWidgetSetType ()
 
int GetWidgetSetID ()
 
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
 
bool DataInitialized ()
 
void UpdateVisibility (bool state)
 
void RegisterData (Param p)
 
void Update (float timeSlice=0, Param p=null, int handle=-1)
 
void ForceStop ()
 

Additional Inherited Members

- Private Attributes inherited from Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Detailed Description

Definition at line 1 of file World.c.

Member Function Documentation

◆ AddEnvShootingSource()

proto native void World::AddEnvShootingSource ( vector position,
float shootingValDecrease )
private

Affects env sound controller value 'Shooting'.

Parameters
soundposition
relativevalue (0..1) - how much should be value decreased

◆ CheckSoundObstruction()

proto void World::CheckSoundObstruction ( EntityAI source,
bool inSource,
out float obstruction,
out float occlusion )
private

◆ DisableReceiveVoN()

proto native bool World::DisableReceiveVoN ( bool disable)
private

enable/disable receiving all voice over network globally

Parameters
disableif true, then player is not able listen any voice from VoN
Returns
true if mute request was sent successfully to server. If false, then was problem with sent request or missing player idendity.

◆ DisableTransmitVoN()

proto native void World::DisableTransmitVoN ( bool disable)
private

enable/disable transmiting voice over network globally

Parameters
disableif true, then VoN is no more usable for transmiting voice

◆ FlattenGrassBox()

proto native void World::FlattenGrassBox ( float x,
float z,
float side,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create box

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
sideSizesize of side
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

◆ FlattenGrassEllipse()

proto native void World::FlattenGrassEllipse ( float x,
float z,
float sideX,
float sideZ,
float offset,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create ellipse

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
radiusXradius in X coord before rotate
radiusZradius in Z coord before rotate
offsetoffset, 0 = default center, <-1, 1>
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

◆ FlattenGrassRect()

proto native void World::FlattenGrassRect ( float x,
float z,
float sideX,
float sideZ,
float offset,
float angleRAD,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create rectangle

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
sideXSizesize of side in X
sideZSizesize of side in Z
offsetoffset, 0 = default center, <-1, 1>
angleRADrotation
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

◆ FlattenGrassSphere()

proto native void World::FlattenGrassSphere ( float x,
float z,
float radius,
float centerLerp01,
float timeDown01,
float maxHeight01 )
private

create sphere

Parameters
worldXworld X of touch with ground
worldZworld X of touch with ground
radiusradius
centerLerp01lerp of values inside rasterization
timeDown01relative speed of going down, 1 is usually 0.5secs
maxHeight01maximum relative height of flattening, 0 = no flatten

◆ GetAIWorld()

proto native AIWorld World::GetAIWorld ( )
private

returns reference to AIWorld

◆ GetDate()

proto void World::GetDate ( out int year,
out int month,
out int day,
out int hour,
out int minute )
private

Get actual ingame world time.

Parameters
year
monthin range <1, 12>
dayin range <1, 31>
hourin range <0, 23>
minutein range <0, 59>
GetGame().GetWorld().GetDate(year, month, day, hour, minute);
proto native CGame GetGame()

◆ GetEyeAccom()

proto native float World::GetEyeAccom ( )
private

◆ GetGridCoords()

proto void World::GetGridCoords ( vector pos,
float gridSize,
out int gridX,
out int gridZ )
private

Translates world coordinates to a grid coordinates(map grid)

Parameters
pos
sizeof grid in meters
xgrid position result [out]
zgrid position result [out]
int x,z;
GetGame().GetWorld().GetGridCoords(GetGame().GetPlayer().GetPosition(), 100, x, z);
Icon x
PlayerBase GetPlayer()
vector GetPosition()

◆ GetLatitude()

proto native float World::GetLatitude ( )
private

◆ GetLongitude()

proto native float World::GetLongitude ( )
private

◆ GetMaterial()

proto native Material World::GetMaterial ( string materialName)
private
Material matColors = GetGame().GetWorld().GetMaterial("postprocess/glow");
SetMaterialParam(matColors, "Saturation", 0.8);
float color[4];
color[0] = 0.5;
color[1] = 0.8;
color[2] = 0.7;
color[3] = 0.6;
SetMaterialParam(matColors, "OverlayColor", color);

◆ GetMoonIntensity()

proto native float World::GetMoonIntensity ( )
private

◆ GetPingCriticalThreshold()

proto native int World::GetPingCriticalThreshold ( )
private

Returns the value set in server config for notifying high ping

◆ GetPingWarningThreshold()

proto native int World::GetPingWarningThreshold ( )
private

Returns the value set in server config for notifying high ping

◆ GetPlayerList()

proto native void World::GetPlayerList ( out array< Man > players)
private

◆ GetServerFpsCriticalThreshold()

proto native float World::GetServerFpsCriticalThreshold ( )
private

Returns the value set in server config for notifying low server fps

◆ GetServerFpsWarningThreshold()

proto native float World::GetServerFpsWarningThreshold ( )
private

Returns the value set in server config for notifying low server fps

◆ GetSunOrMoon()

proto native float World::GetSunOrMoon ( )
private

◆ GetWorldSize()

proto int World::GetWorldSize ( )
private

◆ Is3rdPersonDisabled()

proto native bool World::Is3rdPersonDisabled ( )
private

checks if 3rd person camera is disabled from server

◆ IsCrosshairDisabled()

proto native bool World::IsCrosshairDisabled ( )
private

checks if crosshair is disabled from server

◆ IsDisabledReceivingVoN()

proto native bool World::IsDisabledReceivingVoN ( )
private
Returns
true, if receiving voice over network is disabled, so player can not listen anybody

◆ IsDisabledTransmitingVoN()

proto native bool World::IsDisabledTransmitingVoN ( )
private
Returns
true if transmiting voice over network is disabled, so player can not talking

◆ IsMouseAndKeyboardEnabledOnServer()

proto native bool World::IsMouseAndKeyboardEnabledOnServer ( )
private

checks if mouse and keyboard is enabled from server (only on console)

◆ IsNight()

proto native bool World::IsNight ( )
private

◆ LoadNewLightingCfg()

proto native void World::LoadNewLightingCfg ( string path)
private

load light config

◆ LoadUserLightingCfg()

proto native void World::LoadUserLightingCfg ( string path,
string name )
private

load user light config (just first item is used)

◆ MarkObjectForPathgraphUpdate()

proto native void World::MarkObjectForPathgraphUpdate ( Object object)
private

◆ ProcessMarkedObjectsForPathgraphUpdate()

proto native void World::ProcessMarkedObjectsForPathgraphUpdate ( )
private

◆ SetAperture()

void World::SetAperture ( float invDiameter)
inlineprivate

Definition at line 149 of file World.c.

150 {
151 if (invDiameter <= 0)
152 SetEyeAccom(-1);
153 else
154 {
155 float apertureArea = 1.0 / invDiameter;
157 }
158 }
proto native void SetEyeAccom(float eyeAccom)

References SetEyeAccom().

◆ SetBuldozerWaterEnabled()

proto native void World::SetBuldozerWaterEnabled ( bool enable)
private

◆ SetCameraPostProcessEffect()

proto native void World::SetCameraPostProcessEffect ( int cam,
int ppEffect,
string effectName,
string materialName )
private

set new PP effect and its material

Parameters
cameranumber of camera
effectIndexindex of effect
effectNamename of effect
matNamename of material

◆ SetDate()

proto native void World::SetDate ( int year,
int month,
int day,
int hour,
int minute )
private

Sets actual ingame world time.

Parameters
year
monthin range <1, 12>
dayin range <1, 31>
hourin range <0, 23>
minutein range <0, 59>
int year = 2016;
int month = 5;
int day = 4;
int hour = 14;
int minute = 57;
GetGame().GetWorld().SetDate(year, month, day, hour, minute);

◆ SetExplicitVolumeFactor_EnvSounds2D()

proto native void World::SetExplicitVolumeFactor_EnvSounds2D ( float factor,
float fadeTime )
private

◆ SetEyeAccom()

proto native void World::SetEyeAccom ( float eyeAccom)
private

Referenced by SetAperture().

◆ SetObjectViewDistance()

proto native void World::SetObjectViewDistance ( float distance)
private

◆ SetPreferredViewDistance()

proto native void World::SetPreferredViewDistance ( float distance)
private

Sets preferred view distance, which persists between game sessions.

Parameters
distance

◆ SetTimeMultiplier()

proto native void World::SetTimeMultiplier ( float timeMultiplier)
private

Sets the world time acceleration, overriding config. Mostly used for debug purposes.

Parameters
timeMultiplier0-64 acceleration value, -1 to reset back

◆ SetUserLightingLerp()

proto native void World::SetUserLightingLerp ( float val)
private

set lerp to user lighting cfg

◆ SetViewDistance()

proto native void World::SetViewDistance ( float distance)
private

◆ SetVoiceOn()

proto void World::SetVoiceOn ( bool listening,
bool toggled = false )
private

enables/disables player's voice communication

Parameters
listeningenable or disable microphone
toggledenable or disable PTT/Voice activation

◆ StartFpsBenchmark()

proto native void World::StartFpsBenchmark ( int sectorsCount,
float preloadDistance,
float fpsLimitRed,
float fpsLimitGreen,
float fpsLimitBlue,
float minX,
float minY,
float maxX,
float maxY )
private

◆ StartFpsBenchmarkViews()

proto native void World::StartFpsBenchmarkViews ( string xmlFileName,
float preloadDistance )
private

◆ StartFpsBenchmarkWithMask()

proto native void World::StartFpsBenchmarkWithMask ( float preloadDistance,
float fpsLimitRed,
float fpsLimitGreen,
float fpsLimitBlue )
private

◆ UpdatePathgraphDoorByAnimationSourceName()

proto native void World::UpdatePathgraphDoorByAnimationSourceName ( notnull Object object,
string animSourceName )
private

For entities that aren't a house, any animation source that contains "door" is treated as a door by the pathgraph. Using the phase value where 0=CLOSED, 1=OPENED, we can update the state of the door without regenerating the tile


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