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

Private Member Functions

proto string ToString (bool beautify=true)
 Vector to string.
 
proto float Normalize ()
 Normalizes vector. Returns length.
 
proto vector Normalized ()
 return normalized vector (keeps orginal vector untouched)
 
proto native float Length ()
 Returns length of vector (magnitude)
 
proto native float LengthSq ()
 Returns squared length (magnitudeSqr)
 
vector Perpend ()
 Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).
 
vector GetRelAngles ()
 Returns relative angles between -180 and 180, not 0 to 360.
 
proto float VectorToYaw ()
 Returns yaw of vector.
 
proto vector VectorToAngles ()
 Converts vector to spherical coordinates with radius = 1.
 
proto vector AnglesToVector ()
 Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.
 
proto void RotationMatrixFromAngles (out vector mat[3])
 Creates rotation matrix from angles.
 
proto vector Multiply4 (vector mat[4])
 Transforms position.
 
proto vector Multiply3 (vector mat[3])
 Transforms vector.
 
proto vector InvMultiply4 (vector mat[4])
 Invert-transforms position.
 
proto vector InvMultiply3 (vector mat[3])
 Invert-transforms vector.
 

Static Private Member Functions

static proto native float Distance (vector v1, vector v2)
 Returns the distance between tips of two 3D vectors.
 
static proto native float DistanceSq (vector v1, vector v2)
 Returns the square distance between tips of two 3D vectors.
 
static vector Direction (vector p1, vector p2)
 Returns direction vector from point p1 to point p2.
 
static vector RandomDir ()
 Returns randomly generated unit vector.
 
static vector RandomDir2D ()
 Returns randomly generated XZ unit vector with the Y(up) axis set to 0.
 
static float Dot (vector v1, vector v2)
 Returns Dot product of vector v1 and vector v2.
 
proto static native vector YawToVector (float yaw)
 Returns vector of yaw.
 
static proto native vector Lerp (vector v1, vector v2, float t)
 Lerp between two vectors.
 
static vector RotateAroundZeroDeg (vector vec, vector axis, float angle)
 Rotate a vector around 0,0,0 by an angle in degrees.
 
static vector RotateAroundZeroRad (vector vec, vector axis, float angle)
 Rotate a vector around 0,0,0 by an angle in radians.
 
static vector RotateAroundZero (vector pos, vector axis, float cosAngle, float sinAngle)
 Rotate a vector around 0,0,0.
 
static vector RotateAroundPoint (vector point, vector pos, vector axis, float cosAngle, float sinAngle)
 Rotate a vector around point.
 
static vector ArrayToVec (float arr[])
 Convert static array of floats into a vector.
 

Static Private Attributes

static const vector Up = "0 1 0"
 
static const vector Aside = "1 0 0"
 
static const vector Forward = "0 0 1"
 
static const vector Zero = "0 0 0"
 

Detailed Description

Definition at line 105 of file EnConvert.c.

Member Function Documentation

◆ AnglesToVector()

proto vector vector::AnglesToVector ( )
private

Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.

Returns
normalized direction vector
vector v1 = "45 0 0";
vector v2 = "15 60 0";
Print( v1.AnglesToVector() );
Print( v2.AnglesToVector() );
>> <0.707107,0,0.707107>
>> <0.12941,0.866025,0.482963>
proto void Print(void var)
Prints content of variable to console/log.

◆ ArrayToVec()

static vector vector::ArrayToVec ( float arr[])
inlinestaticprivate

Convert static array of floats into a vector.

Parameters
arrvector in array format
Returns
vector resulting vector

Definition at line 503 of file EnConvert.c.

504 {
505 return Vector(arr[0], arr[1], arr[2]);
506 }
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

References Vector().

Referenced by ArrowManagerPlayer::Load(), and ObjectSpawnerHandler::SpawnObject().

◆ Direction()

static vector vector::Direction ( vector p1,
vector p2 )
inlinestaticprivate

Returns direction vector from point p1 to point p2.

Parameters
p1vector point from
p2vector point to
Returns
vector direction vector

Definition at line 220 of file EnConvert.c.

221 {
223
224 dir_vec[0] = p2[0] - p1[0];
225 dir_vec[1] = p2[1] - p1[1];
226 dir_vec[2] = p2[2] - p1[2];
227
228 return dir_vec;
229 }

Referenced by EntityLightSource::AttachOnMemoryPoint(), CarScript(), WeaponParticlesBase::CheckOrientationOverride(), and UIScriptedMenu::Update().

◆ Distance()

static proto native float vector::Distance ( vector v1,
vector v2 )
staticprivate

Returns the distance between tips of two 3D vectors.

Parameters
v1vector 3D Vector 1
v2vector 3D Vector 2
Returns
float Distance
float dist = vector.Distance( "1 2 3", "4 5 6" );
>> dist = 5.19615
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.

Referenced by ActionFillBrakes::ActionCondition(), ActionFillCoolant::ActionCondition(), ActionFillOil::ActionCondition(), ActionCreateIndoorFireplace::ActionCondition(), ActionCreateIndoorOven::ActionCondition(), ActionPlaceFireplaceIndoor::ActionCondition(), ActionPlaceOvenIndoor::ActionCondition(), BotSelectNearestTarget(), Environment::CalcTemperatureFromTemperatureSource(), PluginBase::CalcTemperatureFromTemperatureSource(), PropertyModifiers::CalculateBarrelLength(), CalculateEyeAccoTarget(), CanReachSeatFromDoors(), DayZInfected::ChaseAttackLogic(), CheckAllowUpdate(), PoweredOptic_Base::DoMeasurement(), WeaponDebug::DrawLineOfFireCameraHybrid(), WeaponDebug::DrawLineOfFireMuzzleToHit(), UniversalTemperatureSourceLambdaBaseImpl::DryItemsInVicinity(), ContaminatedArea_Dynamic::EEOnCECreate(), InventoryItem::EOnContact(), EffBulletImpactBase::Event_OnStarted(), CGame::ExplosionEffects(), DayZInfected::FightAttackLogic(), GetCeilingHeight(), GetClosestCarWheel(), GetMeleeTargetEx(), GetMouseDistance(), ItemBase::GetNearestSlotIDByState(), Hologram::GetProjectionEntityPosition(), BaseBuildingBase::HasProperDistance(), HitZoneSelection(), AttachmentsOutOfReach::IsAttachmentReachable(), ComponentEnergyManager::IsEnergySourceAtReach(), IsObstructed(), ManBase::IsTargetInActiveRefresherRange(), Hit_MeatBones::OnEnterCalculations(), Grenade_Base::OnExplosionEffects(), Achievements::OnPlayerKilled(), AnalyticsManagerServer::OnPlayerToPlayerHit(), InventoryActionHandler::OnUpdate(), ActionPushCar::OnUpdate(), OnUpdate(), BotStateBase::OnUpdate(), PluginBase::PlayerHitBy(), PluginBase::PlayerKilled(), Environment::ProcessItemsDryness(), Pulling(), PluginRecipesManagerBase::RecipeSanityCheck(), Hud::RefreshPlayerTags(), ScriptConsoleVicinityTab::RenderList(), UIScriptedMenu::SetCameraData(), Hologram::SetHologramPosition(), DeveloperTeleport::TeleportAtCursor(), EntityLightSource::TryShadowOptimization(), UpdateDistanceWidget(), and PluginBase::UpdateStatWidget().

◆ DistanceSq()

static proto native float vector::DistanceSq ( vector v1,
vector v2 )
staticprivate

Returns the square distance between tips of two 3D vectors.

Parameters
v1vector 3D Vector 1
v2vector 3D Vector 2
Returns
float Squere distance
float dist = vector.DistanceSq( "0 0 0", "0 5 0" );
>> dist = 25
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Referenced by ActionFillBottleBase::ActionCondition(), ActionFillFuel::ActionCondition(), ActionEnterLadder::ActionCondition(), ActionTriggerRemotely::ActionCondition(), CCTCursor::Can(), CCTCursorNoObject::Can(), CCTCursorNoRuinCheck::Can(), CCTCursorParent::Can(), CCTMan::Can(), CCTNonRuined::Can(), CCTObject::Can(), CCTParent::Can(), CCTSurface::Can(), CCTTree::Can(), CCTWaterSurface::Can(), ActionTargets::ComputeUtility(), ComponentEnergyManager::DebugUpdate(), ActionTargets::DistSqrPoint2Line(), ActionRepackTentCB::DropDuringRepacking(), ContaminatedArea_Dynamic::EEOnCECreate(), EvaluateComponentEx(), DayZInfected::FightLogic(), FilterObstructedObjectsByGrouping(), Environment::GatherTemperatureSources(), GetClosestDoor(), GetClosestSafePos(), GetMeleeTargetEx(), EntityAI::GetNearestDoorBySoundPos(), ActionTargetsCursor::GetOnScreenPosition(), Hologram::GetProjectionEntityPosition(), HitZoneSelectionRaycast(), IsInReach(), IsObjectObstructedEx(), IsPlaceable(), ItemBase::IsPlaceable(), IsShortDistance(), WeaponStateBase::OnAbort(), OnAbort(), RemoteDetonatorTrigger::OnActivatedByItem(), OnCEUpdate(), RemoteDetonatorTrigger::OnCEUpdate(), ActionEmptyMagazine::OnExecuteServer(), WeaponStateBase::OnExit(), Grenade_Base::OnExplosionEffects(), CGame::OnRPC(), FliesMdfr::OnTick(), PluginBase::ProcessUniversalTemperatureSources(), RefreshFireplaceVisuals(), VicinityItemManager::RefreshVicinityItems(), ResizeParticle(), FlareSimulation::Simulate(), SplitArrayIntoGroupsByDistance(), ManBase::SpreadAgentsEx(), TargetSelection(), and AreaDamageTriggerBase::UpdateInsiders().

◆ Dot()

◆ GetRelAngles()

vector vector::GetRelAngles ( )
inlineprivate

Returns relative angles between -180 and 180, not 0 to 360.

Returns
float Relative angles
vector angles = "-45 190 160";
Print( angles.GetRelAngles() );
>> <-45,-170,160>

Definition at line 286 of file EnConvert.c.

287 {
288 for (int i = 0; i < 3; i++)
289 {
290 if (value[i] > 180)
291 value[i] = value[i] - 360;
292 if (value[i] < -180)
293 value[i] = value[i] + 360;
294 }
295 return value;
296 }

◆ InvMultiply3()

proto vector vector::InvMultiply3 ( vector mat[3])
private

Invert-transforms vector.

Parameters
matvector[3] transformation matrix
vecvector vector to transform
Returns
vector transformed vector
vector mat[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
vector vec = "1 1 1";
Print( vec.InvMultiply3(mat) );
>> <4,1.4,1>

◆ InvMultiply4()

proto vector vector::InvMultiply4 ( vector mat[4])
private

Invert-transforms position.

Parameters
matvector[4] transformation matrix
vecvector position to transform
Returns
vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
>> <-2,0,-1>
proto vector InvMultiply4(vector mat[4])
Invert-transforms position.

◆ Length()

◆ LengthSq()

proto native float vector::LengthSq ( )
private

Returns squared length (magnitudeSqr)

Returns
float Length of vector
vector vec = "1 1 0";
float length = vec.LengthSq();
>> length = 2

◆ Lerp()

static proto native vector vector::Lerp ( vector v1,
vector v2,
float t )
staticprivate

Lerp between two vectors.

vector v1 = Vector(0,0,0);
vector v2 = Vector(5,6,1);
Print( vector.Lerp(v1, v2, 0.5) );
static proto native vector Lerp(vector v1, vector v2, float t)
Lerp between two vectors.

Referenced by Weapon::LiftWeaponCheck().

◆ Multiply3()

proto vector vector::Multiply3 ( vector mat[3])
private

Transforms vector.

Parameters
matvector[3] transformation matrix
vecvector vector to transform
Returns
vector transformed vector
vector mat[3] = { "2 0 0", "0 3 0", "0 0 1" }; // scale matrix
vector vec = "1 1 1";
Print( vec.Multiply3(mat) );
>> <2,3,1>

◆ Multiply4()

proto vector vector::Multiply4 ( vector mat[4])
private

Transforms position.

Parameters
matvector[4] transformation matrix
vecvector position to transform
Returns
vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
>> <4,2,3>
proto vector Multiply4(vector mat[4])
Transforms position.

◆ Normalize()

proto float vector::Normalize ( )
private

Normalizes vector. Returns length.

Returns
float Length of origin vector
vector vec = "1 0 1";
float length = vec.Normalize();
>> vec = <0.707107,0,0.707107>
>> length = 1.41421

Referenced by CreateArrow(), CreateBridgeArrow(), ComponentEnergyManager::DrawArrow(), WeaponDebug::DrawLineOfFireCameraHybrid(), MeleeTargetSettings(), CGame::OnProjectileStoppedInObject(), CGame::OnProjectileStoppedInTerrain(), and PluginBase::OnUpdate().

◆ Normalized()

◆ Perpend()

vector vector::Perpend ( )
inlineprivate

Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).

Returns
vector perpendicular vector
vector vec = "1 0 0";
Print( vec.Perpend() );
>> <0,0,1>

Definition at line 209 of file EnConvert.c.

210 {
211 return value * vector.Up;
212 }
static const vector Up
Definition EnConvert.c:107

References Up.

Referenced by CreateArrow(), CreateBridgeArrow(), and ComponentEnergyManager::DrawArrow().

◆ RandomDir()

static vector vector::RandomDir ( )
inlinestaticprivate

Returns randomly generated unit vector.

Returns
randomly generated unit vector
Print(vec.Length());
>> <-0.179424,0.966825,0.181816>
>> 1
static vector RandomDir()
Returns randomly generated unit vector.
Definition EnConvert.c:243

Definition at line 243 of file EnConvert.c.

244 {
245 return Vector(Math.RandomFloatInclusive(-1, 1), Math.RandomFloatInclusive(-1, 1), Math.RandomFloatInclusive(-1, 1)).Normalized();
246 }
Definition EnMath.c:7
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106

References Normalized(), Math::RandomFloatInclusive(), and Vector().

◆ RandomDir2D()

static vector vector::RandomDir2D ( )
inlinestaticprivate

Returns randomly generated XZ unit vector with the Y(up) axis set to 0.

Returns
randomly generated XZ unit vector
Print(vec.Length());
>> <0.631697,0,0.775216>
>> 1

Definition at line 260 of file EnConvert.c.

261 {
262 return Vector(Math.RandomFloatInclusive(-1, 1), 0, Math.RandomFloatInclusive(-1, 1)).Normalized();
263 }

References Normalized(), Math::RandomFloatInclusive(), and Vector().

Referenced by SpookyEventBase::GetSoundPos(), and ContaminatedArea_Dynamic::SpawnItems().

◆ RotateAroundPoint()

static vector vector::RotateAroundPoint ( vector point,
vector pos,
vector axis,
float cosAngle,
float sinAngle )
inlinestaticprivate

Rotate a vector around point.

Parameters
pointpoint to rotate around
posvector to rotate
axisaxis to rotate around
cosAnglecos of angle
sinAnglesin of angle
Returns
vector transformed vector

Definition at line 492 of file EnConvert.c.

493 {
494 vector offsetPos = pos - point;
496 }
static vector RotateAroundZero(vector pos, vector axis, float cosAngle, float sinAngle)
Rotate a vector around 0,0,0.
Definition EnConvert.c:478

References RotateAroundZero().

◆ RotateAroundZero()

static vector vector::RotateAroundZero ( vector pos,
vector axis,
float cosAngle,
float sinAngle )
inlinestaticprivate

Rotate a vector around 0,0,0.

Parameters
posvector to rotate
axisaxis to rotate around
cosAnglecos of angle
sinAnglesin of angle
Returns
vector transformed vector

Definition at line 478 of file EnConvert.c.

479 {
480 return (pos * cosAngle) + ((axis * pos) * sinAngle) + (axis * vector.Dot(axis, pos)) * (1 - cosAngle);
481 }
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Definition EnConvert.c:271

References Dot().

Referenced by FilterObstructedObjectsByGrouping(), EffectArea::PlaceParticles(), RotateAroundPoint(), and GameInventory::SetGroundPosByOwnerBounds().

◆ RotateAroundZeroDeg()

static vector vector::RotateAroundZeroDeg ( vector vec,
vector axis,
float angle )
inlinestaticprivate

Rotate a vector around 0,0,0 by an angle in degrees.

Parameters
vecvector to rotate
axisaxis to rotate around
cosAngleangle in degrees
Returns
vector transformed vector

Definition at line 451 of file EnConvert.c.

452 {
453 return (vec * Math.Cos(angle * Math.DEG2RAD)) + ((axis * vec) * Math.Sin(angle * Math.DEG2RAD)) + (axis * vector.Dot(axis, vec)) * (1 - Math.Cos(angle * Math.DEG2RAD));
454 }
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Definition EnMath.c:17

References Math::Cos(), Math::DEG2RAD, Dot(), and Math::Sin().

Referenced by Weapon::LiftWeaponCheck().

◆ RotateAroundZeroRad()

static vector vector::RotateAroundZeroRad ( vector vec,
vector axis,
float angle )
inlinestaticprivate

Rotate a vector around 0,0,0 by an angle in radians.

Parameters
vecvector to rotate
axisaxis to rotate around
cosAngleangle in radians
Returns
vector transformed vector

Definition at line 464 of file EnConvert.c.

465 {
466 return (vec * Math.Cos(angle)) + ((axis * vec) * Math.Sin(angle)) + (axis * vector.Dot(axis, vec)) * (1 - Math.Cos(angle));
467 }

References Math::Cos(), Dot(), and Math::Sin().

◆ RotationMatrixFromAngles()

proto void vector::RotationMatrixFromAngles ( out vector mat[3])
private

Creates rotation matrix from angles.

Parameters
angvector which contains angles
[out]matvector created rotation matrix
vector mat[3];
vector ang = "70 15 45";
ang.RotationMatrixFromAngles( mat );
Print( mat );
>> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>

◆ ToString()

proto string vector::ToString ( bool beautify = true)
private

Vector to string.

Parameters
beautifyIf true verbose vector in more human readable form "<1, 1, 1>" instead of simple form "1 1 1"
Returns
string Converted vector as parsed string
vector v = "1 0 1";
Print( v.ToString() );
Print( v.ToString(false) );
>> '<1, 0, 1>'
>> '1 0 1'

Referenced by RecoilBase::ApplyMouseOffset(), PluginBase::CheckInit(), PluginBase::GetPlayerPrefix(), PluginConfigHandler::SetItemDebugPos(), UIScriptedMenu::SetPosition(), and HudDebugWinBase::Update().

◆ VectorToAngles()

proto vector vector::VectorToAngles ( )
private

Converts vector to spherical coordinates with radius = 1.

Returns
vector spherical coordinates (yaw, pitch, roll in degrees)
vector v1 = "1 0 1";
vector v2 = "1 1 1";
Print( v1.VectorToAngles() );
Print( v2.VectorToAngles() );
>> <45,-0,0>
>> <45,35.2644,0>

Referenced by ActionEnterLadder::ActionCondition(), and EffBulletImpactBase::Event_OnStarted().

◆ VectorToYaw()

proto float vector::VectorToYaw ( )
private

Returns yaw of vector.

Parameters
vecvector Vector to convert yaw
Returns
float Yaw of vector
vector v1 = "0 1 0";
vector v2 = "0.7 0.7 0";
Print( v1.ToYaw() );
Print( v2.ToYaw() );
>> 90
>> 45

◆ YawToVector()

proto static native vector vector::YawToVector ( float yaw)
staticprivate

Returns vector of yaw.

Parameters
yawfloat Value of yaw
Returns
vector Yaw converted in vector
Print( vector.Yaw2Vector(90) );
Print( vector.Yaw2Vector(45) );
>> <0,1,0>
>> <0.707107,0.707107,0>

Referenced by RecoilBase::PostInit().

Member Data Documentation

◆ Aside

const vector vector::Aside = "1 0 0"
staticprivate

Definition at line 108 of file EnConvert.c.

Referenced by FilterObstructedObjectsByGrouping().

◆ Forward

◆ Up

◆ Zero

const vector vector::Zero = "0 0 0"
staticprivate

Definition at line 110 of file EnConvert.c.

Referenced by AddLightSource(), AreaDamageManager(), AreaDamageTriggerBase::AreaDamageTrigger(), ATCCachedObject::ATCCachedTarget(), CCTSurface::Can(), CCTWaterSurface::Can(), SpookyEventBase::CanPerform(), ActionManagerClient::CanPerformActionFromInventory(), ActionManagerClient::CanPerformActionFromQuickbar(), ActionManagerClient::CanSetActionFromInventory(), ManBase::CommandHandler(), CopyOldPropertiesToNew(), Particle::CreateParticleEffect(), Weapon::CreateWeaponWithAmmo(), DeployableContainer_Base(), EOnPostSimulate(), ExplosivesBase(), ActionManagerClient::FindActionTarget(), CGame::FirearmEffects(), FireplaceBase(), ActionManagerClient::ForceTarget(), GameplayEffectsData::GenerateSequenceRandomPosition(), DayZInfected::GetAttackPitch(), GetCurrentLocalPosition(), EffectSound::GetCurrentLocalPosition(), ScriptConsoleGeneralTab::GetCurrentLocationPos(), EffectParticle::GetCurrentOrientation(), GetCurrentPosition(), Entity::GetDefaultHitPosition(), GetDefaultHitPosition(), Hologram::GetDefaultOrientation(), GetHeadingVector(), AITargetCallbacks::GetHeadPositionWS(), SpookyEventBase::GetMatchingSurfacePos(), GetMemoryPointPosition(), ActionTargetsCursor::GetOnScreenPosition(), Hologram::GetProjectionEntityPosition(), Hologram::GetProjectionOrientation(), Hologram::GetProjectionPosition(), AreaDamageComponentRaycasted::GetRaycastedHitZone(), GetValveAligningPointsWS(), Selection::GetVertexPosition(), AITargetCallbacks::GetVisionPointPositionWS(), Container_Base::GiftBox_Base(), UIScriptedMenu::HandleLights(), UIScriptedMenu::HandleNVG(), HandleReciveData(), ActionWorldCraft::HandleReciveData(), FirearmActionAttachMagazine::HandleReciveData(), FirearmActionAttachMagazineQuick::HandleReciveData(), HitZoneSelectionRaycast(), Init(), InternalResetTarget(), ATCCachedObject::Invalidate(), Weapon::LiftWeaponCheck(), PluginConfigHandler::LoadScenePlayer(), Math3D::MatrixIdentity4(), OnActivate(), OnCenterPanelDropReceived(), BotWaitForChangeInHands::OnEntry(), CGame::OnEvent(), ActionCreateIndoorFireplace::OnExecuteServer(), ActionCreateIndoorOven::OnExecuteServer(), OnInit(), DayZPlayer::OnInputUserDataProcess(), ManBase::OnParticleEvent(), Trigger::OnRPC(), CGame::OnRPC(), DayZPlayerCameraBase::OnUpdate(), OnUpdate(), ActionManagerClient::PerformActionFromInventory(), ActionManagerClient::PerformActionFromQuickbar(), ManBase::PhysicalPredictiveDropItem(), EffectArea::PlaceParticles(), ManBase::PlacingCancelLocal(), ManBase::PlacingCancelServer(), ManBase::PlacingCompleteLocal(), ManBase::PlacingCompleteServer(), ContaminatedArea_Dynamic::PlayFX(), PlaySmokeParticle(), SEffectManager::PlaySoundOnObject(), FirearmActionAttachMagazineQuick::Post_SetupAction(), ManBase::PredictiveForceSwapEntities(), ManBase::PredictiveSwapEntities(), ManBase::PredictiveTakeEntityToHands(), ReadFromContext(), ManBase::ReloadWeapon(), RemoveLightSource(), InventoryActionHandler::SetAction(), ActionManagerClient::SetActionFromInventory(), DeveloperTeleport::SetPlayerPosition(), ActionFishingNew::SetupAction(), SetupAction(), PluginBase::SpawnItemOnCrosshair(), UndergroundTriggerCarrierBase::SpawnTrigger(), StandUp(), ItemBase::TentBase(), TestOwnership(), PMTPlayback::TestStopping(), TrySelectFinisherType(), ScriptedWidgetEventHandler::Update(), ActionManagerServer::Update(), CarHornShortActionInput::UpdatePossibleActions(), ToggleLightsActionInput::UpdatePossibleActions(), ToggleNVGActionInput::UpdatePossibleActions(), WeaponParticlesBase::WeaponParticlesBase(), and WriteToContext().


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