DayZ 1.24
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MissionBase Class Reference
Collaboration diagram for MissionBase:
[legend]

Protected Member Functions

void MissionGameplay ()
 
void ~MissionGameplay ()
 
InventoryMenu GetInventory ()
 
override void OnInit ()
 
UIManager GetUIManager ()
 
override void OnMissionStart ()
 
void InitInventory ()
 
void TickScheduler (float timeslice)
 
void SendMuteListToServer (map< string, bool > mute_list)
 
override void UpdateInputDevicesAvailability ()
 
override void OnMissionFinish ()
 
override void OnUpdate (float timeslice)
 
override void OnKeyPress (int key)
 
override void OnKeyRelease (int key)
 
override void OnEvent (EventType eventTypeId, Param params)
 
override void OnItemUsed (InventoryItem item, Man owner)
 
override void PlayerControlEnable (bool bForceSupress)
 Deprecated; removes last input exclude and associated controls restrictions.
 
override void PlayerControlDisable (int mode)
 Deprecated; simple input restrictions.
 
override void RemoveActiveInputExcludes (array< string > excludes, bool bForceSupress=false)
 Removes one or more exclude groups and refreshes excludes.
 
override void RemoveActiveInputRestriction (int restrictor)
 Removes one restriction (specific behaviour oudside regular excludes, defined below)
 
override void AddActiveInputExcludes (array< string > excludes)
 Adds one or more exclude groups to disable and refreshes excludes.
 
override void AddActiveInputRestriction (int restrictor)
 Adds one input restriction (specific behaviour oudside regular excludes, defined below)
 
override void RefreshExcludes ()
 queues refresh of input excludes
 
void PerformRefreshExcludes ()
 applies queued excludes (0 == clear excludes)
 
override void EnableAllInputs (bool bForceSupress=false)
 Removes all active input excludes and restrictions.
 
override bool IsControlDisabled ()
 returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active
 
override bool IsInputExcludeActive (string exclude)
 Returns true if the particular input exclude group had been activated via script and is active.
 
override bool IsInputRestrictionActive (int restriction)
 Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, EInputRestrictors) is active.
 
override int GetControlDisabledMode ()
 (mostly)DEPRECATED; only set on the old 'PlayerControlDisable' method
 
void CloseAllMenus ()
 
void DestroyAllMenus ()
 
void MoveHudForInventory (bool inv_open)
 
override void ShowInventory ()
 
override void HideInventory ()
 
void DestroyInventory ()
 
override void ResetGUI ()
 
override void ShowChat ()
 
override void HideChat ()
 
void ShowVehicleInfo ()
 
void HideVehicleInfo ()
 
override Hud GetHud ()
 
HudDebug GetHudDebug ()
 
override void RefreshCrosshairVisibility ()
 
override void HideCrosshairVisibility ()
 
override bool IsPaused ()
 
override void Pause ()
 
override void Continue ()
 
override bool IsMissionGameplay ()
 
override void AbortMission ()
 
override void CreateLogoutMenu (UIMenuPanel parent)
 
override void StartLogoutMenu (int time)
 
override void CreateDebugMonitor ()
 
override void HideDebugMonitor ()
 
void HandleMapToggleByKeyboardShortcut (Man player)
 
bool IsMapUnfoldActionRunning (ActionBase pAction)
 
void UpdateDebugMonitor ()
 
void SetActionDownTime (int time_down)
 
void SetActionUpTime (int time_up)
 
int LocalPressTime ()
 
int LocalReleaseTime ()
 
float GetHoldActionTime ()
 
void DisplayHairDebug ()
 
void ShowHairDebugValues (bool state)
 
override void UpdateVoiceLevelWidgets (int level)
 
override ImageWidget GetMicrophoneIcon ()
 
override WidgetFadeTimer GetMicWidgetFadeTimer ()
 
override map< int, ImageWidgetGetVoiceLevelWidgets ()
 
override map< int, ref WidgetFadeTimer > GetVoiceLevelTimers ()
 
override bool IsVoNActive ()
 
override void SetVoNActive (bool active)
 
override void HideVoiceLevelWidgets ()
 
override UIScriptedMenu GetNoteMenu ()
 
override void SetNoteMenu (UIScriptedMenu menu)
 
override void OnPlayerRespawned (Man player)
 
override void SetPlayerRespawning (bool state)
 
override bool IsPlayerRespawning ()
 
override array< vectorGetActiveRefresherLocations ()
 
override void SetRespawnModeClient (int mode)
 
override int GetRespawnModeClient ()
 
override GameplayEffectWidgets GetEffectWidgets ()
 
ScriptInvoker GetConnectivityInvoker ()
 
void MissionServer ()
 
void ~MissionServer ()
 
override void OnInit ()
 
override void OnMissionStart ()
 
override void OnUpdate (float timeslice)
 
override void OnGameplayDataHandlerLoad ()
 
void RandomArtillery (float deltaTime)
 
override bool IsServer ()
 
override bool IsPlayerDisconnecting (Man player)
 
void UpdatePlayersStats ()
 
void AddNewPlayerLogout (PlayerBase player, notnull LogoutInfo info)
 
void UpdateLogoutPlayers ()
 
override void OnEvent (EventType eventTypeId, Param params)
 
void InvokeOnConnect (PlayerBase player, PlayerIdentity identity)
 
void InvokeOnDisconnect (PlayerBase player)
 
void OnClientPrepareEvent (PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
 
void ControlPersonalLight (PlayerBase player)
 
void SyncGlobalLighting (PlayerBase player)
 
bool ProcessLoginData (ParamsReadContext ctx)
 returns whether received data is valid, ctx can be filled on client in StoreLoginData()
 
PlayerBase CreateCharacter (PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
 
void EquipCharacter (MenuDefaultCharacterData char_data)
 Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
 
void StartingEquipSetup (PlayerBase player, bool clothesChosen)
 can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.
 
bool VerifyAttachmentType (int slot_ID, string attachment_type)
 
PlayerBase OnClientNewEvent (PlayerIdentity identity, vector pos, ParamsReadContext ctx)
 
void OnClientReadyEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientRespawnEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientReconnectEvent (PlayerIdentity identity, PlayerBase player)
 
void OnClientDisconnectedEvent (PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
 
void PlayerDisconnected (PlayerBase player, PlayerIdentity identity, string uid)
 
bool ShouldPlayerBeKilled (PlayerBase player)
 
void HandleBody (PlayerBase player)
 
void TickScheduler (float timeslice)
 
override bool InsertCorpse (Man player)
 
void UpdateCorpseStatesServer ()
 
override void SyncRespawnModeInfo (PlayerIdentity identity)
 
override RainProcurementHandler GetRainProcurementHandler ()
 

Protected Attributes

UIManager m_UIManager
 
Widget m_HudRootWidget
 
ImageWidget m_MicrophoneIcon
 
ref InventoryMenu m_InventoryMenu
 
ref Chat m_Chat
 
ref ActionMenu m_ActionMenu
 
ref IngameHud m_Hud
 
ref HudDebug m_HudDebug
 
ref LogoutMenu m_Logout
 
ref DebugMonitor m_DebugMonitor
 
ref ScriptInvoker m_OnConnectivityChanged
 
ref GameplayEffectWidgets m_EffectWidgets
 
ref Timer m_ChatChannelHideTimer
 
ref WidgetFadeTimer m_ChatChannelFadeTimer
 
ref WidgetFadeTimer m_MicFadeTimer
 
Widget m_ChatChannelArea
 
TextWidget m_ChatChannelText
 
NoteMenu m_Note
 
ref Timer m_ToggleHudTimer
 
const int HOLD_LIMIT_TIME = 300
 
int m_ActionDownTime
 
int m_ActionUpTime
 
bool m_InitOnce
 
bool m_ControlDisabled
 
int m_ControlDisabledMode
 
ref array< stringm_ActiveInputExcludeGroups
 
ref array< intm_ActiveInputRestrictions
 
bool m_ProcessInputExcludes
 
bool m_QuickbarHold
 
bool m_PlayerRespawning
 
int m_RespawnModeClient
 
bool m_PauseQueued
 
bool m_VoNActive
 
Widget m_VoiceLevels
 
ref map< int, ImageWidgetm_VoiceLevelsWidgets
 
ref map< int, ref WidgetFadeTimer > m_VoiceLevelTimers
 
bool m_PlayArty = false
 
float m_ArtyDelay = 0
 
int m_MinSimultaneousStrikes = 0
 
int m_MaxSimultaneousStrikes = 0
 
ref array< vectorm_FiringPos
 
const ref array< vectorCHERNARUS_STRIKE_POS
 
const ref array< vectorLIVONIA_STRIKE_POS
 
PlayerBase m_player
 
MissionBase m_mission
 
PluginAdditionalInfo m_moduleDefaultCharacter
 

Private Member Functions

override void OnInit ()
 
override void Reset ()
 
DayZIntroScenePC GetIntroScenePC ()
 
DayZIntroSceneXbox GetIntroSceneXbox ()
 
void CreateIntroScene ()
 
override void UpdateInputDevicesAvailability ()
 
override void OnMissionStart ()
 
override void OnMissionFinish ()
 
override void OnUpdate (float timeslice)
 
void OnMenuEnter (int menu_id)
 
void OnInputDeviceChanged (int device)
 
void PlayMusic ()
 
void StopMusic ()
 
AbstractWave GetMenuMusic ()
 
int SortedInsert (array< int > list, int number)
 

Private Attributes

int m_LifeState
 
bool m_Initialized
 
UIScriptedMenu m_mainmenu
 
CreditsMenu m_CreditsMenu
 
ref DayZIntroScenePC m_IntroScenePC
 
ref DayZIntroSceneXbox m_IntroSceneXbox
 
AbstractWave m_MenuMusic
 
bool m_NoCutscene
 
ref array< Man > m_Players
 
ref array< ref CorpseDatam_DeadPlayersArray
 
ref map< PlayerBase, ref LogoutInfom_LogoutPlayers
 
ref map< PlayerBase, ref LogoutInfom_NewLogoutPlayers
 
ref RainProcurementHandler m_RainProcHandler
 
const int SCHEDULER_PLAYERS_PER_TICK = 5
 
int m_currentPlayer
 
int m_RespawnMode
 
float m_ArtyBarrageTimer = 0
 

Detailed Description

Definition at line 1 of file missionGameplay.c.

Constructor & Destructor Documentation

◆ ~MissionGameplay()

void MissionBase::~MissionGameplay ( )
inlineprotected

Definition at line 73 of file missionGameplay.c.

74 {
76#ifndef NO_GUI
77 if (g_Game.GetUIManager() && g_Game.GetUIManager().ScreenFadeVisible())
78 g_Game.GetUIManager().ScreenFadeOut(0);
79 Continue();
80#endif
81 }
DayZGame g_Game
Definition DayZGame.c:3528
void DestroyInventory()
override void Continue()

References Continue(), DestroyInventory(), and g_Game.

◆ ~MissionServer()

void MissionBase::~MissionServer ( )
inlineprotected

Definition at line 69 of file missionServer.c.

70 {
71 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdatePlayersStats);
72 }
void UpdatePlayersStats()
proto native CGame GetGame()
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

References CALL_CATEGORY_GAMEPLAY, and GetGame().

Member Function Documentation

◆ AbortMission()

override void MissionBase::AbortMission ( )
inlineprotected

Definition at line 1162 of file missionGameplay.c.

1163 {
1164#ifdef BULDOZER
1165 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(g_Game.RequestExit, IDC_MAIN_QUIT);
1166#else
1167 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(GetGame().AbortMission);
1168#endif
1169 }
override void AbortMission()
const int CALL_CATEGORY_GUI
Definition tools.c:9
const int IDC_MAIN_QUIT
Definition constants.c:136

References CALL_CATEGORY_GUI, g_Game, GetGame(), and IDC_MAIN_QUIT.

Referenced by CreateLogoutMenu().

◆ AddActiveInputExcludes()

override void MissionBase::AddActiveInputExcludes ( array< string > excludes)
inlineprotected

Adds one or more exclude groups to disable and refreshes excludes.

Definition at line 844 of file missionGameplay.c.

845 {
846 super.AddActiveInputExcludes(excludes);
847
848 if (excludes.Count() != 0)
849 {
850 bool changed = false;
853
854 for (int i = 0; i < excludes.Count(); i++)
855 {
856 if (m_ActiveInputExcludeGroups.Find(excludes[i]) == -1)
857 {
859 changed = true;
860 }
861 }
862
863 if (changed)
864 {
866#ifdef BULDOZER
867 GetUApi().SupressNextFrame(true);
868#endif
869 }
870 }
871 }
proto native UAInputAPI GetUApi()
override void RefreshExcludes()
queues refresh of input excludes
ref array< string > m_ActiveInputExcludeGroups

References GetUApi(), and RefreshExcludes().

Referenced by OnUpdate(), Pause(), PlayerControlDisable(), ShowChat(), and ShowInventory().

◆ AddActiveInputRestriction()

override void MissionBase::AddActiveInputRestriction ( int restrictor)
inlineprotected

Adds one input restriction (specific behaviour oudside regular excludes, defined below)

Definition at line 874 of file missionGameplay.c.

875 {
876 //unique behaviour outside regular excludes
877 if (restrictor > -1)
878 {
879 switch (restrictor)
880 {
881 case EInputRestrictors.INVENTORY:
882 {
883 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
885 if (player)
886 {
887 ItemBase item = player.GetItemInHands();
888 if (item && item.IsWeapon())
889 player.RequestResetADSSync();
890 }
891 break;
892 }
893 case EInputRestrictors.MAP:
894 {
895 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(true); // force walk on!
896 break;
897 }
898 }
899
904 }
905 }
PlayerBase GetPlayer()
ref array< int > m_ActiveInputRestrictions

References GetGame(), GetPlayer(), and GetUApi().

Referenced by OnUpdate(), Pause(), PlayerControlDisable(), and ShowInventory().

◆ AddNewPlayerLogout()

void MissionBase::AddNewPlayerLogout ( PlayerBase player,
notnull LogoutInfo info )
inlineprotected

Definition at line 211 of file missionServer.c.

212 {
213 m_LogoutPlayers.Insert(player, info);
215 }
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers

◆ CloseAllMenus()

void MissionBase::CloseAllMenus ( )
inlineprotected

Definition at line 974 of file missionGameplay.c.

975 {
977 }
UIManager GetUIManager()
bool CloseAll()
Close all opened menus.
Definition UIManager.c:76

References UIManager::CloseAll(), and GetUIManager().

Referenced by OnUpdate(), and Pause().

◆ Continue()

override void MissionBase::Continue ( )
inlineprotected

Definition at line 1142 of file missionGameplay.c.

1143 {
1144 UIScriptedMenu menu = GetGame().GetUIManager().GetMenu();
1145 if (!menu)
1146 return;
1147
1148 int menu_id = menu.GetID();
1149 if (!IsPaused() || (menu_id != MENU_INGAME && menu_id != MENU_LOGOUT && menu_id != MENU_RESPAWN_DIALOGUE) || (m_Logout && m_Logout.layoutRoot.IsVisible()))
1150 return;
1151
1152 RemoveActiveInputExcludes({"menu"}, true);
1155 }
override void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
Removes one or more exclude groups and refreshes excludes.
ref LogoutMenu m_Logout
override void RemoveActiveInputRestriction(int restrictor)
Removes one restriction (specific behaviour oudside regular excludes, defined below)
override bool IsPaused()
bool CloseMenu(int id)
Close menu with specific ID (see MenuID)
Definition UIManager.c:111
const int MENU_LOGOUT
Definition constants.c:185
const int MENU_RESPAWN_DIALOGUE
Definition constants.c:199
const int MENU_INGAME
Definition constants.c:168

References UIManager::CloseMenu(), GetGame(), GetUIManager(), IsPaused(), MENU_INGAME, MENU_LOGOUT, MENU_RESPAWN_DIALOGUE, RemoveActiveInputExcludes(), and RemoveActiveInputRestriction().

Referenced by OnUpdate(), and ~MissionGameplay().

◆ ControlPersonalLight()

void MissionBase::ControlPersonalLight ( PlayerBase player)
inlineprotected

Definition at line 397 of file missionServer.c.

398 {
399 if (player)
400 {
401 bool is_personal_light = ! GetGame().ServerConfigGetInt("disablePersonalLight");
403 GetGame().RPCSingleParam(player, ERPCs.RPC_TOGGLE_PERSONAL_LIGHT, personal_light_toggle, true, player.GetIdentity());
404 }
405 else
406 Error("Error! Player was not initialized at the right time. Thus cannot send RPC command to enable or disable personal light!");
407 }
ERPCs
Definition ERPCs.c:2
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

References Error(), and GetGame().

Referenced by OnEvent().

◆ CreateCharacter()

PlayerBase MissionBase::CreateCharacter ( PlayerIdentity identity,
vector pos,
ParamsReadContext ctx,
string characterName )
inlineprotected

Definition at line 428 of file missionServer.c.

429 {
431 playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
433
434 GetGame().SelectPlayer(identity, m_player);
435
436 return m_player;
437 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition Camera.c:2
PlayerBase m_player
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), GetGame(), m_player, and m_player.

Referenced by OnClientNewEvent().

◆ CreateDebugMonitor()

override void MissionBase::CreateDebugMonitor ( )
inlineprotected

Definition at line 1212 of file missionGameplay.c.

1213 {
1214 if (!m_DebugMonitor)
1215 {
1217 m_DebugMonitor.Init();
1218 }
1219 else
1220 m_DebugMonitor.Show();
1221
1222 }
ref DebugMonitor m_DebugMonitor

◆ CreateIntroScene()

void MissionBase::CreateIntroScene ( )
inlineprivate

Definition at line 59 of file missionMainMenu.c.

60 {
61#ifdef PLATFORM_CONSOLE
63#else
65#endif
66 }
ref DayZIntroSceneXbox m_IntroSceneXbox
ref DayZIntroScenePC m_IntroScenePC

◆ CreateLogoutMenu()

override void MissionBase::CreateLogoutMenu ( UIMenuPanel parent)
inlineprotected

Definition at line 1171 of file missionGameplay.c.

1172 {
1174
1175 // do not show logout screen if player's dead
1176 if (!player || player.IsDamageDestroyed())
1177 {
1178 // exit the game immediately
1179 AbortMission();
1180 return;
1181 }
1182
1183 if (parent)
1184 {
1185 m_Logout = LogoutMenu.Cast(parent.EnterScriptedMenu(MENU_LOGOUT));
1186
1187 if (m_Logout)
1188 m_Logout.SetLogoutTime();
1189 }
1190 }
proto native UIScriptedMenu EnterScriptedMenu(int id)
Create & open menu with specific id (see MenuID) and set this menu as its parent.

References AbortMission(), UIMenuPanel::EnterScriptedMenu(), GetGame(), GetPlayer(), and MENU_LOGOUT.

◆ DestroyAllMenus()

void MissionBase::DestroyAllMenus ( )
inlineprotected

Definition at line 980 of file missionGameplay.c.

981 {
982 if (GetUIManager())
983 {
986 }
987
989
990 if (m_Chat)
991 m_Chat.Clear();
992 }
ref Chat m_Chat
proto native void HideDialog()

References UIManager::CloseAll(), DestroyInventory(), GetUIManager(), and UIManager::HideDialog().

Referenced by MissionGameplay(), OnEvent(), and OnMissionFinish().

◆ DestroyInventory()

void MissionBase::DestroyInventory ( )
inlineprotected

Definition at line 1039 of file missionGameplay.c.

1040 {
1041 if (m_InventoryMenu)
1042 {
1043 if (!m_InventoryMenu.GetParentMenu() && GetUIManager().GetMenu() != m_InventoryMenu)
1044 {
1045 m_InventoryMenu.SetParentMenu(GetUIManager().GetMenu()); //hack; guarantees the 'm_pCurrentMenu' will be set to whatever is on top currently
1046 }
1047 m_InventoryMenu.Close();
1049 }
1050 }
ref InventoryMenu m_InventoryMenu

References GetUIManager().

Referenced by DestroyAllMenus(), ResetGUI(), and ~MissionGameplay().

◆ DisplayHairDebug()

void MissionBase::DisplayHairDebug ( )
inlineprotected

Definition at line 1306 of file missionGameplay.c.

1307 {
1308#ifndef SERVER
1309 ShowHairDebugValues(DiagMenu.GetBool(DiagMenuIDs.MISC_HAIR_DISPLAY_DEBUG));
1310#endif
1311 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
void ShowHairDebugValues(bool state)
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.

References DiagMenu::GetBool(), and ShowHairDebugValues().

Referenced by OnUpdate().

◆ EnableAllInputs()

override void MissionBase::EnableAllInputs ( bool bForceSupress = false)
inlineprotected

Removes all active input excludes and restrictions.

Definition at line 926 of file missionGameplay.c.

927 {
929
931 {
932 int count = m_ActiveInputRestrictions.Count();
933 for (int i = 0; i < count; i++)
935 m_ActiveInputRestrictions.Clear(); //redundant?
936 }
939
940 GetUApi().UpdateControls(); //it is meant to happen instantly, does not wait for update to process
941 GetUApi().SupressNextFrame(bForceSupress); // supress control for next frame
942 }
int m_ControlDisabledMode

References GetUApi(), and RemoveActiveInputRestriction().

Referenced by OnMissionFinish().

◆ EquipCharacter()

void MissionBase::EquipCharacter ( MenuDefaultCharacterData char_data)
inlineprotected

Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.

Definition at line 440 of file missionServer.c.

441 {
442 int slot_ID;
443 string attachment_type;
444 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
445 {
446 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
447 attachment_type = "";
448 if (m_RespawnMode != GameConstants.RESPAWN_MODE_CUSTOM || !char_data.GetAttachmentMap().Find(slot_ID, attachment_type) || !VerifyAttachmentType(slot_ID, attachment_type)) //todo insert verification fn here
449 {
450 //randomize
451 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
452 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
453 else //undefined, moving on
454 continue;
455 }
456
457 if (attachment_type != "")
458 m_player.GetInventory().CreateAttachmentEx(attachment_type, slot_ID);
459 }
460
462 }
bool VerifyAttachmentType(int slot_ID, string attachment_type)
void StartingEquipSetup(PlayerBase player, bool clothesChosen)
can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter,...
const int RESPAWN_MODE_CUSTOM
Definition constants.c:901

References Count, m_player, GameConstants::RESPAWN_MODE_CUSTOM, and StartingEquipSetup().

Referenced by OnClientNewEvent().

◆ GetActiveRefresherLocations()

override array< vector > MissionBase::GetActiveRefresherLocations ( )
inlineprotected

Definition at line 1466 of file missionGameplay.c.

1467 {
1468 return m_ActiveRefresherLocations;
1469 }

◆ GetConnectivityInvoker()

ScriptInvoker MissionBase::GetConnectivityInvoker ( )
inlineprotected

Definition at line 1486 of file missionGameplay.c.

1487 {
1491 }
ref ScriptInvoker m_OnConnectivityChanged
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116

References m_OnConnectivityChanged.

◆ GetControlDisabledMode()

override int MissionBase::GetControlDisabledMode ( )
inlineprotected

(mostly)DEPRECATED; only set on the old 'PlayerControlDisable' method

Definition at line 969 of file missionGameplay.c.

970 {
972 }

References m_ControlDisabledMode.

◆ GetEffectWidgets()

override GameplayEffectWidgets MissionBase::GetEffectWidgets ( )
inlineprotected

Definition at line 1481 of file missionGameplay.c.

1482 {
1483 return m_EffectWidgets;
1484 }
ref GameplayEffectWidgets m_EffectWidgets

References m_EffectWidgets.

◆ GetHoldActionTime()

float MissionBase::GetHoldActionTime ( )
inlineprotected

Definition at line 1300 of file missionGameplay.c.

1301 {
1303 return hold_action_time;
1304 }

References LocalPressTime(), and LocalReleaseTime().

◆ GetHud()

override Hud MissionBase::GetHud ( )
inlineprotected

Definition at line 1088 of file missionGameplay.c.

1089 {
1090 return m_Hud;
1091 }
ref IngameHud m_Hud

References m_Hud.

Referenced by HideVehicleInfo(), MoveHudForInventory(), and ShowVehicleInfo().

◆ GetHudDebug()

HudDebug MissionBase::GetHudDebug ( )
inlineprotected

Definition at line 1093 of file missionGameplay.c.

1094 {
1095 return m_HudDebug;
1096 }
ref HudDebug m_HudDebug

References m_HudDebug.

Referenced by HideCrosshairVisibility(), and RefreshCrosshairVisibility().

◆ GetIntroScenePC()

DayZIntroScenePC MissionBase::GetIntroScenePC ( )
inlineprivate

Definition at line 39 of file missionMainMenu.c.

40 {
41#ifdef PLATFORM_CONSOLE
42 Error("missionMainMenu->GetIntroScenePC on PLATFORM_CONSOLE is not implemented!");
43 return null;
44#else
45 return m_IntroScenePC;
46#endif
47 }

References Error().

◆ GetIntroSceneXbox()

DayZIntroSceneXbox MissionBase::GetIntroSceneXbox ( )
inlineprivate

Definition at line 49 of file missionMainMenu.c.

50 {
51#ifdef PLATFORM_CONSOLE
52 return m_IntroSceneXbox;
53#else
54 Error("missionMainMenu->GetIntroScenePC on PLATFORM_PC is not implemented!");
55 return null;
56#endif
57 }

References Error().

◆ GetInventory()

InventoryMenu MissionBase::GetInventory ( )
inlineprotected

Definition at line 83 of file missionGameplay.c.

84 {
85 return m_InventoryMenu;
86 }

References m_InventoryMenu.

◆ GetMenuMusic()

AbstractWave MissionBase::GetMenuMusic ( )
inlineprivate

Definition at line 158 of file missionMainMenu.c.

159 {
160 return m_MenuMusic;
161 }
AbstractWave m_MenuMusic

◆ GetMicrophoneIcon()

override ImageWidget MissionBase::GetMicrophoneIcon ( )
inlineprotected

Definition at line 1389 of file missionGameplay.c.

1390 {
1391 return m_MicrophoneIcon;
1392 }
ImageWidget m_MicrophoneIcon

References m_MicrophoneIcon.

◆ GetMicWidgetFadeTimer()

override WidgetFadeTimer MissionBase::GetMicWidgetFadeTimer ( )
inlineprotected

Definition at line 1394 of file missionGameplay.c.

1395 {
1396 return m_MicFadeTimer;
1397 }
ref WidgetFadeTimer m_MicFadeTimer

References m_MicFadeTimer.

◆ GetNoteMenu()

override UIScriptedMenu MissionBase::GetNoteMenu ( )
inlineprotected

Definition at line 1428 of file missionGameplay.c.

1429 {
1430 return m_Note;
1431 };
NoteMenu m_Note

References m_Note.

◆ GetRainProcurementHandler()

override RainProcurementHandler MissionBase::GetRainProcurementHandler ( )
inlineprotected

Definition at line 735 of file missionServer.c.

736 {
737 return m_RainProcHandler;
738 }
ref RainProcurementHandler m_RainProcHandler

References m_RainProcHandler.

◆ GetRespawnModeClient()

override int MissionBase::GetRespawnModeClient ( )
inlineprotected

Definition at line 1476 of file missionGameplay.c.

1477 {
1478 return m_RespawnModeClient;
1479 }

References m_RespawnModeClient.

◆ GetUIManager()

◆ GetVoiceLevelTimers()

override map< int, ref WidgetFadeTimer > MissionBase::GetVoiceLevelTimers ( )
inlineprotected

Definition at line 1404 of file missionGameplay.c.

1405 {
1406 return m_VoiceLevelTimers;
1407 }
ref map< int, ref WidgetFadeTimer > m_VoiceLevelTimers

References m_VoiceLevelTimers.

◆ GetVoiceLevelWidgets()

override map< int, ImageWidget > MissionBase::GetVoiceLevelWidgets ( )
inlineprotected

Definition at line 1399 of file missionGameplay.c.

1400 {
1401 return m_VoiceLevelsWidgets;
1402 }
ref map< int, ImageWidget > m_VoiceLevelsWidgets

References m_VoiceLevelsWidgets.

◆ HandleBody()

void MissionBase::HandleBody ( PlayerBase player)
inlineprotected

Definition at line 658 of file missionServer.c.

659 {
660 if (player.IsAlive())
661 {
663 {
664 player.SetHealth("", "", 0.0);//kill
665 }
666 else
667 {
668 player.Delete();// remove the body
669 }
670 }
671 }
bool ShouldPlayerBeKilled(PlayerBase player)

References ShouldPlayerBeKilled().

Referenced by PlayerDisconnected().

◆ HandleMapToggleByKeyboardShortcut()

void MissionBase::HandleMapToggleByKeyboardShortcut ( Man player)
inlineprotected

Definition at line 1229 of file missionGameplay.c.

1230 {
1231 UIManager um = GetGame().GetUIManager();
1232 if (um && !um.IsMenuOpen(MENU_MAP))
1233 {
1234 um.CloseAll();
1236 {
1237 um.EnterScriptedMenu(MENU_MAP, null);
1238 GetGame().GetMission().AddActiveInputExcludes({"map"});
1239 GetGame().GetMission().AddActiveInputRestriction(EInputRestrictors.MAP);
1240 }
1241 }
1242 }
const int MENU_MAP
Definition constants.c:181

References GetGame(), CfgGameplayHandler::GetUse3DMap(), and MENU_MAP.

Referenced by OnUpdate().

◆ HideChat()

override void MissionBase::HideChat ( )
inlineprotected

Definition at line 1071 of file missionGameplay.c.

1072 {
1073 RemoveActiveInputExcludes({"menu"}, true);
1074 }

References RemoveActiveInputExcludes().

◆ HideCrosshairVisibility()

override void MissionBase::HideCrosshairVisibility ( )
inlineprotected

Definition at line 1104 of file missionGameplay.c.

1105 {
1106 if (GetHudDebug())
1107 GetHudDebug().HideCrosshairVisibility();
1108 }
HudDebug GetHudDebug()

References GetHudDebug().

◆ HideDebugMonitor()

override void MissionBase::HideDebugMonitor ( )
inlineprotected

Definition at line 1223 of file missionGameplay.c.

1224 {
1225 if (m_DebugMonitor)
1226 m_DebugMonitor.Hide();
1227 }

◆ HideInventory()

override void MissionBase::HideInventory ( )
inlineprotected

Definition at line 1027 of file missionGameplay.c.

1028 {
1029 if (m_InventoryMenu)
1030 {
1032 RemoveActiveInputExcludes({"inventory"}, false);
1034 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuClose();
1035 VicinityItemManager.GetInstance().ResetRefreshCounter();
1036 }
1037 }
proto native void HideScriptedMenu(UIScriptedMenu menu)
static VicinityItemManager GetInstance()

References GetGame(), VicinityItemManager::GetInstance(), GetPlayer(), GetUIManager(), UIManager::HideScriptedMenu(), RemoveActiveInputExcludes(), and RemoveActiveInputRestriction().

Referenced by OnUpdate().

◆ HideVehicleInfo()

void MissionBase::HideVehicleInfo ( )
inlineprotected

Definition at line 1082 of file missionGameplay.c.

1083 {
1084 if (GetHud())
1085 GetHud().HideVehicleInfo();
1086 }
override Hud GetHud()

References GetHud().

◆ HideVoiceLevelWidgets()

override void MissionBase::HideVoiceLevelWidgets ( )
inlineprotected

Definition at line 1419 of file missionGameplay.c.

1420 {
1421 for (int n = 0; n < m_VoiceLevelsWidgets.Count(); n++)
1422 {
1424 voiceWidget.Show(false);
1425 }
1426 }

Referenced by OnInit().

◆ InitInventory()

void MissionBase::InitInventory ( )
inlineprotected

Definition at line 180 of file missionGameplay.c.

181 {
182 if (!m_InventoryMenu)
183 m_InventoryMenu = InventoryMenu.Cast(GetUIManager().CreateScriptedMenu(MENU_INVENTORY, null));
184 }
void InventoryMenu()
const int MENU_INVENTORY
Definition constants.c:170

References GetUIManager(), InventoryMenu(), and MENU_INVENTORY.

Referenced by ResetGUI(), and ShowInventory().

◆ InsertCorpse()

override bool MissionBase::InsertCorpse ( Man player)
inlineprotected

Definition at line 693 of file missionServer.c.

694 {
696 return m_DeadPlayersArray.Insert(corpse_data) >= 0;
697 }
float GetTime()
ref array< ref CorpseData > m_DeadPlayersArray

References GetGame(), and GetTime().

◆ InvokeOnConnect()

void MissionBase::InvokeOnConnect ( PlayerBase player,
PlayerIdentity identity )
inlineprotected

Definition at line 366 of file missionServer.c.

367 {
368 Debug.Log("InvokeOnConnect:" + this.ToString(), "Connect");
369 if (player)
370 player.OnConnect();
371 }
proto string ToString()
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:133

References Debug::Log(), and ToString().

Referenced by OnEvent().

◆ InvokeOnDisconnect()

void MissionBase::InvokeOnDisconnect ( PlayerBase player)
inlineprotected

Definition at line 373 of file missionServer.c.

374 {
375 Debug.Log("InvokeOnDisconnect:" + this.ToString(), "Connect");
376 if (player)
377 player.OnDisconnect();
378 }

References Debug::Log(), and ToString().

Referenced by PlayerDisconnected().

◆ IsControlDisabled()

override bool MissionBase::IsControlDisabled ( )
inlineprotected

returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active

Definition at line 945 of file missionGameplay.c.

946 {
947 bool active = false;
949 active |= m_ActiveInputExcludeGroups.Count() > 0;
951 active |= m_ActiveInputRestrictions.Count() > 0;
952 active |= m_ControlDisabledMode >= INPUT_EXCLUDE_ALL; //legacy stuff, Justin case
953 return active;
954 }
const int INPUT_EXCLUDE_ALL
Definition constants.c:605

References INPUT_EXCLUDE_ALL.

◆ IsInputExcludeActive()

override bool MissionBase::IsInputExcludeActive ( string exclude)
inlineprotected

Returns true if the particular input exclude group had been activated via script and is active.

Definition at line 957 of file missionGameplay.c.

958 {
960 }

Referenced by OnUpdate().

◆ IsInputRestrictionActive()

override bool MissionBase::IsInputRestrictionActive ( int restriction)
inlineprotected

Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, EInputRestrictors) is active.

Definition at line 963 of file missionGameplay.c.

964 {
966 }

Referenced by OnUpdate().

◆ IsMapUnfoldActionRunning()

bool MissionBase::IsMapUnfoldActionRunning ( ActionBase pAction)
inlineprotected

Definition at line 1244 of file missionGameplay.c.

1245 {
1246 return !pAction || pAction.Type() != ActionUnfoldMap;
1247 }
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()

References ActionUnfoldMap().

Referenced by OnUpdate().

◆ IsMissionGameplay()

override bool MissionBase::IsMissionGameplay ( )
inlineprotected

Definition at line 1157 of file missionGameplay.c.

1158 {
1159 return true;
1160 }

◆ IsPaused()

override bool MissionBase::IsPaused ( )
inlineprotected

Definition at line 1110 of file missionGameplay.c.

1111 {
1112 return GetGame().GetUIManager().IsMenuOpen(MENU_INGAME);
1113 }

References GetGame(), and MENU_INGAME.

Referenced by Continue(), OnUpdate(), and Pause().

◆ IsPlayerDisconnecting()

override bool MissionBase::IsPlayerDisconnecting ( Man player)
inlineprotected

Definition at line 184 of file missionServer.c.

185 {
187 }

◆ IsPlayerRespawning()

override bool MissionBase::IsPlayerRespawning ( )
inlineprotected

Definition at line 1461 of file missionGameplay.c.

1462 {
1463 return m_PlayerRespawning;
1464 }
bool m_PlayerRespawning

References m_PlayerRespawning.

◆ IsServer()

override bool MissionBase::IsServer ( )
inlineprotected

Definition at line 179 of file missionServer.c.

180 {
181 return true;
182 }

Referenced by MissionBaseWorld::MissionBase(), and MissionBaseWorld::OnLog().

◆ IsVoNActive()

override bool MissionBase::IsVoNActive ( )
inlineprotected

Definition at line 1409 of file missionGameplay.c.

1410 {
1411 return m_VoNActive;
1412 }

References m_VoNActive.

◆ LocalPressTime()

int MissionBase::LocalPressTime ( )
inlineprotected

Definition at line 1290 of file missionGameplay.c.

1291 {
1292 return m_ActionDownTime;
1293 }

References m_ActionDownTime.

Referenced by GetHoldActionTime().

◆ LocalReleaseTime()

int MissionBase::LocalReleaseTime ( )
inlineprotected

Definition at line 1295 of file missionGameplay.c.

1296 {
1297 return m_ActionUpTime;
1298 }

References m_ActionUpTime.

Referenced by GetHoldActionTime().

◆ MissionGameplay()

void MissionBase::MissionGameplay ( )
inlineprotected

Definition at line 52 of file missionGameplay.c.

53 {
55 m_Initialized = false;
56 m_EffectWidgets = new GameplayEffectWidgets;
58 m_Chat = new Chat;
60 m_LifeState = -1;
61 m_Hud = new IngameHud;
62 m_VoNActive = false;
63 m_PauseQueued = false;
64 m_ChatChannelFadeTimer = new WidgetFadeTimer;
65 m_MicFadeTimer = new WidgetFadeTimer;
68
69 m_ActiveRefresherLocations = new array<vector>;
71 }
Definition Chat.c:15
ref ActionMenu m_ActionMenu
void DestroyAllMenus()
ref WidgetFadeTimer m_ChatChannelFadeTimer
ref Timer m_ChatChannelHideTimer
Widget m_HudRootWidget
ref Timer m_ToggleHudTimer
static void RegisterEvents()
Definition SyncEvents.c:3

References CALL_CATEGORY_GUI, DestroyAllMenus(), m_Hud, m_Initialized, and SyncEvents::RegisterEvents().

◆ MissionServer()

void MissionBase::MissionServer ( )
inlineprotected

◆ MoveHudForInventory()

void MissionBase::MoveHudForInventory ( bool inv_open)
inlineprotected

Definition at line 994 of file missionGameplay.c.

995 {
996#ifdef PLATFORM_CONSOLE
997 IngameHud hud = IngameHud.Cast(GetHud());
998 if (hud)
999 {
1000 if (inv_open)
1001 hud.GetHudPanelWidget().SetPos(0, -0.055);
1002 else
1003 hud.GetHudPanelWidget().SetPos(0, 0);
1004 }
1005#endif
1006 }

References GetHud().

◆ OnClientDisconnectedEvent()

void MissionBase::OnClientDisconnectedEvent ( PlayerIdentity identity,
PlayerBase player,
int logoutTime,
bool authFailed )
inlineprotected

Definition at line 551 of file missionServer.c.

552 {
553 bool disconnectNow = true;
554
555 // TODO: get out of vehicle
556 // using database and no saving if authorization failed
557 if (GetHive() && !authFailed)
558 {
559 if (player.IsAlive())
560 {
561 if (!m_LogoutPlayers.Contains(player) && !m_NewLogoutPlayers.Contains(player))
562 {
563 Print("[Logout]: New player " + identity.GetId() + " with logout time " + logoutTime.ToString());
564
565 // send statistics to client
566 player.StatSyncToClient();
567
568 // inform client about logout time
569 GetGame().SendLogoutTime(player, logoutTime);
570
571 // wait for some time before logout and save
572 LogoutInfo params = new LogoutInfo(GetGame().GetTime() + logoutTime * 1000, identity.GetId());
573
575 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(AddNewPlayerLogout, 0, false, player, params);
576
577 // allow reconnecting to old char only if not in cars, od ladders etc. as they cannot be properly synchronized for reconnect
578 //if (!player.GetCommand_Vehicle() && !player.GetCommand_Ladder())
579 //{
580 // GetGame().AddToReconnectCache(identity);
581 //}
582 // wait until logout timer runs out
583 disconnectNow = false;
584 }
585 return;
586 }
587 }
588
589 if (disconnectNow)
590 {
591 Print("[Logout]: New player " + identity.GetId() + " with instant logout");
592
593 // inform client about instant logout
594 GetGame().SendLogoutTime(player, 0);
595
597 }
598 }
proto native Hive GetHive()
void AddNewPlayerLogout(PlayerBase player, notnull LogoutInfo info)
void PlayerDisconnected(PlayerBase player, PlayerIdentity identity, string uid)
proto void Print(void var)
Prints content of variable to console/log.
Param2< int, string > LogoutInfo
int time of the logout end

References CALL_CATEGORY_GAMEPLAY, GetGame(), GetHive(), GetTime(), PlayerDisconnected(), and Print().

Referenced by OnEvent().

◆ OnClientNewEvent()

PlayerBase MissionBase::OnClientNewEvent ( PlayerIdentity identity,
vector pos,
ParamsReadContext ctx )
inlineprotected

Definition at line 474 of file missionServer.c.

475 {
476 string characterType = GetGame().CreateRandomPlayer();
477 bool generateRandomEquip = false;
478
479 // get login data for new character
480 if (ProcessLoginData(ctx) && (m_RespawnMode == GameConstants.RESPAWN_MODE_CUSTOM) && !GetGame().GetMenuDefaultCharacterData(false).IsRandomCharacterForced())
481 {
482 if (GetGame().ListAvailableCharacters().Find(GetGame().GetMenuDefaultCharacterData().GetCharacterType()) > -1)
483 characterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
484 }
485 else
486 generateRandomEquip = true;
487
489 {
491 if (presetData && presetData.IsValid())
492 {
493 string presetCharType = presetData.GetRandomCharacterType();
494 if (presetCharType == string.Empty)
497 {
499 return m_player;
500 }
501 else
502 ErrorEx("Failed to create character from type: " + presetCharType + ", using default spawning method");
503 }
504 else
505 ErrorEx("Failed to load PlayerSpawnPreset data properly, using default spawning method");
506 }
507
509 {
511 GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
512 EquipCharacter(GetGame().GetMenuDefaultCharacterData());
513 }
514
515 return m_player;
516 }
Empty
Definition Hand_States.c:14
void EquipCharacter(MenuDefaultCharacterData char_data)
Spawns character equip from received data. Checks validity against config, randomizes if invalid valu...
bool ProcessLoginData(ParamsReadContext ctx)
returns whether received data is valid, ctx can be filled on client in StoreLoginData()
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
static bool ProcessEquipmentData(PlayerBase player, PlayerSpawnPreset data)
equips character with the chosen preset
static PlayerSpawnPreset GetRandomCharacterPreset()
enum ShapeType ErrorEx

References CreateCharacter(), Empty, EquipCharacter(), ErrorEx, GetGame(), PlayerSpawnHandler::GetRandomCharacterPreset(), PlayerSpawnHandler::IsInitialized(), m_player, m_player, PlayerSpawnHandler::ProcessEquipmentData(), ProcessLoginData(), and GameConstants::RESPAWN_MODE_CUSTOM.

Referenced by OnEvent().

◆ OnClientPrepareEvent()

void MissionBase::OnClientPrepareEvent ( PlayerIdentity identity,
out bool useDB,
out vector pos,
out float yaw,
out int preloadTimeout )
inlineprotected

Definition at line 380 of file missionServer.c.

381 {
382 if (GetHive())
383 {
384 // use character from database
385 useDB = true;
386 }
387 else
388 {
389 // use following data without database
390 useDB = false;
391 pos = "1189.3 0.0 5392.48";
392 yaw = 0;
393 }
394 }

References GetHive().

Referenced by OnEvent().

◆ OnClientReadyEvent()

void MissionBase::OnClientReadyEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected

Definition at line 518 of file missionServer.c.

519 {
520 GetGame().SelectPlayer(identity, player);
521
522#ifdef DIAG_DEVELOPER
523 if (FeatureTimeAccel.m_CurrentTimeAccel)
524 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
525#endif
526 }

References GetGame().

Referenced by OnEvent().

◆ OnClientReconnectEvent()

void MissionBase::OnClientReconnectEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected

Definition at line 545 of file missionServer.c.

546 {
547 if (player)
548 player.OnReconnect();
549 }

Referenced by OnEvent().

◆ OnClientRespawnEvent()

void MissionBase::OnClientRespawnEvent ( PlayerIdentity identity,
PlayerBase player )
inlineprotected

Definition at line 528 of file missionServer.c.

529 {
530 if (player)
531 {
532 if (player.IsUnconscious() || player.IsRestrained())
533 {
534 // kill character
535 player.SetHealth("", "", 0.0);
536 }
537 }
538
539#ifdef DIAG_DEVELOPER
540 if (FeatureTimeAccel.m_CurrentTimeAccel)
541 GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
542#endif
543 }

References GetGame().

Referenced by OnEvent().

◆ OnEvent() [1/2]

override void MissionBase::OnEvent ( EventType eventTypeId,
Param params )
inlineprotected

Definition at line 622 of file missionGameplay.c.

623 {
624 super.OnEvent(eventTypeId, params);
626 Man player = GetGame().GetPlayer();
627
628 switch (eventTypeId)
629 {
632 if (m_LifeState == EPlayerStates.ALIVE)
633 m_Chat.Add(chat_params);
634 break;
635
638 ChatInputMenu chatMenu = ChatInputMenu.Cast(GetUIManager().FindMenu(MENU_CHAT_INPUT));
639 if (chatMenu)
640 chatMenu.UpdateChannel();
641 else
642 {
643 m_ChatChannelText.SetText(ChatInputMenu.GetChannelName(cc_params.param1));
644 m_ChatChannelFadeTimer.FadeIn(m_ChatChannelArea, 0.5, true);
646 }
647 break;
648
651 m_Hud.OnResizeScreen();
652
653 break;
654
657 PluginDeveloper plugin_developer = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
658 plugin_developer.OnSetFreeCameraEvent(PlayerBase.Cast(player), set_free_camera_event_params.param1);
659 break;
660 }
661 }
EPlayerStates
PluginBase GetPlugin(typename plugin_type)
TextWidget m_ChatChannelText
Widget m_ChatChannelArea
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition gameplay.c:550
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition gameplay.c:486
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:484
const int MENU_CHAT_INPUT
Definition constants.c:176

References ChatChannelEventTypeID, ChatMessageEventTypeID, DestroyAllMenus(), GetGame(), GetPlugin(), GetUIManager(), InventoryMenu(), m_Hud, MENU_CHAT_INPUT, Hud::OnResizeScreen(), and SetFreeCameraEventTypeID.

◆ OnEvent() [2/2]

override void MissionBase::OnEvent ( EventType eventTypeId,
Param params )
inlineprotected

Definition at line 246 of file missionServer.c.

247 {
250 int counter = 0;
251
252 switch (eventTypeId)
253 {
260 break;
261
265 player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
266 if (!player)
267 {
268 Debug.Log("ClientNewEvent: Player is empty");
269 return;
270 }
271 identity = newParams.param1;
274
277
278 break;
279
283 identity = readyParams.param1;
285 if (!player)
286 {
287 Debug.Log("ClientReadyEvent: Player is empty");
288 return;
289 }
290
293 // Send list of players at all clients
297 break;
298
302 identity = respawnParams.param1;
304 if (!player)
305 {
306 Debug.Log("ClientRespawnEvent: Player is empty");
307 return;
308 }
309
311 break;
312
316
317 identity = reconnectParams.param1;
319 if (!player)
320 {
321 Debug.Log("ClientReconnectEvent: Player is empty");
322 return;
323 }
324
326 break;
327
331
332 identity = discoParams.param1;
334 int logoutTime = discoParams.param3;
335 bool authFailed = discoParams.param4;
336
337 if (!player)
338 {
339 Debug.Log("ClientDisconnectenEvent: Player is empty");
340 return;
341 }
342
344 break;
345
348
351 identity = player.GetIdentity();
352 if (identity)
353 {
354 // disable reconnecting to old char
355 // GetGame().RemoveFromReconnectCache(identity.GetId());
356 Print("[Logout]: Player " + identity.GetId() + " cancelled");
357 }
358 else
359 Print("[Logout]: Player cancelled");
360 m_LogoutPlayers.Remove(player);
362 break;
363 }
364 }
static void SyncDataSendEx(notnull PlayerIdentity identity)
void SyncGlobalLighting(PlayerBase player)
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
void ControlPersonalLight(PlayerBase player)
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
The class that will be instanced (moddable)
Definition gameplay.c:376
static void SendPlayerList()
Definition SyncEvents.c:45
static void SyncDataSend(PlayerIdentity identity)
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition gameplay.c:514
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition gameplay.c:494
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition gameplay.c:500
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition gameplay.c:498
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition gameplay.c:504
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition gameplay.c:502
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition gameplay.c:492

References Class::CastTo(), ClientDisconnectedEventTypeID, ClientNewEventTypeID, ClientPrepareEventTypeID, ClientReadyEventTypeID, ClientReconnectEventTypeID, ClientRespawnEventTypeID, ControlPersonalLight(), InvokeOnConnect(), Debug::Log(), LogoutCancelEventTypeID, OnClientDisconnectedEvent(), OnClientNewEvent(), OnClientPrepareEvent(), OnClientReadyEvent(), OnClientReconnectEvent(), OnClientRespawnEvent(), Print(), SyncEvents::SendPlayerList(), UndergroundAreaLoader::SyncDataSend(), CfgGameplayHandler::SyncDataSendEx(), and SyncGlobalLighting().

◆ OnGameplayDataHandlerLoad()

override void MissionBase::OnGameplayDataHandlerLoad ( )
inlineprotected

Definition at line 105 of file missionServer.c.

106 {
108 GetGame().SetDebugMonitorEnabled(GetGame().ServerConfigGetInt("enableDebugMonitor"));
109
110 InitialiseWorldData();
111 }
static bool GetDisableRespawnDialog()

References CfgGameplayHandler::GetDisableRespawnDialog(), and GetGame().

◆ OnInit() [1/3]

override void MissionBase::OnInit ( )
inlineprotected

Definition at line 88 of file missionGameplay.c.

89 {
90 super.OnInit();
91
92 if (m_Initialized)
93 return;
94
95#ifdef DIAG_DEVELOPER
96 if (!GetGame().IsMultiplayer())//to make it work in single during development
97 {
100 }
101#endif
102
103 PPEffects.Init(); //DEPRECATED, left in for legacy purposes only
105
106 m_UIManager = GetGame().GetUIManager();
107
108 m_Initialized = true;
109
110 // init hud ui
111 if (!m_HudRootWidget)
112 {
113 m_HudRootWidget = GetGame().GetWorkspace().CreateWidgets("gui/layouts/day_z_hud.layout");
114
115 m_HudRootWidget.Show(false);
116
117 m_Chat.Init(m_HudRootWidget.FindAnyWidget("ChatFrameWidget"));
118
119 m_ActionMenu.Init(m_HudRootWidget.FindAnyWidget("ActionsPanel"), TextWidget.Cast(m_HudRootWidget.FindAnyWidget("DefaultActionWidget")));
120
121 m_Hud.Init(m_HudRootWidget.FindAnyWidget("HudPanel"));
122
123 // von enabled icon
124 m_MicrophoneIcon = ImageWidget.Cast(m_HudRootWidget.FindAnyWidget("mic"));
125 m_MicrophoneIcon.Show(false);
126
127 // von voice level
128 m_VoiceLevels = m_HudRootWidget.FindAnyWidget("VoiceLevelsPanel");
129 m_VoiceLevelsWidgets = new map<int, ImageWidget>; // [key] voice level
130 m_VoiceLevelTimers = new map<int, ref WidgetFadeTimer>; // [key] voice level
131
132 if (m_VoiceLevels)
133 {
134 m_VoiceLevelsWidgets.Set(VoiceLevelWhisper, ImageWidget.Cast(m_VoiceLevels.FindAnyWidget("Whisper")));
135 m_VoiceLevelsWidgets.Set(VoiceLevelTalk, ImageWidget.Cast(m_VoiceLevels.FindAnyWidget("Talk")));
136 m_VoiceLevelsWidgets.Set(VoiceLevelShout, ImageWidget.Cast(m_VoiceLevels.FindAnyWidget("Shout")));
137
138 m_VoiceLevelTimers.Set(VoiceLevelWhisper, new WidgetFadeTimer);
139 m_VoiceLevelTimers.Set(VoiceLevelTalk, new WidgetFadeTimer);
140 m_VoiceLevelTimers.Set(VoiceLevelShout, new WidgetFadeTimer);
141 }
142
144
145 // chat channel
146 m_ChatChannelArea = m_HudRootWidget.FindAnyWidget("ChatChannelPanel");
147 m_ChatChannelText = TextWidget.Cast(m_HudRootWidget.FindAnyWidget("ChatChannelText"));
148 }
149
150 // init hud ui
151#ifdef DEVELOPER
152 m_HudDebug = new HudDebug;
153
154 if (!m_HudDebug.IsInitialized())
155 {
156 m_HudDebug.Init(GetGame().GetWorkspace().CreateWidgets("gui/layouts/debug/day_z_hud_debug.layout"));
157 PluginConfigDebugProfile.GetInstance().SetLogsEnabled(LogManager.IsLogsEnable());
158 }
159#endif
160 }
void HudDebug()
Definition HudDebug.c:104
static bool IsLogsEnable()
Definition Debug.c:709
static void Init()
Widget m_VoiceLevels
override void HideVoiceLevelWidgets()
Deprecated; 'PPEManager' used instead.
Definition PPEffects.c:3
static void Init()
Definition PPEffects.c:52
static void SpawnAllTriggerCarriers()

References GetGame(), HideVoiceLevelWidgets(), HudDebug(), PPEffects::Init(), MapMarkerTypes::Init(), Hud::Init(), LogManager::IsLogsEnable(), CfgGameplayHandler::LoadData(), m_Hud, m_Initialized, and UndergroundAreaLoader::SpawnAllTriggerCarriers().

◆ OnInit() [2/3]

override void MissionBase::OnInit ( )
inlineprivate

Definition at line 10 of file missionMainMenu.c.

11 {
12 if (!m_NoCutscene)
14
15 if (!m_mainmenu)
16 {
17#ifdef PLATFORM_CONSOLE
18 if (g_Game.GetGameState() != DayZGameState.PARTY)
19 m_mainmenu = UIScriptedMenu.Cast(g_Game.GetUIManager().EnterScriptedMenu(MENU_TITLE_SCREEN, null));
20#else
21 m_mainmenu = UIScriptedMenu.Cast(g_Game.GetUIManager().EnterScriptedMenu(MENU_MAIN, null));
22#endif
23 }
24
25 GetOnInputDeviceChanged().Insert(OnInputDeviceChanged);
26 }
void CreateIntroScene()
void OnInputDeviceChanged(int device)
UIScriptedMenu m_mainmenu
const int MENU_TITLE_SCREEN
Definition constants.c:186
const int MENU_MAIN
Definition constants.c:172

References g_Game, MENU_MAIN, MENU_TITLE_SCREEN, and OnInputDeviceChanged().

◆ OnInit() [3/3]

override void MissionBase::OnInit ( )
inlineprotected

Definition at line 74 of file missionServer.c.

75 {
76 super.OnInit();
80 //Either pass consts in Init.c or insert all desired coords (or do both ;))
82 }
ref array< vector > m_FiringPos

References CfgGameplayHandler::LoadData(), PlayerSpawnHandler::LoadData(), and UndergroundAreaLoader::SpawnAllTriggerCarriers().

◆ OnInputDeviceChanged()

void MissionBase::OnInputDeviceChanged ( int device)
inlineprivate

Definition at line 132 of file missionMainMenu.c.

133 {
134 if (m_CreditsMenu)
135 m_CreditsMenu.UpdateInfoPanelText(device);
136 }
CreditsMenu m_CreditsMenu

◆ OnItemUsed()

override void MissionBase::OnItemUsed ( InventoryItem item,
Man owner )
inlineprotected

Definition at line 663 of file missionGameplay.c.

664 {
665 if (item && GetUIManager().GetMenu() == NULL)
666 {
667 if (item.IsInherited(ItemBook))
668 {
669 BookMenu bookMenu = BookMenu.Cast(GetUIManager().EnterScriptedMenu(MENU_BOOK, NULL));
670 if (bookMenu)
671 bookMenu.ReadBook(item);
672 }
673 }
674 }
const int MENU_BOOK
Definition constants.c:182

References GetUIManager(), and MENU_BOOK.

◆ OnKeyPress()

override void MissionBase::OnKeyPress ( int key)
inlineprotected

Definition at line 611 of file missionGameplay.c.

612 {
613 super.OnKeyPress(key);
614 m_Hud.KeyPress(key);
615 }

References Hud::KeyPress(), and m_Hud.

◆ OnKeyRelease()

override void MissionBase::OnKeyRelease ( int key)
inlineprotected

Definition at line 617 of file missionGameplay.c.

618 {
619 super.OnKeyRelease(key);
620 }

◆ OnMenuEnter()

void MissionBase::OnMenuEnter ( int menu_id)
inlineprivate

Definition at line 121 of file missionMainMenu.c.

122 {
123 switch (menu_id)
124 {
125 case MENU_CREDITS:
126 {
127 m_CreditsMenu = CreditsMenu.Cast(GetGame().GetUIManager().GetMenu());
128 }
129 }
130 }
const int MENU_CREDITS
Definition constants.c:195

References GetGame(), and MENU_CREDITS.

◆ OnMissionFinish() [1/2]

override void MissionBase::OnMissionFinish ( )
inlineprotected

Definition at line 212 of file missionGameplay.c.

213 {
215
216 //Print("OnMissionFinish");
219
220 m_Chat.Destroy();
221 delete m_HudRootWidget;
222
223 if (m_DebugMonitor)
224 m_DebugMonitor.Hide();
225#ifndef FEATURE_CURSOR
226 g_Game.GetUIManager().ShowUICursor(false);
227#endif
230 g_Game.SetMissionState(DayZGame.MISSION_STATE_FINNISH);
231 }
PPERequesterCategory
override void EnableAllInputs(bool bForceSupress=false)
Removes all active input excludes and restrictions.
Static component of PPE manager, used to hold the instance.
Definition PPEManager.c:3
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Definition PPEManager.c:27

References DestroyAllMenus(), EnableAllInputs(), g_Game, GetGame(), GetPlayer(), PPEManagerStatic::GetPPEManager(), GetUIManager(), UIManager::HideDialog(), and m_HudRootWidget.

◆ OnMissionFinish() [2/2]

override void MissionBase::OnMissionFinish ( )
inlineprivate

Definition at line 91 of file missionMainMenu.c.

92 {
93 if (m_mainmenu)
94 m_mainmenu.Cleanup();
95 GetGame().GetUIManager().CloseAll();
97
101#ifndef FEATURE_CURSOR
102 g_Game.GetUIManager().ShowUICursor(false);
103#endif
104 }

References g_Game, and GetGame().

◆ OnMissionStart() [1/3]

override void MissionBase::OnMissionStart ( )
inlineprotected

Only once the game is loaded should we take control of the cursor

Definition at line 167 of file missionGameplay.c.

168 {
169 g_Game.SetConnecting(false);
170
171#ifndef FEATURE_CURSOR
173 GetUIManager().ShowUICursor(false);
174#endif
175
176 g_Game.SetMissionState(DayZGame.MISSION_STATE_GAME);
177
178 }
void ShowUICursor(bool visible)
Definition UIManager.c:234

References g_Game, GetUIManager(), and UIManager::ShowUICursor().

◆ OnMissionStart() [2/3]

override void MissionBase::OnMissionStart ( )
inlineprivate

Definition at line 76 of file missionMainMenu.c.

77 {
78 if (m_mainmenu)
79 {
80 //m_mainmenu.FadeIn(2.0); //Fade in method is currently commented in MainMenu class
81 }
82 g_Game.GetUIManager().ShowUICursor(true);
83 g_Game.SetMissionState(DayZGame.MISSION_STATE_MAINMENU);
84
85 //Print("*** MissionMainMenu.OnMissionStart()");
86 g_Game.LoadingHide(true);
88 PlayMusic();
89 }
static proto native void DestroyAllPendingProgresses()

References ProgressAsync::DestroyAllPendingProgresses(), and g_Game.

◆ OnMissionStart() [3/3]

override void MissionBase::OnMissionStart ( )
inlineprotected

Definition at line 84 of file missionServer.c.

85 {
86 super.OnMissionStart();
87
88 // We will load the Effect areas on Default mission start
90 }

References EffectAreaLoader::CreateZones().

◆ OnPlayerRespawned()

override void MissionBase::OnPlayerRespawned ( Man player)
inlineprotected

Definition at line 1438 of file missionGameplay.c.

1439 {
1440#ifdef DIAG_DEVELOPER
1441 if (m_HudDebug)
1442 m_HudDebug.RefreshByLocalProfile();
1443#endif
1444
1446 if (playerBase)
1447 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(playerBase.ShowDeadScreen, false, 0);
1448
1449 GetGame().GetSoundScene().SetSoundVolume(g_Game.m_volume_sound, 1);
1450 GetGame().GetSoundScene().SetSpeechExVolume(g_Game.m_volume_speechEX, 1);
1451 GetGame().GetSoundScene().SetMusicVolume(g_Game.m_volume_music, 1);
1452 GetGame().GetSoundScene().SetVOIPVolume(g_Game.m_volume_VOIP, 1);
1453 GetGame().GetSoundScene().SetRadioVolume(g_Game.m_volume_radio, 1);
1454 }

References CALL_CATEGORY_GUI, g_Game, and GetGame().

◆ OnUpdate() [1/3]

override void MissionBase::OnUpdate ( float timeslice)
inlineprotected

Definition at line 233 of file missionGameplay.c.

234 {
235#ifdef DIAG_DEVELOPER
237#endif
238
239#ifdef FEATURE_CURSOR
240 if (GetTimeStamp() == 0)
241 {
242 if (!g_Game.IsAppActive() || IsCLIParam("launchPaused"))
243 m_PauseQueued = true;
244 else
245 {
247 GetUIManager().ShowUICursor(false);
248 }
249 }
250#endif
251
252 if (m_PauseQueued && !IsPaused())
253 Pause();
254
255 Man player = GetGame().GetPlayer();
258 UpdateDummyScheduler();//for external entities
261 NoteMenu note_menu = NoteMenu.Cast(m_UIManager.FindMenu(MENU_NOTE));
262 GesturesMenu gestures_menu = GesturesMenu.Cast(m_UIManager.FindMenu(MENU_GESTURES));
263 RadialQuickbarMenu quickbar_menu = RadialQuickbarMenu.Cast(m_UIManager.FindMenu(MENU_RADIAL_QUICKBAR));
264 InspectMenuNew inspect = InspectMenuNew.Cast(m_UIManager.FindMenu(MENU_INSPECT));
265 Input input = GetGame().GetInput();
266 ActionBase runningAction;
267 bool manualInputUnlockProcessed = false;
268
269 if (playerPB)
270 {
271#ifdef DIAG_DEVELOPER
272 if (DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM))
273 DbgUI.Begin("Hologram Debug", 5, 5);
274#endif
275
276 if (playerPB.GetHologramLocal())
277 playerPB.GetHologramLocal().UpdateHologram(timeslice);
278#ifdef DIAG_DEVELOPER
279 else if (DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM))
280 DbgUI.Text("No active Hologram");
281
282 if (DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM))
283 DbgUI.End();
284#endif
285
286 runningAction = playerPB.GetActionManager().GetRunningAction();
287 }
288
289#ifdef PLATFORM_CONSOLE
290 //'Special behaviour' for colliding VON distance input actions [CONSOLE ONLY]
291 if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalValue() && !menu)
292 {
293 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Lock();
294 GetUApi().GetInputByID(UAZoomInToggle).Lock();
295 GetUApi().GetInputByID(UAPersonView).Lock();
296 GetUApi().GetInputByID(UALeanLeft).Lock();
297 GetUApi().GetInputByID(UALeanRight).Lock();
298 }
299 else if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalRelease()) //unlocks on release, if already excluded, all the other inputs should be locked/unlocked in the exclude (if defined properly!)
300 {
301 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
302 GetUApi().GetInputByID(UAZoomInToggle).Unlock();
303 GetUApi().GetInputByID(UAPersonView).Unlock();
304 GetUApi().GetInputByID(UALeanLeft).Unlock();
305 GetUApi().GetInputByID(UALeanRight).Unlock();
306
308 }
309
310 //Radial quickbar
311 if (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalPress() && playerPB)
312 {
313 //open quickbar menu
314 if (playerPB.IsAlive() && !playerPB.IsRaised() && !playerPB.IsUnconscious() && !playerPB.GetCommand_Vehicle()) //player hands not raised, player is not in prone and player is not interacting with vehicle
315 {
316 if (!GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
317 {
318 RadialQuickbarMenu.OpenMenu();
319 m_Hud.ShowHudUI(false);
320 }
321 }
322 }
323
324 bool b1 = RadialQuickbarMenu.GetItemToAssign() != null;
325 //close quickbar menu from world
326 if (GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR) && (!RadialQuickbarMenu.GetMenuInstance().GetParentMenu() || RadialQuickbarMenu.GetMenuInstance().GetParentMenu() != inventory) && (GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalRelease() || !GetUApi().GetInputByID(UAUIQuickbarRadialOpen).LocalValue()))
327 {
328 RadialQuickbarMenu.CloseMenu();
329 m_Hud.ShowHudUI(true);
330 }
331
332 //Radial Quickbar from inventory
333 if ((RadialQuickbarMenu.instance && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() && RadialQuickbarMenu.GetMenuInstance().GetParentMenu() == inventory) && GetUApi().GetInputByID(UAUIQuickbarRadialInventoryOpen).LocalRelease())
334 {
335 //close radial quickbar menu
336 if (GetGame().GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
337 {
338 RadialQuickbarMenu.CloseMenu();
339 RadialQuickbarMenu.SetItemToAssign(NULL);
340 AddActiveInputExcludes({"inventory"});
342 }
343 }
344
345 if (playerPB)
346 {
347 //Special behaviour for leaning [CONSOLE ONLY]
348 if (playerPB.IsRaised() || playerPB.IsInRasedProne())
349 {
350 GetUApi().GetInputByID(UALeanLeftGamepad).Unlock();
351 GetUApi().GetInputByID(UALeanRightGamepad).Unlock();
352
354 }
355 else if (!GetUApi().GetInputByID(UALeanLeftGamepad).IsLocked() || !GetUApi().GetInputByID(UALeanRightGamepad).IsLocked())
356 {
357 GetUApi().GetInputByID(UALeanLeftGamepad).Lock();
358 GetUApi().GetInputByID(UALeanRightGamepad).Lock();
359 }
360
361 //Special behaviour for freelook & zeroing [CONSOLE ONLY]
362 if (playerPB.IsRaised())
363 {
364 GetUApi().GetInputByID(UALookAround).Lock(); //disable freelook
365 GetUApi().GetInputByID(UALookAroundToggle).Lock(); //disable freelook
366
367 GetUApi().GetInputByID(UAZeroingUp).Unlock(); //enable zeroing
368 GetUApi().GetInputByID(UAZeroingDown).Unlock();
369
371 }
372 else if (GetUApi().GetInputByID(UALookAround).IsLocked() || GetUApi().GetInputByID(UALookAroundToggle).IsLocked())
373 {
374 GetUApi().GetInputByID(UALookAround).Unlock(); //enable freelook
375 GetUApi().GetInputByID(UALookAroundToggle).Unlock(); //enable freelook
376
377 GetUApi().GetInputByID(UAZeroingUp).Lock(); //disable zeroing
378 GetUApi().GetInputByID(UAZeroingDown).Lock();
379
381 }
382 }
383#endif
384
387
388 //Gestures
389 if (GetUApi().GetInputByID(UAUIGesturesOpen).LocalPress() && playerPB)
390 {
391 //open gestures menu
392 if (!playerPB.IsRaised() && (playerPB.GetActionManager().ActionPossibilityCheck(playerPB.m_MovementState.m_CommandTypeId) || playerPB.IsEmotePlaying()) && !playerPB.GetCommand_Vehicle())
393 {
394 if (!GetUIManager().IsMenuOpen(MENU_GESTURES))
395 {
396 GesturesMenu.OpenMenu();
397 m_Hud.ShowHudUI(false);
398 }
399 }
400 }
401
402 if (GetUApi().GetInputByID(UAUIGesturesOpen).LocalRelease() || GetUApi().GetInputByID(UAUIGesturesOpen).LocalValue() == 0)
403 {
404 //close gestures menu
405 if (GetUIManager().IsMenuOpen(MENU_GESTURES))
406 {
407 GesturesMenu.CloseMenu();
408 m_Hud.ShowHudUI(true);
409 }
410 }
411
412 if (player && m_LifeState == EPlayerStates.ALIVE && !player.IsUnconscious())
413 {
414 // enables HUD on spawn
415 if (m_HudRootWidget)
416 m_HudRootWidget.Show(true);
417
418#ifndef NO_GUI
419 // fade out black screen
420
421 if (GetUIManager().ScreenFadeVisible())
423
424#endif
425
426 if (GetUApi().GetInputByID(UAGear).LocalPress())
427 {
428 if (!inventory && playerPB.CanManipulateInventory() && IsMapUnfoldActionRunning(runningAction))
429 {
432 }
433 else if (menu == inventory)
435 }
436
437 if (GetUApi().GetInputByID(UAUIMenu).LocalPress() && menu && inventory && menu == inventory)
439
440#ifndef PLATFORM_CONSOLE
441 if (GetUApi().GetInputByID(UAChat).LocalPress() && input.IsEnabledMouseAndKeyboardEvenOnServer())
442 {
443 ChatInputMenu chat = ChatInputMenu.Cast(m_UIManager.FindMenu(MENU_CHAT));
444 if (menu == NULL)
445 ShowChat();
446 }
447#endif
448
449 // voice level updated
450 VONManager.GetInstance().HandleInput(input);
451
452 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalHold())
453 {
454 if (!m_QuickbarHold)
455 {
456 m_QuickbarHold = true;
457 m_Hud.ShowHudPlayer(m_Hud.IsHideHudPlayer());
458 }
459 }
460
461 if (GetUApi().GetInputByID(UAUIQuickbarToggle).LocalRelease())
462 {
463 if (!m_QuickbarHold)
464 m_Hud.ShowQuickbarPlayer(m_Hud.IsHideQuickbarPlayer());
465 m_QuickbarHold = false;
466 }
467
468 if (GetUApi().GetInputByID(UAZeroingUp).LocalPress() || GetUApi().GetInputByID(UAZeroingDown).LocalPress() || GetUApi().GetInputByID(UAToggleWeapons).LocalPress())
469 m_Hud.ZeroingKeyPress();
470
471 if (menu == NULL)
472 {
473 m_ActionMenu.Refresh();
474
475 if (GetUApi().GetInputByID(UANextActionCategory).LocalPress())
476 m_ActionMenu.NextActionCategory();
477 else if (GetUApi().GetInputByID(UAPrevActionCategory).LocalPress())
478 m_ActionMenu.PrevActionCategory();
479 else if (GetUApi().GetInputByID(UANextAction).LocalPress())
480 m_ActionMenu.NextAction();
481 else if (GetUApi().GetInputByID(UAPrevAction).LocalPress())
482 m_ActionMenu.PrevAction();
483 }
484 else
485 m_ActionMenu.Hide();
486
487 //hologram rotation
488 if (menu == NULL && playerPB.IsPlacingLocal() && playerPB.GetHologramLocal().GetParentEntity().PlacementCanBeRotated())
489 {
490 if (GetUApi().GetInputByID(UANextAction).LocalRelease())
491 playerPB.GetHologramLocal().SubtractProjectionRotation(15);
492
493 if (GetUApi().GetInputByID(UAPrevAction).LocalRelease())
494 playerPB.GetHologramLocal().AddProjectionRotation(15);
495 }
496
498 {
499 if (GetUApi().GetInputByID(UAMapToggle).LocalPress() && !m_UIManager.GetMenu())
500 {
503 }
504 }
505 }
506
507 // life state check
508 if (player)
509 {
510 int life_state = player.GetPlayerState();
511
512 // life state changed
513 if (m_LifeState != life_state)
514 {
516
517 if (m_LifeState != EPlayerStates.ALIVE && !player.IsUnconscious())
519 }
520 }
521
522 if (menu && !menu.UseKeyboard() && menu.UseMouse())
523 {
524 int i;
525 for (i = 0; i < 5; i++)
526 {
527 input.DisableKey(i | INPUT_DEVICE_MOUSE);
530 }
531
532 for (i = 0; i < 6; i++)
533 input.DisableKey(i | INPUT_DEVICE_MOUSE_AXIS);
534 }
535
537 {
538 if (menu)
539 {
540 if (menu == inspect)
541 {
542 if (GetUApi().GetInputByID(UAGear).LocalPress())
543 {
544 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
546 }
547 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
548 {
549 if (ItemManager.GetInstance().GetSelectedItem() == NULL)
551 }
552 }
553 else if (menu == note_menu && (!IsInputExcludeActive("inventory") || !IsInputRestrictionActive(EInputRestrictors.INVENTORY)))
554 {
555 AddActiveInputExcludes({"inventory"});
557 }
558 else if (menu == gestures_menu && !gestures_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
559 {
560 AddActiveInputExcludes({"radialmenu"});
561 GetUApi().GetInputByID(UAUIGesturesOpen).Unlock();
562 }
563 else if (menu == quickbar_menu && !quickbar_menu.IsMenuClosing() && !IsInputExcludeActive("radialmenu"))
564 {
565 AddActiveInputExcludes({"radialmenu"});
566 GetUApi().GetInputByID(UAUIQuickbarRadialOpen).Unlock();
567 }
568 else if (IsPaused())
569 {
570 InGameMenuXbox menu_xb = InGameMenuXbox.Cast(GetGame().GetUIManager().GetMenu());
571 if (!g_Game.GetUIManager().ScreenFadeVisible() && (!menu_xb || !menu_xb.IsOnlineOpen()))
572 {
573 if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
574 Continue();
575 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
576 Continue();
577 }
578 else if (GetUApi().GetInputByID(UAUIBack).LocalPress())
579 {
580 if (menu_xb && menu_xb.IsOnlineOpen())
581 menu_xb.CloseOnline();
582 }
583 }
584 }
585 else if (GetUApi().GetInputByID(UAUIMenu).LocalPress())
586 {
588 Pause();
589 }
590 }
591
593
595
596 if (!GetGame().IsMultiplayer())
597 m_WorldData.UpdateBaseEnvTemperature(timeslice);
598
599#ifdef DIAG_DEVELOPER
601#endif
603 {
606 }
607
608 super.OnUpdate(timeslice);
609 }
bool IsLocked()
static bool GetMapIgnoreMapOwnership()
Definition DbgUI.c:60
Definition input.c:11
static ItemManager GetInstance()
override void AddActiveInputExcludes(array< string > excludes)
Adds one or more exclude groups to disable and refreshes excludes.
override void ShowInventory()
override bool IsInputExcludeActive(string exclude)
Returns true if the particular input exclude group had been activated via script and is active.
void TickScheduler(float timeslice)
override void ShowChat()
void HandleMapToggleByKeyboardShortcut(Man player)
override bool IsInputRestrictionActive(int restriction)
Returns true if the particular 'restriction' (those govern special behaviour outside regular input ex...
override void AddActiveInputRestriction(int restrictor)
Adds one input restriction (specific behaviour oudside regular excludes, defined below)
override void HideInventory()
override void Pause()
void UpdateDebugMonitor()
bool m_ProcessInputExcludes
void PerformRefreshExcludes()
applies queued excludes (0 == clear excludes)
bool IsMapUnfoldActionRunning(ActionBase pAction)
void DisplayHairDebug()
Manager class for managing Effect (EffectParticle, EffectSound)
static ref ScriptInvoker Event_OnFrameUpdate
Static invoker for the SEffectManager.Event_OnFrameUpdate called form MissionGameplay....
proto native UIScriptedMenu GetMenu()
Returns most-top open menu.
proto native bool IsDialogVisible()
proto native void ScreenFadeOut(float duration)
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
Definition UIManager.c:154
Manager class which handles Voice-over-network functionality while player is connected to a server.
Definition VONManager.c:242
static VONManagerBase GetInstance()
Main way to access VONManager functionality from script.
Definition VONManager.c:249
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)
const int INPUT_DEVICE_MOUSE
Definition constants.c:24
const int INPUT_ACTION_TYPE_DOUBLETAP
Definition constants.c:40
const int INPUT_DEVICE_MOUSE_AXIS
Definition constants.c:42
const int INPUT_ACTION_TYPE_DOWN_EVENT
Definition constants.c:33
const int MENU_INSPECT
Definition constants.c:169
const int MENU_GESTURES
Definition constants.c:184
const int MENU_CHAT
Definition constants.c:165
const int MENU_NOTE
Definition constants.c:180
const int MENU_RADIAL_QUICKBAR
Definition constants.c:188
proto native bool IsCLIParam(string param)
Returns if command line argument is present.

References AddActiveInputExcludes(), AddActiveInputRestriction(), DbgUI::Begin(), CloseAllMenus(), Continue(), DisplayHairDebug(), DbgUI::End(), SEffectManager::Event_OnFrameUpdate, UIManager::FindMenu(), g_Game, DiagMenu::GetBool(), GetGame(), VONManager::GetInstance(), ItemManager::GetInstance(), CfgGameplayHandler::GetMapIgnoreMapOwnership(), UIManager::GetMenu(), GetUApi(), GetUIManager(), CfgGameplayHandler::GetUse3DMap(), HandleMapToggleByKeyboardShortcut(), HideInventory(), INPUT_ACTION_TYPE_DOUBLETAP, INPUT_ACTION_TYPE_DOWN_EVENT, INPUT_DEVICE_MOUSE, INPUT_DEVICE_MOUSE_AXIS, InventoryMenu(), IsCLIParam(), UIManager::IsDialogVisible(), Hud::IsHideHudPlayer(), Hud::IsHideQuickbarPlayer(), IsInputExcludeActive(), IsInputRestrictionActive(), IsLocked(), IsMapUnfoldActionRunning(), IsPaused(), m_Hud, m_InventoryMenu, MENU_CHAT, MENU_GESTURES, MENU_INSPECT, MENU_INVENTORY, MENU_NOTE, MENU_RADIAL_QUICKBAR, Pause(), PerformRefreshExcludes(), RefreshExcludes(), UIManager::ScreenFadeOut(), ShowChat(), Hud::ShowHudPlayer(), Hud::ShowHudUI(), ShowInventory(), Hud::ShowQuickbarPlayer(), UIManager::ShowUICursor(), DbgUI::Text(), TickScheduler(), UpdateDebugMonitor(), and Hud::ZeroingKeyPress().

◆ OnUpdate() [2/3]

override void MissionBase::OnUpdate ( float timeslice)
inlineprivate

Definition at line 106 of file missionMainMenu.c.

107 {
108 super.OnUpdate(timeslice);
109
110#ifdef DIAG_DEVELOPER
112#endif
113
114 if (g_Game.IsLoading())
115 return;
116
117 if (m_IntroScenePC)
118 m_IntroScenePC.Update();
119 }

References g_Game.

◆ OnUpdate() [3/3]

override void MissionBase::OnUpdate ( float timeslice)
inlineprotected

Definition at line 92 of file missionServer.c.

93 {
94 UpdateDummyScheduler();
97 m_WorldData.UpdateBaseEnvTemperature(timeslice); // re-calculate base enviro temperature
99
101
102 super.OnUpdate(timeslice);
103 }
void RandomArtillery(float deltaTime)
void UpdateLogoutPlayers()

References RandomArtillery(), TickScheduler(), and UpdateLogoutPlayers().

◆ Pause()

override void MissionBase::Pause ( )
inlineprotected

Definition at line 1115 of file missionGameplay.c.

1116 {
1117 if (IsPaused() || (GetGame().GetUIManager().GetMenu() && GetGame().GetUIManager().GetMenu().GetID() == MENU_INGAME))
1118 return;
1119
1120 m_PauseQueued = true;
1121
1122 if (g_Game.IsClient() && g_Game.GetGameState() != DayZGameState.IN_GAME)
1123 return;
1124
1126 if (player && !player.IsPlayerLoaded() || IsPlayerRespawning())
1127 return;
1128
1129 CloseAllMenus();
1130
1131 // open ingame menu
1133 if (!menu || !menu.IsVisible())
1134 return;
1135
1136 AddActiveInputExcludes({"menu"});
1138
1139 m_PauseQueued = false;
1140 }
int GetID()
Get the ID registered in SEffectManager.
Definition Effect.c:517
override bool IsPlayerRespawning()
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.

References AddActiveInputExcludes(), AddActiveInputRestriction(), CloseAllMenus(), UIManager::EnterScriptedMenu(), g_Game, GetGame(), GetID(), GetPlayer(), GetUIManager(), IsPaused(), and MENU_INGAME.

Referenced by OnUpdate().

◆ PerformRefreshExcludes()

void MissionBase::PerformRefreshExcludes ( )
inlineprotected

applies queued excludes (0 == clear excludes)

Definition at line 914 of file missionGameplay.c.

915 {
917 {
918 for (int i = 0; i < m_ActiveInputExcludeGroups.Count(); i++)
919 GetUApi().ActivateExclude(m_ActiveInputExcludeGroups[i]);
920 }
921
922 GetUApi().UpdateControls();
923 }

References GetUApi().

Referenced by OnUpdate().

◆ PlayerControlDisable()

override void MissionBase::PlayerControlDisable ( int mode)
inlineprotected

Deprecated; simple input restrictions.

Definition at line 738 of file missionGameplay.c.

739 {
740 super.PlayerControlDisable(mode);
741
742 switch (mode)
743 {
745 {
746 AddActiveInputExcludes({"menu"});
747 break;
748 }
750 {
751 AddActiveInputExcludes({"inventory"});
753 break;
754 }
756 {
757 AddActiveInputExcludes({"loopedactions"});
759 break;
760 }
762 {
763 AddActiveInputExcludes({"radialmenu"});
764 break;
765 }
767 {
768 AddActiveInputExcludes({"radialmenu"});
769 break;
770 }
771 default:
772 {
773 Debug.Log("Unknown controls disable mode");
774 return;
775 }
776 }
777
779
781 if (player)
782 {
783 ItemBase item = player.GetItemInHands();
784 if (item && item.IsWeapon())
785 player.RequestResetADSSync();
786 }
787 }
const int INPUT_EXCLUDE_MOUSE_RADIAL
Definition constants.c:608
const int INPUT_EXCLUDE_INVENTORY
Definition constants.c:606
const int INPUT_EXCLUDE_MAP
Definition constants.c:609
const int INPUT_EXCLUDE_MOUSE_ALL
Definition constants.c:607

References AddActiveInputExcludes(), AddActiveInputRestriction(), GetGame(), GetPlayer(), INPUT_EXCLUDE_ALL, INPUT_EXCLUDE_INVENTORY, INPUT_EXCLUDE_MAP, INPUT_EXCLUDE_MOUSE_ALL, INPUT_EXCLUDE_MOUSE_RADIAL, and Debug::Log().

◆ PlayerControlEnable()

override void MissionBase::PlayerControlEnable ( bool bForceSupress)
inlineprotected

Deprecated; removes last input exclude and associated controls restrictions.

Definition at line 689 of file missionGameplay.c.

690 {
691 super.PlayerControlEnable(bForceSupress);
692
693 if (m_ControlDisabledMode != -1)
694 {
695 switch (m_ControlDisabledMode)
696 {
698 {
700 break;
701 }
703 {
706 break;
707 }
709 {
710 RemoveActiveInputExcludes({"loopedactions"}, bForceSupress);
712 break;
713 }
715 {
717 break;
718 }
720 {
722 break;
723 }
724 }
725
727
729 if (player)
730 {
731 HumanInputController hic = player.GetInputController();
732 hic.LimitsDisableSprint(false);
733 }
734 }
735 }

References GetGame(), GetPlayer(), INPUT_EXCLUDE_ALL, INPUT_EXCLUDE_INVENTORY, INPUT_EXCLUDE_MAP, INPUT_EXCLUDE_MOUSE_ALL, INPUT_EXCLUDE_MOUSE_RADIAL, RemoveActiveInputExcludes(), and RemoveActiveInputRestriction().

◆ PlayerDisconnected()

void MissionBase::PlayerDisconnected ( PlayerBase player,
PlayerIdentity identity,
string uid )
inlineprotected

Definition at line 600 of file missionServer.c.

601 {
602 // Note: At this point, identity can be already deleted
603 if (!player)
604 {
605 Print("[Logout]: Skipping player " + uid + ", already removed");
606 return;
607 }
608
609 // disable reconnecting to old char
610 //GetGame().RemoveFromReconnectCache(uid);
611
612 // now player can't cancel logout anymore, so call everything needed upon disconnect
614
615 Print("[Logout]: Player " + uid + " finished");
616
617 if (GetHive())
618 {
619 // save player
620 player.Save();
621
622 // unlock player in DB
623 GetHive().CharacterExit(player);
624 }
625
626 // handle player's existing char in the world
627 player.ReleaseNetworkControls();
629
630 // remove player from server
631 GetGame().DisconnectPlayer(identity, uid);
632 // Send list of players at all clients
633 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(SyncEvents.SendPlayerList, 1000);
634 }
void HandleBody(PlayerBase player)
void InvokeOnDisconnect(PlayerBase player)
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

References CALL_CATEGORY_SYSTEM, GetGame(), GetHive(), HandleBody(), InvokeOnDisconnect(), Print(), and SyncEvents::SendPlayerList().

Referenced by OnClientDisconnectedEvent(), and UpdateLogoutPlayers().

◆ PlayMusic()

void MissionBase::PlayMusic ( )
inlineprivate

Definition at line 138 of file missionMainMenu.c.

139 {
140 if (!m_MenuMusic)
141 {
142 SoundParams soundParams = new SoundParams("Music_Menu_SoundSet");
144 SoundObject soundObject = soundBuilder.BuildSoundObject();
145 soundObject.SetKind(WaveKind.WAVEMUSIC);
146 m_MenuMusic = GetGame().GetSoundScene().Play2D(soundObject, soundBuilder);
147 m_MenuMusic.Loop(true);
149 }
150 }
WaveKind
Definition Sound.c:2
class SoundObjectBuilder SoundObject(SoundParams soundParams)
void SoundObjectBuilder(SoundParams soundParams)
proto void Play()
proto void Loop(bool setLoop)

References GetGame(), AbstractWave::Loop(), AbstractWave::Play(), SoundObject(), and SoundObjectBuilder().

◆ ProcessLoginData()

bool MissionBase::ProcessLoginData ( ParamsReadContext ctx)
inlineprotected

returns whether received data is valid, ctx can be filled on client in StoreLoginData()

Definition at line 421 of file missionServer.c.

422 {
423 //creates temporary server-side structure for handling default character spawn
424 return GetGame().GetMenuDefaultCharacterData(false).DeserializeCharacterData(ctx);
425 }

References GetGame().

Referenced by OnClientNewEvent().

◆ RandomArtillery()

void MissionBase::RandomArtillery ( float deltaTime)
inlineprotected

Definition at line 114 of file missionServer.c.

115 {
116 // ARTY barrage
117 if (m_PlayArty)
118 {
119 // We only perform timer checks and increments if we enabled the artillery barrage
121 {
122 //We clamp to guarantee 1 and never have multiple shots on same pos, even in case of entry error
125
126 // Variables to be used in this scope
127 int randPos; // Select random position
128 Param1<vector> pos; // The value to be sent through RPC
129 array<ref Param> params; // The RPC params
130
132 {
133 // We only have one set of coordinates to send
134 randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
137 params.Insert(pos);
138 GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
139 }
140 else
141 {
142 //We will do some extra steps to
143 /*
144 1. Send multiple coords (Send one RPC per coord set)
145 2. Ensure we don't have duplicates
146 */
147 array<int> usedIndices = new array<int>; // Will store all previusly fired upon indices
148
149 // We determine how many positions fire between MIN and MAX
151 for (int i = 0; i < randFireNb; i++)
152 {
153 randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
154
155 if (usedIndices.Count() <= 0 || usedIndices.Find(randPos) < 0) //We do not find the index or array is empty
156 {
157 // We prepare to send the message
160
161 // We send the message with this set of coords
162 params.Insert(pos);
163 GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
164
165 // We store the last used value
166 usedIndices.Insert(randPos);
167 }
168 }
169 }
170
171 // Reset timer for new loop
172 m_ArtyBarrageTimer = 0.0;
173 }
174
176 }
177 }
Definition EnMath.c:7
float m_ArtyBarrageTimer
int m_MaxSimultaneousStrikes
float m_ArtyDelay
int m_MinSimultaneousStrikes
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54

References Math::Clamp(), GetGame(), and Math::RandomIntInclusive().

Referenced by OnUpdate().

◆ RefreshCrosshairVisibility()

override void MissionBase::RefreshCrosshairVisibility ( )
inlineprotected

Definition at line 1098 of file missionGameplay.c.

1099 {
1100 if (GetHudDebug())
1101 GetHudDebug().RefreshCrosshairVisibility();
1102 }

References GetHudDebug().

◆ RefreshExcludes()

override void MissionBase::RefreshExcludes ( )
inlineprotected

queues refresh of input excludes

Definition at line 908 of file missionGameplay.c.

909 {
911 }

Referenced by AddActiveInputExcludes(), OnUpdate(), and RemoveActiveInputExcludes().

◆ RemoveActiveInputExcludes()

override void MissionBase::RemoveActiveInputExcludes ( array< string > excludes,
bool bForceSupress = false )
inlineprotected

Removes one or more exclude groups and refreshes excludes.

Definition at line 790 of file missionGameplay.c.

791 {
792 super.RemoveActiveInputExcludes(excludes, bForceSupress);
793
794 if (excludes.Count() != 0)
795 {
796 bool changed = false;
797
799 {
800 for (int i = 0; i < excludes.Count(); i++)
801 {
802 if (m_ActiveInputExcludeGroups.Find(excludes[i]) != -1)
803 {
805 changed = true;
806 }
807 }
808
809 if (changed)
811 }
812
813 // supress control for next frame
814 GetUApi().SupressNextFrame(bForceSupress);
815 }
816 }

References GetUApi(), and RefreshExcludes().

Referenced by Continue(), HideChat(), HideInventory(), and PlayerControlEnable().

◆ RemoveActiveInputRestriction()

override void MissionBase::RemoveActiveInputRestriction ( int restrictor)
inlineprotected

Removes one restriction (specific behaviour oudside regular excludes, defined below)

Definition at line 819 of file missionGameplay.c.

820 {
821 //unique behaviour outside regular excludes
822 if (restrictor > -1)
823 {
824 switch (restrictor)
825 {
826 case EInputRestrictors.INVENTORY:
827 {
828 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
829 break;
830 }
831 case EInputRestrictors.MAP:
832 {
833 GetUApi().GetInputByID(UAWalkRunForced).ForceEnable(false); // force walk off!
834 break;
835 }
836 }
837
840 }
841 }

References GetUApi().

Referenced by Continue(), EnableAllInputs(), HideInventory(), and PlayerControlEnable().

◆ Reset()

override void MissionBase::Reset ( )
inlineprivate

Definition at line 28 of file missionMainMenu.c.

29 {
30#ifdef PLATFORM_CONSOLE
31 delete m_IntroSceneXbox;
32#else
33 delete m_IntroScenePC;
34#endif
35
37 }

◆ ResetGUI()

override void MissionBase::ResetGUI ( )
inlineprotected

Definition at line 1052 of file missionGameplay.c.

1053 {
1055 InitInventory();
1056 }

References DestroyInventory(), and InitInventory().

◆ SendMuteListToServer()

void MissionBase::SendMuteListToServer ( map< string, bool > mute_list)
inlineprotected

Definition at line 194 of file missionGameplay.c.

195 {
196 if (mute_list && mute_list.Count() > 0)
197 {
198 ScriptRPC rpc = new ScriptRPC();
199 rpc.Write(mute_list);
200 rpc.Send(null, ERPCs.RPC_USER_SYNC_PERMISSIONS, true, null);
201 }
202 }

◆ SetActionDownTime()

void MissionBase::SetActionDownTime ( int time_down)
inlineprotected

Definition at line 1280 of file missionGameplay.c.

1281 {
1283 }

◆ SetActionUpTime()

void MissionBase::SetActionUpTime ( int time_up)
inlineprotected

Definition at line 1285 of file missionGameplay.c.

1286 {
1288 }

◆ SetNoteMenu()

override void MissionBase::SetNoteMenu ( UIScriptedMenu menu)
inlineprotected

Definition at line 1433 of file missionGameplay.c.

1434 {
1435 m_Note = NoteMenu.Cast(menu);
1436 };

◆ SetPlayerRespawning()

override void MissionBase::SetPlayerRespawning ( bool state)
inlineprotected

Definition at line 1456 of file missionGameplay.c.

1457 {
1459 }

◆ SetRespawnModeClient()

override void MissionBase::SetRespawnModeClient ( int mode)
inlineprotected

Definition at line 1471 of file missionGameplay.c.

1472 {
1474 }

◆ SetVoNActive()

override void MissionBase::SetVoNActive ( bool active)
inlineprotected

Definition at line 1414 of file missionGameplay.c.

1415 {
1417 }

◆ ShouldPlayerBeKilled()

bool MissionBase::ShouldPlayerBeKilled ( PlayerBase player)
inlineprotected

Definition at line 636 of file missionServer.c.

637 {
638 if (player.IsUnconscious() || player.IsRestrained())
639 {
640 switch (player.GetKickOffReason())
641 {
642 case EClientKicked.SERVER_EXIT:
643 return false;
644 case EClientKicked.KICK_ALL_ADMIN:
645 return false;
646 case EClientKicked.KICK_ALL_SERVER:
647 return false;
648 case EClientKicked.SERVER_SHUTDOWN:
649 return false;
650 default:
651 return true;
652 }
653 }
654
655 return false;
656 }
EClientKicked

Referenced by HandleBody().

◆ ShowChat()

override void MissionBase::ShowChat ( )
inlineprotected

Definition at line 1058 of file missionGameplay.c.

1059 {
1062 m_ChatChannelArea.Show(false);
1064
1065 int level = GetGame().GetVoiceLevel();
1067
1068 AddActiveInputExcludes({"menu"});
1069 }
override void UpdateVoiceLevelWidgets(int level)

References AddActiveInputExcludes(), UIManager::EnterScriptedMenu(), GetGame(), MENU_CHAT_INPUT, and UpdateVoiceLevelWidgets().

Referenced by OnUpdate().

◆ ShowHairDebugValues()

void MissionBase::ShowHairDebugValues ( bool state)
inlineprotected

Definition at line 1313 of file missionGameplay.c.

1314 {
1315#ifdef DIAG_DEVELOPER
1316 if (state)
1317 {
1319
1320 int i = DiagMenu.GetValue(DiagMenuIDs.MISC_HAIR_LEVEL);
1321 bool bState = diagmenu.m_HairHidingStateMap.Get(i);
1322 string selectionState;
1323 if (!bState)
1324 selectionState = "Hidden";
1325 else
1326 selectionState = "Shown";
1327 string selectionName = diagmenu.m_HairSelectionArray.Get(i);
1328
1330 DbgUI.Begin("Hair Debug", 50, 150);
1331 DbgUI.Text("Current Hair Selection:" + selectionName);
1332 DbgUI.Text("State: " + selectionState);
1333
1334 DbgUI.End();
1336 }
1337 else
1338 {
1340 DbgUI.Begin("Hair Debug", 50, 50);
1341 DbgUI.End();
1343 }
1344#endif
1345 }
static proto void BeginCleanupScope()
static proto native void EndCleanupScope()
static proto int GetValue(int id)
Get value as int from the given script id.

References DbgUI::Begin(), DbgUI::BeginCleanupScope(), DbgUI::End(), DbgUI::EndCleanupScope(), GetPlugin(), DiagMenu::GetValue(), and DbgUI::Text().

Referenced by DisplayHairDebug().

◆ ShowInventory()

override void MissionBase::ShowInventory ( )
inlineprotected

Definition at line 1008 of file missionGameplay.c.

1009 {
1011
1012 if (!menu && GetGame().GetPlayer().GetHumanInventory().CanOpenInventory() && !GetGame().GetPlayer().IsInventorySoftLocked())
1013 {
1014 if (!m_InventoryMenu)
1015 InitInventory();
1016
1017 if (!GetUIManager().FindMenu(MENU_INVENTORY))
1018 {
1020 PlayerBase.Cast(GetGame().GetPlayer()).OnInventoryMenuOpen();
1021 }
1022 AddActiveInputExcludes({"inventory"});
1024 }
1025 }
proto native UIScriptedMenu ShowScriptedMenu(UIScriptedMenu menu, UIMenuPanel parent)

References AddActiveInputExcludes(), AddActiveInputRestriction(), GetGame(), UIManager::GetMenu(), GetPlayer(), GetUIManager(), InitInventory(), MENU_INVENTORY, and UIManager::ShowScriptedMenu().

Referenced by OnUpdate().

◆ ShowVehicleInfo()

void MissionBase::ShowVehicleInfo ( )
inlineprotected

Definition at line 1076 of file missionGameplay.c.

1077 {
1078 if (GetHud())
1079 GetHud().ShowVehicleInfo();
1080 }

References GetHud().

◆ SortedInsert()

int MissionBase::SortedInsert ( array< int > list,
int number )
inlineprivate

Definition at line 163 of file missionMainMenu.c.

164 {
165 int find_number = number;
166 int index_min = 0;
167 int index_max = list.Count() - 1;
168 int target_index = Math.Floor(index_max / 2);
169
170 if (index_max == -1)
171 {
172 list.Insert(number);
173 return 0;
174 }
175
176 while (true)
177 {
179
180 if (find_number == target_value || ((index_max - index_min) <= 1))
181 {
182 for (int i = index_min; i <= index_max; i++)
183 {
184 if (find_number <= list[i])
185 {
186 list.InsertAt(find_number, i);
187 return i;
188 }
189 }
190
191 index_max++;
192 list.InsertAt(find_number, index_max);
193 return target_index;
194 }
195 else if (find_number < target_value)
196 {
199 }
200 else if (find_number > target_value)
201 {
204 }
205 }
206
207 return target_index;
208 }
static proto float Floor(float f)
Returns floor of value.

References Math::Floor().

◆ StartingEquipSetup()

void MissionBase::StartingEquipSetup ( PlayerBase player,
bool clothesChosen )
inlineprotected

can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.

Definition at line 465 of file missionServer.c.

466 {
467 }

Referenced by EquipCharacter().

◆ StartLogoutMenu()

override void MissionBase::StartLogoutMenu ( int time)
inlineprotected

Definition at line 1192 of file missionGameplay.c.

1193 {
1194 if (m_Logout)
1195 {
1196 if (time > 0)
1197 {
1198 // character will be deleted from server int "time" seconds
1199 m_Logout.SetTime(time);
1200 m_Logout.Show();
1201
1202 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(m_Logout.UpdateTime, 1000, true);
1203 }
1204 else
1205 {
1206 // no waiting time -> player is most likely dead
1207 m_Logout.Exit();
1208 }
1209 }
1210 }

References CALL_CATEGORY_SYSTEM, and GetGame().

◆ StopMusic()

void MissionBase::StopMusic ( )
inlineprivate

Definition at line 152 of file missionMainMenu.c.

153 {
154 if (m_MenuMusic)
156 }
proto void Stop()

References AbstractWave::Stop().

◆ SyncGlobalLighting()

void MissionBase::SyncGlobalLighting ( PlayerBase player)
inlineprotected

Definition at line 410 of file missionServer.c.

411 {
412 if (player)
413 {
414 int lightingID = GetGame().ServerConfigGetInt("lightingConfig");
416 GetGame().RPCSingleParam(player, ERPCs.RPC_SEND_LIGHTING_SETUP, lightID, true, player.GetIdentity());
417 }
418 }

References GetGame().

Referenced by OnEvent().

◆ SyncRespawnModeInfo()

override void MissionBase::SyncRespawnModeInfo ( PlayerIdentity identity)
inlineprotected

Definition at line 728 of file missionServer.c.

729 {
730 ScriptRPC rpc = new ScriptRPC();
731 rpc.Write(m_RespawnMode);
732 rpc.Send(null, ERPCs.RPC_SERVER_RESPAWN_MODE, true, identity);
733 }

◆ TickScheduler() [1/2]

void MissionBase::TickScheduler ( float timeslice)
inlineprotected

Definition at line 186 of file missionGameplay.c.

187 {
189
190 if (player)
191 player.OnScheduledTick(timeslice);
192 }

References GetGame(), and GetPlayer().

Referenced by OnUpdate().

◆ TickScheduler() [2/2]

void MissionBase::TickScheduler ( float timeslice)
inlineprotected

Definition at line 673 of file missionServer.c.

674 {
675 GetGame().GetWorld().GetPlayerList(m_Players);
676 int players_count = m_Players.Count();
678
679 for (int i = 0; i < tick_count_max; i++)
680 {
682 m_currentPlayer = 0;
683
685
686 if (currentPlayer)
687 currentPlayer.OnTick();
689 }
690 }
const int SCHEDULER_PLAYERS_PER_TICK
static proto float Min(float x, float y)
Returns smaller of two given values.

References GetGame(), and Math::Min().

◆ UpdateCorpseStatesServer()

void MissionBase::UpdateCorpseStatesServer ( )
inlineprotected

Definition at line 699 of file missionServer.c.

700 {
701 if (m_DeadPlayersArray.Count() == 0)//nothing to process, abort
702 return;
703 int current_time = GetGame().GetTime();
706
707 for (int i = 0; i < m_DeadPlayersArray.Count(); i++)
708 {
710 if (!corpse_data || (corpse_data && (!corpse_data.m_Player || !corpse_data.m_bUpdate)))
711 invalid_corpses.Insert(i);
712 else if (corpse_data.m_bUpdate && current_time - corpse_data.m_iLastUpdateTime >= 30000)
713 {
714 corpse_data.UpdateCorpseState();
715 corpse_data.m_iLastUpdateTime = current_time;
716 }
717 }
718
719 //cleanup
720 if (invalid_corpses.Count() > 0)
721 {
722 for (i = invalid_corpses.Count() - 1; i > -1; i--)
724 }
725 }

References GetGame().

Referenced by UpdatePlayersStats().

◆ UpdateDebugMonitor()

void MissionBase::UpdateDebugMonitor ( )
inlineprotected

Definition at line 1262 of file missionGameplay.c.

1263 {
1264 if (!m_DebugMonitor) return;
1265
1267 if (player)
1268 {
1269 DebugMonitorValues values = player.GetDebugMonitorValues();
1270 if (values)
1271 {
1272 m_DebugMonitor.SetHealth(values.GetHealth());
1273 m_DebugMonitor.SetBlood(values.GetBlood());
1274 m_DebugMonitor.SetLastDamage(values.GetLastDamage());
1275 m_DebugMonitor.SetPosition(MiscGameplayFunctions.TruncateVec(player.GetPosition(), 1));
1276 }
1277 }
1278 }

References GetGame(), and GetPlayer().

Referenced by OnUpdate().

◆ UpdateInputDevicesAvailability() [1/2]

override void MissionBase::UpdateInputDevicesAvailability ( )
inlineprotected

Definition at line 204 of file missionGameplay.c.

205 {
206 super.UpdateInputDevicesAvailability();
207
208 g_Game.GetInput().UpdateConnectedInputDeviceList();
209 g_Game.UpdateInputDeviceDisconnectWarning();
210 }

References g_Game.

Referenced by MissionBaseWorld::MissionBase().

◆ UpdateInputDevicesAvailability() [2/2]

override void MissionBase::UpdateInputDevicesAvailability ( )
inlineprivate

Definition at line 68 of file missionMainMenu.c.

69 {
70 super.UpdateInputDevicesAvailability();
71
72 g_Game.GetInput().UpdateConnectedInputDeviceList();
73 g_Game.UpdateInputDeviceDisconnectWarning();
74 }

References g_Game.

◆ UpdateLogoutPlayers()

void MissionBase::UpdateLogoutPlayers ( )
inlineprotected

Definition at line 218 of file missionServer.c.

219 {
220 for (int i = 0; i < m_LogoutPlayers.Count();)
221 {
222 LogoutInfo info = m_LogoutPlayers.GetElement(i);
223
224 if (GetGame().GetTime() >= info.param1)
225 {
228 if (player)
229 {
230 identity = player.GetIdentity();
231 m_LogoutPlayers.Remove(player);
232 }
233 else
234 m_LogoutPlayers.RemoveElement(i);
235
236 // disable reconnecting to old char
237 // GetGame().RemoveFromReconnectCache(info.param2);
238
240 }
241 else
242 ++i;
243 }
244 }

References GetGame(), GetTime(), and PlayerDisconnected().

Referenced by OnUpdate().

◆ UpdatePlayersStats()

void MissionBase::UpdatePlayersStats ( )
inlineprotected

◆ UpdateVoiceLevelWidgets()

override void MissionBase::UpdateVoiceLevelWidgets ( int level)
inlineprotected

Definition at line 1347 of file missionGameplay.c.

1348 {
1349 for (int n = 0; n < m_VoiceLevelsWidgets.Count(); n++)
1350 {
1351 int voiceKey = m_VoiceLevelsWidgets.GetKey(n);
1353
1354 // stop fade timer since it will be refreshed
1355 WidgetFadeTimer timer = m_VoiceLevelTimers.Get(n);
1356 timer.Stop();
1357
1358 // show widgets according to the level
1359 if (voiceKey <= level)
1360 {
1361 voiceWidget.SetAlpha(1.0); // reset from possible previous fade out
1362 voiceWidget.Show(true);
1363
1364 if (!m_VoNActive && !GetUIManager().FindMenu(MENU_CHAT_INPUT))
1365 timer.FadeOut(voiceWidget, 3.0);
1366 }
1367 else
1368 voiceWidget.Show(false);
1369 }
1370
1371 // fade out microphone icon when switching levels without von on
1372 if (!m_VoNActive)
1373 {
1374 if (!GetUIManager().FindMenu(MENU_CHAT_INPUT))
1375 {
1376 m_MicrophoneIcon.SetAlpha(1.0);
1377 m_MicrophoneIcon.Show(true);
1378
1379 m_MicFadeTimer.FadeOut(m_MicrophoneIcon, 3.0);
1380 }
1381 }
1382 else
1383 {
1384 // stop mic icon fade timer when von is activated
1385 m_MicFadeTimer.Stop();
1386 }
1387 }

References GetUIManager(), and MENU_CHAT_INPUT.

Referenced by ShowChat().

◆ VerifyAttachmentType()

bool MissionBase::VerifyAttachmentType ( int slot_ID,
string attachment_type )
inlineprotected

Definition at line 469 of file missionServer.c.

470 {
471 return DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).Find(attachment_type) > -1;
472 }

Member Data Documentation

◆ CHERNARUS_STRIKE_POS

const ref array<vector> MissionBase::CHERNARUS_STRIKE_POS
protected
Initial value:
= {
"-500.00 165.00 5231.69",
"-500.00 300.00 9934.41",
"10406.86 192.00 15860.00",
"4811.75 370.00 15860.00",
"-500.00 453.00 15860.00"
}

Definition at line 29 of file missionServer.c.

29 {
30 "-500.00 165.00 5231.69",
31 "-500.00 300.00 9934.41",
32 "10406.86 192.00 15860.00",
33 "4811.75 370.00 15860.00",
34 "-500.00 453.00 15860.00"
35 };

◆ HOLD_LIMIT_TIME

const int MissionBase::HOLD_LIMIT_TIME = 300
protected

Definition at line 32 of file missionGameplay.c.

◆ LIVONIA_STRIKE_POS

const ref array<vector> MissionBase::LIVONIA_STRIKE_POS
protected
Initial value:
= {
"7440.00 417.00 -500.00",
"-500.00 276.00 5473.00",
"-500.00 265.00 9852.00",
"4953.00 240.00 13300.00",
"9620.00 188.00 13300.00",
"13300.00 204.00 10322.00",
"13300.00 288.00 6204.00",
"13300.00 296.00 -500.00"
}

Definition at line 38 of file missionServer.c.

38 {
39 "7440.00 417.00 -500.00",
40 "-500.00 276.00 5473.00",
41 "-500.00 265.00 9852.00",
42 "4953.00 240.00 13300.00",
43 "9620.00 188.00 13300.00",
44 "13300.00 204.00 10322.00",
45 "13300.00 288.00 6204.00",
46 "13300.00 296.00 -500.00"
47 };

◆ m_ActionDownTime

int MissionBase::m_ActionDownTime
protected

Definition at line 33 of file missionGameplay.c.

Referenced by LocalPressTime().

◆ m_ActionMenu

ref ActionMenu MissionBase::m_ActionMenu
protected

Definition at line 13 of file missionGameplay.c.

◆ m_ActionUpTime

int MissionBase::m_ActionUpTime
protected

Definition at line 34 of file missionGameplay.c.

Referenced by LocalReleaseTime().

◆ m_ActiveInputExcludeGroups

ref array<string> MissionBase::m_ActiveInputExcludeGroups
protected

Definition at line 38 of file missionGameplay.c.

◆ m_ActiveInputRestrictions

ref array<int> MissionBase::m_ActiveInputRestrictions
protected

Definition at line 39 of file missionGameplay.c.

◆ m_ArtyBarrageTimer

float MissionBase::m_ArtyBarrageTimer = 0
private

Definition at line 19 of file missionServer.c.

◆ m_ArtyDelay

float MissionBase::m_ArtyDelay = 0
protected

Definition at line 23 of file missionServer.c.

◆ m_Chat

ref Chat MissionBase::m_Chat
protected

Definition at line 12 of file missionGameplay.c.

◆ m_ChatChannelArea

Widget MissionBase::m_ChatChannelArea
protected

Definition at line 27 of file missionGameplay.c.

◆ m_ChatChannelFadeTimer

ref WidgetFadeTimer MissionBase::m_ChatChannelFadeTimer
protected

Definition at line 24 of file missionGameplay.c.

◆ m_ChatChannelHideTimer

ref Timer MissionBase::m_ChatChannelHideTimer
protected

Definition at line 23 of file missionGameplay.c.

◆ m_ChatChannelText

TextWidget MissionBase::m_ChatChannelText
protected

Definition at line 28 of file missionGameplay.c.

◆ m_ControlDisabled

bool MissionBase::m_ControlDisabled
protected

Definition at line 36 of file missionGameplay.c.

◆ m_ControlDisabledMode

int MissionBase::m_ControlDisabledMode
protected

Definition at line 37 of file missionGameplay.c.

Referenced by GetControlDisabledMode().

◆ m_CreditsMenu

CreditsMenu MissionBase::m_CreditsMenu
private

Definition at line 4 of file missionMainMenu.c.

◆ m_currentPlayer

int MissionBase::m_currentPlayer
private

Definition at line 13 of file missionServer.c.

◆ m_DeadPlayersArray

ref array<ref CorpseData> MissionBase::m_DeadPlayersArray
private

Definition at line 8 of file missionServer.c.

◆ m_DebugMonitor

ref DebugMonitor MissionBase::m_DebugMonitor
protected

Definition at line 17 of file missionGameplay.c.

◆ m_EffectWidgets

ref GameplayEffectWidgets MissionBase::m_EffectWidgets
protected

Definition at line 21 of file missionGameplay.c.

Referenced by GetEffectWidgets().

◆ m_FiringPos

ref array<vector> MissionBase::m_FiringPos
protected

Definition at line 26 of file missionServer.c.

◆ m_Hud

ref IngameHud MissionBase::m_Hud
protected

Definition at line 14 of file missionGameplay.c.

Referenced by GetHud().

◆ m_HudDebug

ref HudDebug MissionBase::m_HudDebug
protected

Definition at line 15 of file missionGameplay.c.

Referenced by GetHudDebug().

◆ m_HudRootWidget

Widget MissionBase::m_HudRootWidget
protected

Definition at line 8 of file missionGameplay.c.

Referenced by OnMissionFinish().

◆ m_Initialized

bool MissionBase::m_Initialized
private

Definition at line 4 of file missionGameplay.c.

◆ m_InitOnce

bool MissionBase::m_InitOnce
protected

Definition at line 35 of file missionGameplay.c.

◆ m_IntroScenePC

ref DayZIntroScenePC MissionBase::m_IntroScenePC
private

Definition at line 5 of file missionMainMenu.c.

◆ m_IntroSceneXbox

ref DayZIntroSceneXbox MissionBase::m_IntroSceneXbox
private

Definition at line 6 of file missionMainMenu.c.

◆ m_InventoryMenu

ref InventoryMenu MissionBase::m_InventoryMenu
protected

Definition at line 11 of file missionGameplay.c.

Referenced by GetInventory(), and OnUpdate().

◆ m_LifeState

int MissionBase::m_LifeState
private

Definition at line 3 of file missionGameplay.c.

◆ m_Logout

ref LogoutMenu MissionBase::m_Logout
protected

Definition at line 16 of file missionGameplay.c.

◆ m_LogoutPlayers

ref map<PlayerBase, ref LogoutInfo> MissionBase::m_LogoutPlayers
private

Definition at line 9 of file missionServer.c.

◆ m_mainmenu

UIScriptedMenu MissionBase::m_mainmenu
private

Definition at line 3 of file missionMainMenu.c.

◆ m_MaxSimultaneousStrikes

int MissionBase::m_MaxSimultaneousStrikes = 0
protected

Definition at line 25 of file missionServer.c.

◆ m_MenuMusic

AbstractWave MissionBase::m_MenuMusic
private

Definition at line 7 of file missionMainMenu.c.

◆ m_MicFadeTimer

ref WidgetFadeTimer MissionBase::m_MicFadeTimer
protected

Definition at line 25 of file missionGameplay.c.

Referenced by GetMicWidgetFadeTimer().

◆ m_MicrophoneIcon

ImageWidget MissionBase::m_MicrophoneIcon
protected

Definition at line 9 of file missionGameplay.c.

Referenced by GetMicrophoneIcon().

◆ m_MinSimultaneousStrikes

int MissionBase::m_MinSimultaneousStrikes = 0
protected

Definition at line 24 of file missionServer.c.

◆ m_mission

MissionBase MissionBase::m_mission
protected

Definition at line 53 of file missionServer.c.

◆ m_moduleDefaultCharacter

PluginAdditionalInfo MissionBase::m_moduleDefaultCharacter
protected

Definition at line 54 of file missionServer.c.

◆ m_NewLogoutPlayers

ref map<PlayerBase, ref LogoutInfo> MissionBase::m_NewLogoutPlayers
private

Definition at line 10 of file missionServer.c.

◆ m_NoCutscene

bool MissionBase::m_NoCutscene
private

Definition at line 8 of file missionMainMenu.c.

◆ m_Note

NoteMenu MissionBase::m_Note
protected

Definition at line 29 of file missionGameplay.c.

Referenced by GetNoteMenu().

◆ m_OnConnectivityChanged

ref ScriptInvoker MissionBase::m_OnConnectivityChanged
protected

Definition at line 19 of file missionGameplay.c.

Referenced by GetConnectivityInvoker().

◆ m_PauseQueued

bool MissionBase::m_PauseQueued
protected

Definition at line 44 of file missionGameplay.c.

◆ m_PlayArty

bool MissionBase::m_PlayArty = false
protected

Definition at line 22 of file missionServer.c.

◆ m_player

PlayerBase MissionBase::m_player
protected

Definition at line 52 of file missionServer.c.

Referenced by CreateCharacter(), and OnClientNewEvent().

◆ m_PlayerRespawning

bool MissionBase::m_PlayerRespawning
protected

Definition at line 42 of file missionGameplay.c.

Referenced by IsPlayerRespawning().

◆ m_Players

ref array<Man> MissionBase::m_Players
private

Definition at line 7 of file missionServer.c.

◆ m_ProcessInputExcludes

bool MissionBase::m_ProcessInputExcludes
protected

Definition at line 40 of file missionGameplay.c.

◆ m_QuickbarHold

bool MissionBase::m_QuickbarHold
protected

Definition at line 41 of file missionGameplay.c.

◆ m_RainProcHandler

ref RainProcurementHandler MissionBase::m_RainProcHandler
private

Definition at line 11 of file missionServer.c.

Referenced by GetRainProcurementHandler().

◆ m_RespawnMode

int MissionBase::m_RespawnMode
private

Definition at line 14 of file missionServer.c.

◆ m_RespawnModeClient

int MissionBase::m_RespawnModeClient
protected

Definition at line 43 of file missionGameplay.c.

Referenced by GetRespawnModeClient().

◆ m_ToggleHudTimer

ref Timer MissionBase::m_ToggleHudTimer
protected

Definition at line 31 of file missionGameplay.c.

◆ m_UIManager

UIManager MissionBase::m_UIManager
protected

Definition at line 6 of file missionGameplay.c.

Referenced by GetUIManager().

◆ m_VoiceLevels

Widget MissionBase::m_VoiceLevels
protected

Definition at line 48 of file missionGameplay.c.

◆ m_VoiceLevelsWidgets

ref map<int, ImageWidget> MissionBase::m_VoiceLevelsWidgets
protected

Definition at line 49 of file missionGameplay.c.

Referenced by GetVoiceLevelWidgets().

◆ m_VoiceLevelTimers

ref map<int, ref WidgetFadeTimer> MissionBase::m_VoiceLevelTimers
protected

Definition at line 50 of file missionGameplay.c.

Referenced by GetVoiceLevelTimers().

◆ m_VoNActive

bool MissionBase::m_VoNActive
protected

Definition at line 47 of file missionGameplay.c.

Referenced by IsVoNActive().

◆ SCHEDULER_PLAYERS_PER_TICK

const int MissionBase::SCHEDULER_PLAYERS_PER_TICK = 5
private

Definition at line 12 of file missionServer.c.


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