DayZ 1.24
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RemotePlayerDamageDebug Class Reference
Collaboration diagram for RemotePlayerDamageDebug:
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Private Member Functions

void RemotePlayerDamageDebug (PlayerBase player)
 
void AddDamage (float value_global, float value_blood, float value_shock)
 
void InsertDamageObject (DamageData damage_object)
 
PlayerBase GetPlayer ()
 
void Get (array< ref DamageData > damage_list)
 
void GetReversed (array< ref DamageData > damage_list)
 
void Serialize (array< ref RemotePlayerDamageDebug > list)
 
void Debug ()
 

Private Attributes

const int MAX_DAMAGE_RECORDS = 5
 
PlayerBase m_Player
 
bool m_ChangedSinceSerialization
 
ref array< ref DamageDatam_DamageList = new array<ref DamageData>
 

Detailed Description

Definition at line 1 of file RemotePlayerDamageDebug.c.

Constructor & Destructor Documentation

◆ RemotePlayerDamageDebug()

void RemotePlayerDamageDebug::RemotePlayerDamageDebug ( PlayerBase player)
inlineprivate

Definition at line 9 of file RemotePlayerDamageDebug.c.

10 {
12 }

References m_Player.

Member Function Documentation

◆ AddDamage()

void RemotePlayerDamageDebug::AddDamage ( float value_global,
float value_blood,
float value_shock )
inlineprivate

◆ Debug()

void RemotePlayerDamageDebug::Debug ( )
inlineprivate

Definition at line 55 of file RemotePlayerDamageDebug.c.

56 {
57 string output;
58 for (int i = 0; i < m_DamageList.Count(); i++)
59 output = output + m_DamageList.Get(i).ToString() + ", ";
60 PrintString("damage values for player " + m_Player.ToString() + ":" + output);
61
62 }
void PrintString(string s)
Helper for printing out string expression. Example: PrintString("Hello " + var);.
Definition EnScript.c:344

References m_DamageList, m_Player, and PrintString().

Referenced by DebugDamage().

◆ Get()

void RemotePlayerDamageDebug::Get ( array< ref DamageData > damage_list)
inlineprivate

Definition at line 35 of file RemotePlayerDamageDebug.c.

36 {
37 for (int i = 0; i < m_DamageList.Count(); i++)
38 damage_list.Insert(m_DamageList.Get(i));
39 }

References m_DamageList.

◆ GetPlayer()

PlayerBase RemotePlayerDamageDebug::GetPlayer ( )
inlineprivate

Definition at line 29 of file RemotePlayerDamageDebug.c.

30 {
31 return m_Player;
32 }

References m_Player.

◆ GetReversed()

void RemotePlayerDamageDebug::GetReversed ( array< ref DamageData > damage_list)
inlineprivate

Definition at line 41 of file RemotePlayerDamageDebug.c.

42 {
43 int index = m_DamageList.Count() - 1;
44 for (; index >= 0; index--)
45 damage_list.Insert(m_DamageList.Get(index));
46 }

References m_DamageList.

◆ InsertDamageObject()

void RemotePlayerDamageDebug::InsertDamageObject ( DamageData damage_object)
inlineprivate

Definition at line 23 of file RemotePlayerDamageDebug.c.

24 {
26 }

References m_DamageList.

◆ Serialize()

void RemotePlayerDamageDebug::Serialize ( array< ref RemotePlayerDamageDebug > list)
inlineprivate

Definition at line 48 of file RemotePlayerDamageDebug.c.

49 {
51 list.Insert(this);
53 }

References m_ChangedSinceSerialization.

Member Data Documentation

◆ m_ChangedSinceSerialization

bool RemotePlayerDamageDebug::m_ChangedSinceSerialization
private

Definition at line 5 of file RemotePlayerDamageDebug.c.

Referenced by AddDamage(), and Serialize().

◆ m_DamageList

ref array<ref DamageData> RemotePlayerDamageDebug::m_DamageList = new array<ref DamageData>
private

Definition at line 7 of file RemotePlayerDamageDebug.c.

Referenced by AddDamage(), Debug(), Get(), GetReversed(), and InsertDamageObject().

◆ m_Player

PlayerBase RemotePlayerDamageDebug::m_Player
private

Definition at line 4 of file RemotePlayerDamageDebug.c.

Referenced by Debug(), GetPlayer(), and RemotePlayerDamageDebug().

◆ MAX_DAMAGE_RECORDS

const int RemotePlayerDamageDebug::MAX_DAMAGE_RECORDS = 5
private

Definition at line 3 of file RemotePlayerDamageDebug.c.

Referenced by AddDamage().


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