DayZ 1.24
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OptionsAccess Class Reference
Inheritance diagram for OptionsAccess:
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Collaboration diagram for OptionsAccess:
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Private Member Functions

proto native int GetAccessType ()
 AccessType of current option.
 
proto native int GetControlType ()
 Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2.
 
proto native void Apply ()
 Applies the option value if the value has changed and forgets the old value. This function has no effect on internal options, see OptionsAccess::Test.
 
proto native void Test ()
 Sets the option value internaly if the value has changed and wasnt set immediately upon change.
 
proto native void Revert ()
 Reverts the option value to old value if the value has changed and wasnt applied. This function has effect on internal options.
 
proto native int IsChanged ()
 If the option value is changed and not applied or reverted. Value can already be set internally if the value was changed immediately.
 
proto native int NeedRestart ()
 If the option value will take effect only after the game is restarted.
 
proto native int SetChangeImmediately ()
 If the value is changed internally immediately upon change.
 
proto native int GetIndex ()
 
proto native int GetDefaultIndex ()
 
proto native void SetIndex (int index)
 
proto native int GetItemsCount ()
 
proto void GetItemText (int index, out string value)
 
proto native void Switch ()
 
proto void GetItemText (out string value)
 
proto native int GetIndex ()
 
proto native int GetDefaultIndex ()
 
Script Events API

Setting and getting of ScriptEvents

proto void SetScriptEvents (Managed events)
 Set the events.
 
proto Managed GetScriptEvents ()
 Get the events.
 
OptionsAccessEvents GetEvents ()
 Get the events.
 
Events

Events called from C++

void OnRevert ()
 
- Private Member Functions inherited from Managed
void IntroSceneCharacter ()
 
void ~IntroSceneCharacter ()
 
bool IsDefaultCharacter ()
 
void SetToDefaultCharacter ()
 
void SetCharacterID (int char_id)
 
int GetCharacterID ()
 
PlayerBase GetCharacterObj ()
 
TStringArray GetCharGenderList ()
 
TStringArray GetCharList (ECharGender gender)
 
TStringArray GetCharShirtsList ()
 
TStringArray GetCharPantsList ()
 
TStringArray GetCharShoesList ()
 
void SetCharacterGender (ECharGender gender)
 
bool IsCharacterFemale ()
 
ECharGender GetCharacterGender ()
 
vector GetPosition ()
 
int GetNextCharacterID ()
 
int GetPrevCharacterID ()
 
void CreateNewCharacterRandom ()
 
void CreateNewCharacterById (int character_id)
 
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
 
void CreateDefaultCharacter ()
 
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
 
void CreateNewCharacter ()
 
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
 
void CharacterUnload ()
 
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
 
void SetupPlayerName (bool new_name)
 
void SetAttachment (string type, int slot)
 
string GetCharacterNameById (int char_id)
 
string GetCharacterName ()
 
void SaveCharName (string name)
 
void SaveDefaultCharacter ()
 
void TransferValues (PlayerBase player)
 
void Init ()
 
void OnScheduledTick (float deltatime)
 
void CheckValues ()
 
float GetBlood ()
 
float GetHealth ()
 
void CheckHealth ()
 
void CheckBlood ()
 
void SendInitValues ()
 Sends values on object creation.
 
void SendValue (int value_type, float value)
 
void ReceiveValue (int value_type, float value)
 
void OnRPC (ParamsReadContext ctx)
 
void ShowDebugValues (bool show)
 
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
 
void InitIndicator (vector position)
 
void StopIndicator (bool instant=false)
 
void StartRunningDrops ()
 
bool IsRunningDrops ()
 Are any drops currently being animated?
 
void TrySpawnNextDrop ()
 
void ResetSequence ()
 
void ResetIndicator ()
 
void Update (float timeSlice)
 
bool GetEndNow ()
 
int GetSeverity ()
 
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
 
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
 
array< ref WidgetGetWidgetSet ()
 
int GetWidgetSetType ()
 
int GetWidgetSetID ()
 
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
 
bool DataInitialized ()
 
void UpdateVisibility (bool state)
 
void RegisterData (Param p)
 
void Update (float timeSlice=0, Param p=null, int handle=-1)
 
void ForceStop ()
 

Additional Inherited Members

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

Detailed Description

Definition at line 1271 of file gameplay.c.

Member Function Documentation

◆ Apply()

proto native void OptionsAccess::Apply ( )
private

Applies the option value if the value has changed and forgets the old value. This function has no effect on internal options, see OptionsAccess::Test.

◆ GetAccessType()

proto native int OptionsAccess::GetAccessType ( )
private

AccessType of current option.

Returns
AccessType

◆ GetControlType()

proto native int OptionsAccess::GetControlType ( )
private

Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2.

Returns
ControlType

◆ GetDefaultIndex() [1/2]

proto native int OptionsAccess::GetDefaultIndex ( )
private

◆ GetDefaultIndex() [2/2]

proto native int OptionsAccess::GetDefaultIndex ( )
private

◆ GetEvents()

OptionsAccessEvents OptionsAccess::GetEvents ( )
inlineprivate

Get the events.

Returns
ParticleManagerEvents If there is any events set, this will return them so that additional functionality can be bound to them

Definition at line 1343 of file gameplay.c.

1344 {
1345 return OptionsAccessEvents.Cast(GetScriptEvents());
1346 }
Invokers for ParticleManager events.
Definition gameplay.c:1366
proto Managed GetScriptEvents()
Get the events.

References GetScriptEvents().

Referenced by OnRevert().

◆ GetIndex() [1/2]

proto native int OptionsAccess::GetIndex ( )
private

◆ GetIndex() [2/2]

proto native int OptionsAccess::GetIndex ( )
private

◆ GetItemsCount()

proto native int OptionsAccess::GetItemsCount ( )
private

◆ GetItemText() [1/2]

proto void OptionsAccess::GetItemText ( int index,
out string value )
private

◆ GetItemText() [2/2]

proto void OptionsAccess::GetItemText ( out string value)
private

◆ GetScriptEvents()

proto Managed OptionsAccess::GetScriptEvents ( )
private

Get the events.

Returns
Managed If there is any events set, this will return them

Referenced by GetEvents().

◆ IsChanged()

proto native int OptionsAccess::IsChanged ( )
private

If the option value is changed and not applied or reverted. Value can already be set internally if the value was changed immediately.

Returns
1 if the value is changed, 0 othewise

◆ NeedRestart()

proto native int OptionsAccess::NeedRestart ( )
private

If the option value will take effect only after the game is restarted.

Returns
1 if the value is changed, 0 othewise

◆ OnRevert()

void OptionsAccess::OnRevert ( )
inlineprivate

Definition at line 1356 of file gameplay.c.

1357 {
1358 GetEvents().Event_OnRevert.Invoke(this);
1359 }
ref ScriptInvoker Event_OnRevert
Definition gameplay.c:1367
OptionsAccessEvents GetEvents()
Get the events.
Definition gameplay.c:1343

References OptionsAccessEvents::Event_OnRevert, and GetEvents().

◆ Revert()

proto native void OptionsAccess::Revert ( )
private

Reverts the option value to old value if the value has changed and wasnt applied. This function has effect on internal options.

◆ SetChangeImmediately()

proto native int OptionsAccess::SetChangeImmediately ( )
private

If the value is changed internally immediately upon change.

Returns
1 if the value is changed immediately, 0 othewise

◆ SetIndex()

proto native void OptionsAccess::SetIndex ( int index)
private

◆ SetScriptEvents()

proto void OptionsAccess::SetScriptEvents ( Managed events)
private

Set the events.

Parameters
eventsManaged The events to set

◆ Switch()

proto native void OptionsAccess::Switch ( )
private

◆ Test()

proto native void OptionsAccess::Test ( )
private

Sets the option value internaly if the value has changed and wasnt set immediately upon change.


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