DayZ 1.24
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gameplay.c
Go to the documentation of this file.
1
12
13const int INDEX_NOT_FOUND = -1;
14//-----------------------------------------------------------------------------
17
50{
53
68 proto bool WriteToString(void variable_out, bool nice, out string result);
69
101};
102
103
119
132
141
149
157
158//-----------------------------------------------------------------------------
172
173//-----------------------------------------------------------------------------
174const string NullStringArray[1] = { "" };
175
176//-----------------------------------------------------------------------------
179{
180 private void Selection() {}
181 private void ~Selection() {}
182
186
188 {
190 if (lodIndex == -1)
191 {
192 Error("Vertex doesn't exist");
193 return vector.Zero;
194 }
195
196 return lod.GetVertexPosition(lodIndex);
197 }
198};
199
200//-----------------------------------------------------------------------------
202class LOD
203{
204 // standard(BI) LOD names in p3d
205 static const string NAME_GEOMETRY = "geometry";
206 static const string NAME_VIEW = "view";
207 static const string NAME_FIRE = "fire";
208 static const string NAME_MEMORY = "memory";
209 static const string NAME_ROADWAY = "roadway";
210
211 private void LOD() {}
212 private void ~LOD() {}
213
216
218
220
222 {
225
226 for (int i = 0; i < selections.Count(); ++i)
227 {
228 string selection_name = selections.Get(i).GetName();
229 selection_name.ToLower();
230 name.ToLower();
231 if (selection_name == name)
232 return selections.Get(i);
233 }
234
235 return null;
236 }
237
241}
242
243class Plant extends Object
244{
246
247/*
248 class ParamEntry
249 {
250 proto string GetString(string entryName);
251 proto int GetInt(string entryName);
252 proto float GetFloat(string entryName);
253 proto ref ParamEntry GetEntry(string entryName);
254 proto int GetNumChildren();
255 proto ref ParamEntry GetNumChildren(int n);
256 };
257*/
258//-----------------------------------------------------------------------------
259
260//-----------------------------------------------------------------------------
261class ProxyInventory extends ObjectTyped
262{
263};
264
265//-----------------------------------------------------------------------------
266class ProxySubpart extends Entity
267{
268};
269
270//-----------------------------------------------------------------------------
271// custom widgets
272//-----------------------------------------------------------------------------
295
296//-----------------------------------------------------------------------------
311
312//-----------------------------------------------------------------------------
314{
315 proto native void LoadFile(string path);
316};
317
318//-----------------------------------------------------------------------------
332
333//-----------------------------------------------------------------------------
373
376{
377
378}
379
380//-----------------------------------------------------------------------------
381const int PROGRESS_START = 0;
382const int PROGRESS_FINISH = 1;
383const int PROGRESS_PROGRESS = 2;
384const int PROGRESS_UPDATE = 3;
385
386//-----------------------------------------------------------------------------
387typedef int ChatChannel;
388
389//-----------------------------------------------------------------------------
397
414
449
450
451//-----------------------------------------------------------------------------
452
457
458//-----------------------------------------------------------------------------
471
472//-----------------------------------------------------------------------------
481
482//-----------------------------------------------------------------------------
487
488//-----------------------------------------------------------------------------
507
508//-----------------------------------------------------------------------------
525
526//-----------------------------------------------------------------------------
531
532//-----------------------------------------------------------------------------
544
545//-----------------------------------------------------------------------------
557
558//possible in engine events not accessable from script
559//ReloadShadersEvent
560//LoadWorldProgressEvent
561
562//SignStatusEvent
563//SetPausedEvent
564//TerminationEvent
565//UserSettingsChangedEvent
566//StorageChangedEvent
567//BeforeResetEvent
568//AfterRenderEvent
569//AfterResetEvent
570//CrashLogEvent
571//ConsoleEvent
572
574{
575 const string None = "";
576 const string Cursor = "set:dayz_gui image:cursor";
577 const string CloseDoors = "set:dayz_gui image:close";
578 const string OpenDoors = "set:dayz_gui image:open";
579 const string OpenCarDoors = "set:dayz_gui image:open_car";
580 const string CloseCarDoors = "set:dayz_gui image:close_car";
581 const string EngineOff = "set:dayz_gui image:engine_off";
582 const string EngineOn = "set:dayz_gui image:engine_on";
583 const string LadderDown = "set:dayz_gui image:ladderdown";
584 const string LadderOff = "set:dayz_gui image:ladderoff";
585 const string LadderUp = "set:dayz_gui image:ladderup";
586 const string LootCorpse = "set:dayz_gui image:gear";
587 const string CloseHood = "set:dayz_gui image:close_hood";
588 const string OpenHood = "set:dayz_gui image:open_hood";
589 const string GetOut = "set:dayz_gui image:getout";
590 const string GetInCargo = "set:dayz_gui image:get_in_cargo";
591 const string Reload = "set:dayz_gui image:reload";
592 const string GetInDriver = "set:dayz_gui image:get_in_driver";
593 const string GetInCommander = "set:dayz_gui image:get_in_commander";
594 const string GetInPilot = "set:dayz_gui image:get_in_pilot";
595 const string GetInGunner = "set:dayz_gui image:get_in_gunner";
596};
597
598
599// some defs for CGame::ShowDialog()
600/*
601 const int DBB_NONE = 0;
602 const int DBB_OK = 1;
603 const int DBB_YES = 2;
604 const int DBB_NO = 3;
605 const int DBB_CANCEL = 4;
606
607 const int DBT_OK = 0; //just OK button
608 const int DBT_YESNO = 1; //Yes and No buttons
609 const int DBT_YESNOCANCEL = 2; //Yes, No, Cancel buttons
610
611 const int DMT_NONE = 0;
612 const int DMT_INFO = 1;
613 const int DMT_WARNING = 2;
614 const int DMT_QUESTION = 3;
615 const int DMT_EXCLAMATION = 4;
616*/
617
619
621{
624 void DisplayNotifier(int key, int tendency, int status) {}
625 void DisplayBadge(int key, int value) {}
626 void SetStamina(int value, int range) {}
629 void ShowCursor() { }
630 void HideCursor() { }
631 void SetCursorIcon(string icon) { }
632 void SetCursorIconScale(string type, float percentage) { }
633 void SetCursorIconOffset(string type, float x, float y) { }
634 void SetCursorIconSize(string type, float x, float y) { }
635 void ShowWalkieTalkie(bool show) { }
637 void SetWalkieTalkieText(string text) { }
638 void RefreshQuickbar(bool itemChanged = false) {}
639 void Show(bool show) {}
641 void SetTemperature(string temp);
642 void SetStaminaBarVisibility(bool show);
643 void Update(float timeslice) {}
647
648 void ShowQuickbarUI(bool show);
649 void ShowQuickbarPlayer(bool show);
650 void ShowHudPlayer(bool show);
651 void ShowHudUI(bool show);
652 void ShowHudInventory(bool show);
653 void ShowQuickBar(bool show);
655 void ShowHud(bool show);
656
658
659 void SetPermanentCrossHair(bool show) {}
660
663};
664
665//-----------------------------------------------------------------------------
668{
670
672
678
679 private void ~Mission();
680
681 void OnInit() {}
684 void OnUpdate(float timeslice)
685 {
686#ifdef FEATURE_CURSOR
687 m_TimeStamp++;
688#endif
689 }
690 void OnKeyPress(int key) {}
691 void OnKeyRelease(int key) {}
697 void Reset() {}
698 void ResetGUI() {}
700
702 {
703 return NULL;
704 }
705
706 ObjectSnapCallback GetInventoryDropCallback()
707 {
708 return NULL;
709 }
710
712
714 {
715 return NULL;
716 }
717
719 {
720 return NULL;
721 }
722
724 {
725 return NULL;
726 }
727
729 {
730 return NULL;
731 }
732
733 bool IsPaused()
734 {
735 return false;
736 }
737
738 bool IsGame()
739 {
740 return false;
741 }
742
743 bool IsServer()
744 {
745 return false;
746 }
747
748 void Pause() {}
749 void Continue() {}
750
751 void AbortMission() {}
752
755
758
760
762
764 {
765 return false;
766 }
767
770
773
781 void EnableAllInputs(bool bForceSupress = false);
782
785
786 void ShowChat() {}
787 void HideChat() {}
789
791 bool IsVoNActive() {}
792 void SetVoNActive(bool active) {}
793
795 {
796 return false;
797 }
798
805
809 {
810 return -1;
811 }
814
816 {
817 return null;
818 }
819
820 WidgetFadeTimer GetMicWidgetFadeTimer() {}
821
823
825
827
835
843
851
859
867
868#ifdef FEATURE_CURSOR
869 int m_TimeStamp = 0;
870 int GetTimeStamp() { return m_TimeStamp; }
871#endif
872
873#ifdef DEVELOPER
874 bool m_SuppressNextFrame = true;
875 void SetInputSuppression(bool state) {}
876 bool GetInputSuppression() {}
877#endif
878};
879
880// -------------------------------------------------------------------------
881
883{
888
892
895
898 {
899 if (!GetMenuDefaultCharacterDataInstance()/* || GetGame().IsServer()*/)
900 {
901 Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
902 return;
903 }
904
907 }
908
911 {
913 {
914 Error("MenuData | OnGetDefaultCharacter - failed to get data class!");
915 return false;
916 }
917
918 if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
919 return true;
920 return false;
921 }
922
925 // save character is set as last played character
928
934
936 {
937 return GetGame().GetMenuDefaultCharacterData();
938 }
939
940 //proto native void GetCharacterStringList(int characterID, string name, out TStringArray values);
941 //proto bool GetCharacterString(int characterID,string name, out string value);
942};
943
944//holds 'default character' data
946{
947 //const int MODE_SERVER = 0;
948 //const int MODE_CLIENT = 1;
949
954
956 {
957 Init();
958 }
959
960 void Init()
961 {
962 if (!GetGame().IsDedicatedServer())
963 GetGame().GetMenuData().LoadCharactersLocal();
965 }
966
968 {
969 m_AttachmentsMap.Clear();
970 }
971
972 void SetDefaultAttachment(int slotID, string type)
973 {
974 m_AttachmentsMap.Set(slotID, type); //using 'Set' instead of 'Insert' for convenience
975 }
976
978 {
980
981 int slot_ID;
982 string attachment_type;
983 for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
984 {
985 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
986 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
987 {
988 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
989 //if (attachment_type != "")
991 }
992 }
993 }
994
996 {
997 if (!player)
998 {
999 ErrorEx("WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
1000 return;
1001 }
1002
1003 int slot_ID;
1004 string attachment_type;
1007
1008 for (int i = 0; i < m_AttachmentsMap.Count(); i++)
1009 {
1010 attachment_type = "";
1012 slot_ID = m_AttachmentsMap.GetKey(i);
1013 attachment_type = m_AttachmentsMap.GetElement(i); //Get(i)
1014 current_attachment_object = player.GetInventory().FindAttachment(slot_ID);
1015
1019 {
1021 g_Game.ObjectDelete(current_attachment_object);
1022 if (attachment_type != "")
1023 player.GetInventory().CreateAttachmentEx(attachment_type, slot_ID);
1024 }
1025 }
1026 }
1027
1030 {
1031 ctx.Write(m_CharacterType);
1032 ctx.Write(m_AttachmentsMap);
1034 ctx.Write(m_CharacterName);
1035 //DumpAttMapContents();
1036 }
1037
1039 {
1040 if (!ctx.Read(m_CharacterType))
1041 return false;
1042 if (!ctx.Read(m_AttachmentsMap))
1043 return false;
1044 if (!ctx.Read(m_ForceRandomCharacter))
1045 return false;
1046 if (!ctx.Read(m_CharacterName))
1047 return false;
1048
1049 //DumpAttMapContents();
1050 return true;
1051 }
1052
1054 {
1056 }
1057
1059 {
1060 return m_CharacterName;
1061 }
1062
1067
1069 {
1070 return m_CharacterType;
1071 }
1072
1077
1079 {
1081 }
1082
1087
1088 //DEBUG
1090 {
1091 int debugID;
1092 string debugType;
1093 Print("-----------");
1094 Print("m_AttachmentsMap contents:");
1095 for (int j = 0; j < m_AttachmentsMap.Count(); j++)
1096 {
1097 debugID = m_AttachmentsMap.GetKey(j);
1098 debugType = m_AttachmentsMap.GetElement(j);
1099 Print("index " + j);
1100 Print("debugID: " + debugID);
1101 Print("debugType: " + debugType);
1102 }
1103 Print("-----------");
1104 }
1105}
1106
1108{
1110 InventorySlots.SHOULDER,
1111 InventorySlots.MELEE,
1112 InventorySlots.HEADGEAR,
1113 InventorySlots.MASK,
1114 InventorySlots.EYEWEAR,
1115 InventorySlots.GLOVES,
1116 InventorySlots.ARMBAND,
1117 InventorySlots.BODY,
1118 InventorySlots.VEST,
1119 InventorySlots.BACK,
1120 InventorySlots.HIPS,
1121 InventorySlots.LEGS,
1122 InventorySlots.FEET
1124 //conversion nescesssary for legacy reasons...
1126 "shoulder",
1127 "melee",
1128 "headgear",
1129 "mask",
1130 "eyewear",
1131 "gloves",
1132 "armband",
1133 "top",
1134 "vests",
1135 "backpacks",
1136 "hips",
1137 "bottom",
1138 "shoe"
1139 };
1140
1141 const static string m_Path = "cfgCharacterCreation";
1142
1144 static string GetPathFromSlotID(int slot_ID)
1145 {
1146 int idx = m_AttachmentSlots.Find(slot_ID);
1147 string path = "" + m_Path + " " + m_ConfigArrayNames.Get(idx);
1148 return path;
1149 }
1150
1153 {
1155 GetGame().ConfigGetTextArray(GetPathFromSlotID(slot_ID), types);
1156 return types.Count();
1157 }
1158
1161 {
1163 GetGame().ConfigGetTextArray(GetPathFromSlotID(slot_ID), types);
1164 return types;
1165 }
1166
1169 {
1170 return m_AttachmentSlots;
1171 }
1172
1175 {
1176 return m_ConfigArrayNames;
1177 }
1178}
1179
1182{
1226
1232
1243
1258
1259// -------------------------------------------------------------------------
1260/*
1261 // Option Access Control Type
1262 const int OA_CT_NUMERIC = 0;
1263 const int OA_CT_SWITCH = 1;
1264 const int OA_CT_LIST = 2;
1265
1266 // Option Field of view constants
1267 const float OPTIONS_FIELD_OF_VIEW_MIN = 0.75242724772f;
1268 const float OPTIONS_FIELD_OF_VIEW_MAX = 1.30322025726f;
1269*/
1270
1272{
1273 //proto private void ~OptionsAccess();
1274 //proto private void OptionsAccess();
1275
1281
1287
1292
1297
1302
1308
1314
1320 //proto native void Initialize();
1321
1326
1332
1338
1347
1349
1350
1355
1357 {
1358 GetEvents().Event_OnRevert.Invoke(this);
1359 }
1360
1362};
1363
1369
1370// -------------------------------------------------------------------------
1372{
1373 proto native float ReadValue();
1378};
1379
1380// -------------------------------------------------------------------------
1381class ListOptionsAccess extends OptionsAccess
1382{
1387 proto void GetItemText(int index, out string value);
1389
1390// -------------------------------------------------------------------------
1392{
1397};
1398
1399// -------------------------------------------------------------------------
1454
1455
1457
1470
1472{
1473};
1474
1475
1476class PrtTest // Temporal class for toggling particles on guns
1477{
1478 static bool m_GunParticlesState = true;
1479}
1480
1481// #include "Scripts/Classes/Component/_include.c"
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
DayZGame g_Game
Definition DayZGame.c:3528
EConnectivityStatType
Icon x
Icon y
const string Cursor
Definition gameplay.c:576
const string OpenHood
Definition gameplay.c:588
const string CloseDoors
Definition gameplay.c:577
const string Reload
Definition gameplay.c:591
const string GetInCargo
Definition gameplay.c:590
const string GetInCommander
Definition gameplay.c:593
const string EngineOn
Definition gameplay.c:582
const string GetInDriver
Definition gameplay.c:592
const string LadderOff
Definition gameplay.c:584
const string GetInGunner
Definition gameplay.c:595
const string LadderUp
Definition gameplay.c:585
const string LootCorpse
Definition gameplay.c:586
const string EngineOff
Definition gameplay.c:581
const string CloseCarDoors
Definition gameplay.c:580
const string GetInPilot
Definition gameplay.c:594
const string None
Definition gameplay.c:575
const string GetOut
Definition gameplay.c:589
const string OpenDoors
Definition gameplay.c:578
const string OpenCarDoors
Definition gameplay.c:579
const string CloseHood
Definition gameplay.c:587
const string LadderDown
Definition gameplay.c:583
Definition Camera.c:2
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
proto native void Test()
Tests every option, see OptionsAccess::Test.
proto native int GetOptionsCount()
Registered options count.
proto native int IsChanged()
Checks if any option is changed, see OptionsAccess::IsChanged.
proto native int NeedRestart()
Checks if any option is changed and needs restart, see OptionsAccess::IsChanged, OptionsAccess::NeedR...
proto native void Revert()
Load config with options and Revert every option, see OptionsAccess::Revert.
proto native void Initialize()
Initializes option values with the current users settings.
proto native void Apply()
Tests, Applies every option and save config with options to file, see OptionsAccess::Test,...
proto native OptionsAccess GetOptionByType(int accessType)
Get option by AccessType.
proto native OptionsAccess GetOption(int index)
Get option by index.
grouped gameplay effect widgets and their handling
void UpdateBloodName()
Definition gameplay.c:640
void ShowQuickbarPlayer(bool show)
void RefreshQuickbar(bool itemChanged=false)
Definition gameplay.c:638
void SetPermanentCrossHair(bool show)
Definition gameplay.c:659
void SetCursorIconOffset(string type, float x, float y)
Definition gameplay.c:633
void SetWalkieTalkieText(string text)
Definition gameplay.c:637
void DisplayPresence()
Definition gameplay.c:628
void HideVehicleInfo()
void SetCursorIcon(string icon)
Definition gameplay.c:631
void SetStamina(int value, int range)
Definition gameplay.c:626
void ShowHud(bool show)
void OnResizeScreen()
void ShowVehicleInfo()
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
void ShowWalkieTalkie(int fadeOutSeconds)
Definition gameplay.c:636
void ShowHudUI(bool show)
void DisplayStance(int stance)
Definition gameplay.c:627
ref Timer m_Timer
Definition gameplay.c:622
void SetStaminaBarVisibility(bool show)
void ShowQuickBar(bool show)
void Update(float timeslice)
Definition gameplay.c:643
void ShowCursor()
Definition gameplay.c:629
void HideCursor()
Definition gameplay.c:630
void SetCursorIconSize(string type, float x, float y)
Definition gameplay.c:634
void DisplayBadge(int key, int value)
Definition gameplay.c:625
void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
void Show(bool show)
Definition gameplay.c:639
void ShowHudInventory(bool show)
void SetTemperature(string temp)
void ShowQuickbarUI(bool show)
void ShowHudPlayer(bool show)
void SetCursorIconScale(string type, float percentage)
Definition gameplay.c:632
void UpdateQuickbarGlobalVisibility()
void ShowWalkieTalkie(bool show)
Definition gameplay.c:635
void DisplayNotifier(int key, int tendency, int status)
Definition gameplay.c:624
void Init(Widget hud_panel_widget)
Definition gameplay.c:623
void ToggleHeatBufferPlusSign(bool show)
InventoryLocation.
provides access to slot configuration
proto native void SetView(int viewIndex)
proto native vector GetModelPosition()
proto native int GetView()
proto native void SetModelPosition(vector vPos)
proto native void SetForceFlipEnable(bool enable)
proto native vector GetModelOrientation()
proto native void SetItem(EntityAI object)
proto native void SetForceFlip(bool value)
proto native void SetModelOrientation(vector vOrientation)
proto native EntityAI GetItem()
Class for sending RPC over network.
Definition gameplay.c:50
void ~JsonSerializer()
Definition gameplay.c:52
void JsonSerializer()
Definition gameplay.c:51
proto bool ReadFromString(void variable_in, string jsonString, out string error)
Json string deserialization to script variable.
proto bool WriteToString(void variable_out, bool nice, out string result)
Script variable serialization to json string.
LOD class.
Definition gameplay.c:203
proto native owned string GetPropertyValue(int index)
void LOD()
Definition gameplay.c:211
void ~LOD()
Definition gameplay.c:212
Selection GetSelectionByName(string name)
Definition gameplay.c:221
proto native int GetSelectionCount()
proto native owned string GetName(Object myObject)
static const string NAME_FIRE
Definition gameplay.c:207
static const string NAME_MEMORY
Definition gameplay.c:208
proto native int GetPropertyCount()
proto native vector GetVertexPosition(int vertex_index)
static const string NAME_GEOMETRY
Definition gameplay.c:205
static const string NAME_ROADWAY
Definition gameplay.c:209
proto native owned string GetPropertyName(int index)
static const string NAME_VIEW
Definition gameplay.c:206
proto native bool GetSelections(notnull out array< Selection > selections)
TODO doc.
Definition EnScript.c:118
proto native float GetCellSize(float pLegendWidth)
proto native float GetContourInterval()
proto native void SetScale(float scale)
proto native vector MapToScreen(vector worldPos)
proto native float GetScale()
proto native void SetMapPos(vector worldPos)
proto native vector ScreenToMap(vector screenPos)
proto native vector GetMapPos()
proto native void ClearUserMarks()
proto native void AddUserMark(vector pos, string text, int color, string texturePath)
void ~MeleeCombatData()
proto native int GetModesCount()
void MeleeCombatData()
proto native float GetModeRange(int index)
proto native owned string GetAmmoTypeName(int index)
proto native owned string GetModeName(int index)
proto native int GetLastPlayedCharacter()
proto native void SaveCharacter(bool localPlayer, bool verified)
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
Definition gameplay.c:935
proto void GetCharacterName(int index, out string name)
bool OnGetDefaultCharacter(ParamsReadContext ctx)
Actual DefaultCharacter loading.
Definition gameplay.c:910
proto native int GetLastServerPort(int index)
void OnSetDefaultCharacter(ParamsWriteContext ctx)
Actual DefaultCharacter saving.
Definition gameplay.c:897
proto bool RequestGetDefaultCharacterData()
proto void GetLastServerAddress(int index, out string address)
proto native void ClearCharacters()
proto native int GetCharactersCount()
proto void RequestSetDefaultCharacterData()
proto void GetLastServerName(int index, out string address)
proto native Man CreateCharacterPerson(int index)
Return Character person or null if character initialization failed (inventory load,...
proto native void LoadCharactersLocal()
Loads characters menu data from file.
proto native void SaveCharactersLocal()
Saves characters menu data to file.
proto native void SaveDefaultCharacter(Man character)
proto native void SetCharacterName(int index, string newName)
void SetCharacterType(string character_type)
Definition gameplay.c:1063
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Definition gameplay.c:1029
void SetDefaultAttachment(int slotID, string type)
Definition gameplay.c:972
ref map< int, string > m_AttachmentsMap
Definition gameplay.c:952
void SetRandomCharacterForced(bool state)
Definition gameplay.c:1073
void SetCharacterName(string name)
Definition gameplay.c:1053
map< int, string > GetAttachmentMap()
Definition gameplay.c:1083
void EquipDefaultCharacter(Man player)
Definition gameplay.c:995
bool DeserializeCharacterData(ParamsReadContext ctx)
Definition gameplay.c:1038
Mission class.
Definition gameplay.c:668
bool IsPlayerDisconnecting(Man player)
ref array< vector > m_ActiveRefresherLocations
Definition gameplay.c:671
void Pause()
Definition gameplay.c:748
WorldLighting GetWorldLighting()
Definition gameplay.c:728
UIScriptedMenu GetNoteMenu()
Definition gameplay.c:799
void OnMissionFinish()
Definition gameplay.c:683
void RemoveActiveInputRestriction(int restrictor)
void Continue()
Definition gameplay.c:749
array< vector > GetActiveRefresherLocations()
void OnUpdate(float timeslice)
Definition gameplay.c:684
void CreateLogoutMenu(UIMenuPanel parent)
Definition gameplay.c:753
void AddDummyPlayerToScheduler(Man player)
Definition gameplay.c:696
void SetRespawnModeClient(int mode)
for client-side usage
WorldData GetWorldData()
Definition gameplay.c:723
void PlayerControlDisable(int mode)
deprecated
ref ScriptInvoker m_OnInputDeviceChanged
Definition gameplay.c:673
void SetPlayerRespawning(bool state)
void PlayerControlEnable(bool bForceSupress)
ref ScriptInvoker m_OnModMenuVisibilityChanged
Definition gameplay.c:677
map< int, ref WidgetFadeTimer > GetVoiceLevelTimers()
Definition gameplay.c:826
ref ScriptInvoker m_OnInputDeviceDisconnected
Definition gameplay.c:676
void OnKeyRelease(int key)
Definition gameplay.c:691
ScriptInvoker GetOnInputDeviceChanged()
Definition gameplay.c:828
void OnPlayerRespawned(Man player)
int GetControlDisabledMode()
Definition gameplay.c:769
ref ScriptInvoker m_OnInputDeviceConnected
Definition gameplay.c:675
ScriptModule MissionScript
Definition gameplay.c:669
void OnInit()
Definition gameplay.c:681
void HideDebugMonitor()
Definition gameplay.c:757
ObjectSnapCallback GetInventoryDropCallback()
Definition gameplay.c:706
bool IsGame()
Definition gameplay.c:738
void HideChat()
Definition gameplay.c:787
void OnMissionStart()
Definition gameplay.c:682
ref ScriptInvoker m_OnInputPresetChanged
Definition gameplay.c:674
void SyncRespawnModeInfo(PlayerIdentity identity)
server-side
Definition gameplay.c:813
void Reset()
Definition gameplay.c:697
ScriptInvoker GetOnInputDeviceDisconnected()
Definition gameplay.c:852
void AbortMission()
Definition gameplay.c:751
void AddActiveInputRestriction(int restrictor)
void OnMouseButtonRelease(int button)
Definition gameplay.c:693
ScriptInvoker GetOnInputPresetChanged()
Definition gameplay.c:836
bool IsServer()
Definition gameplay.c:743
void UpdateVoiceLevelWidgets(int level)
Definition gameplay.c:788
void AddActiveInputExcludes(array< string > excludes)
void RefreshExcludes()
UIScriptedWindow CreateScriptedWindow(int id)
Definition gameplay.c:718
void ~Mission()
void RefreshCrosshairVisibility()
Definition gameplay.c:759
Hud GetHud()
Definition gameplay.c:701
void OnMouseButtonPress(int button)
Definition gameplay.c:692
ScriptInvoker GetOnModMenuVisibilityChanged()
Definition gameplay.c:860
void HideInventory()
Definition gameplay.c:784
GameplayEffectWidgets_base GetEffectWidgets()
Definition gameplay.c:822
UIScriptedMenu CreateScriptedMenu(int id)
Definition gameplay.c:713
void ShowChat()
Definition gameplay.c:786
void HideVoiceLevelWidgets()
Definition gameplay.c:790
WidgetFadeTimer GetMicWidgetFadeTimer()
Definition gameplay.c:820
bool IsControlDisabled()
Definition gameplay.c:768
void OnItemUsed(InventoryItem item, Man owner)
Definition gameplay.c:695
int GetRespawnModeClient()
Definition gameplay.c:808
void OnGameplayDataHandlerLoad()
Definition gameplay.c:699
bool IsMissionGameplay()
Definition gameplay.c:763
bool IsInputExcludeActive(string exclude)
ImageWidget GetMicrophoneIcon()
Definition gameplay.c:815
void SetNoteMenu(UIScriptedMenu menu)
Definition gameplay.c:800
bool IsInputRestrictionActive(int restriction)
bool InsertCorpse(Man player)
Definition gameplay.c:794
void OnEvent(EventType eventTypeId, Param params)
Definition gameplay.c:694
void EnableAllInputs(bool bForceSupress=false)
void CreateDebugMonitor()
Definition gameplay.c:756
void ShowInventory()
Definition gameplay.c:783
void HideCrosshairVisibility()
Definition gameplay.c:761
bool IsVoNActive()
Definition gameplay.c:791
void StartLogoutMenu(int time)
Definition gameplay.c:754
void ResetGUI()
Definition gameplay.c:698
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
void OnKeyPress(int key)
Definition gameplay.c:690
map< int, ImageWidget > GetVoiceLevelWidgets()
Definition gameplay.c:824
bool IsPlayerRespawning()
void SetVoNActive(bool active)
Definition gameplay.c:792
ScriptInvoker GetOnInputDeviceConnected()
Definition gameplay.c:844
bool IsPaused()
Definition gameplay.c:733
Invokers for ParticleManager events.
Definition gameplay.c:1366
ref ScriptInvoker Event_OnRevert
Definition gameplay.c:1367
proto Managed GetScriptEvents()
Get the events.
proto native int GetIndex()
proto native int NeedRestart()
If the option value will take effect only after the game is restarted.
proto native int GetAccessType()
AccessType of current option.
proto native int GetDefaultIndex()
proto native int GetControlType()
Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2.
proto native void Test()
Sets the option value internaly if the value has changed and wasnt set immediately upon change.
proto native void Apply()
Applies the option value if the value has changed and forgets the old value. This function has no eff...
proto void SetScriptEvents(Managed events)
Set the events.
OptionsAccessEvents GetEvents()
Get the events.
Definition gameplay.c:1343
proto void GetItemText(out string value)
proto native void SetIndex(int index)
proto native void Switch()
proto native int SetChangeImmediately()
If the value is changed internally immediately upon change.
proto native int GetItemsCount()
proto native void Revert()
Reverts the option value to old value if the value has changed and wasnt applied. This function has e...
void OnRevert()
Definition gameplay.c:1356
proto void GetItemText(int index, out string value)
proto native int IsChanged()
If the option value is changed and not applied or reverted. Value can already be set internally if th...
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Player description (base engine class)
Definition gameplay.c:336
proto string GetPlainId()
plaintext unique id of player (cannot be used in database or logs)
proto int GetPingMin()
ping range estimation
proto int GetPlayerId()
id of player in one session (is reused after player disconnects)
proto Man GetPlayer()
get player
proto int GetBandwidthMin()
bandwidth estimation (in kbps)
proto int GetPingAvg()
ping range estimation
proto int GetBandwidthAvg()
bandwidth estimation (in kbps)
proto string GetFullName()
full name of player
proto int GetPingMax()
ping range estimation
proto string GetName()
nick (short) name of player
proto int GetBandwidthMax()
bandwidth estimation (in kbps)
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
void ~PlayerIdentityBase()
proto int GetPingAct()
ping range estimation
proto string GetPlainName()
nick without any processing
void PlayerIdentityBase()
This is a C++ managed class, so script has no business managing the lifetime.
The class that will be instanced (moddable)
Definition gameplay.c:376
proto native DayZPlayer GetDummyPlayer()
proto native vector GetModelPosition()
proto native void SetModelPosition(vector vPos)
proto native void SetModelOrientation(vector vOrientation)
proto native void UpdateItemInHands(EntityAI object)
proto native vector GetModelOrientation()
proto native void Refresh()
proto native void SetPlayer(DayZPlayer player)
static bool m_GunParticlesState
Definition gameplay.c:1478
proto native void LoadFile(string path)
proto native bool CopyFrom(ParamsReadContext other)
proto native void Send()
proto static native bool CanStoreInputUserData()
proto native void Reset()
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
void ~ScriptJunctureData()
proto native void Reset()
Module containing compiled scripts.
Definition EnScript.c:131
void ~ScriptRPC()
proto native void Reset()
Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again ...
void ScriptRPC()
proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
proto native ParamsReadContext GetReadContext()
proto native ParamsWriteContext GetWriteContext()
proto native void Reset()
Selection class.
Definition gameplay.c:179
vector GetVertexPosition(LOD lod, int index)
Definition gameplay.c:187
proto native int GetVertexCount()
proto native int GetLODVertexIndex(int sel_vertex_index)
void Selection()
Definition gameplay.c:180
void ~Selection()
Definition gameplay.c:181
proto native owned string GetName()
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
Part of main menu hierarchy to create custom menus from script.
Keeps information about currently loaded world, like temperature.
Definition WorldData.c:3
static const vector Zero
Definition EnConvert.c:110
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Definition gameplay.c:514
static ref array< string > m_ConfigArrayNames
Definition gameplay.c:1125
proto native float GetMin()
const int PROGRESS_UPDATE
Definition gameplay.c:384
Param1< int > RespawnEventParams
RespawnTime.
Definition gameplay.c:418
Param1< int > MPConnectionLostEventParams
Duration.
Definition gameplay.c:444
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Definition gameplay.c:436
Param1< Man > LogoutCancelEventParams
Player.
Definition gameplay.c:422
Param1< int > SQFConsoleEventParams
Definition gameplay.c:396
const EventType PartyChatStatusChangedEventTypeID
no params
Definition gameplay.c:546
static int GetConfigArrayCountFromSlotID(int slot_ID)
How many 'default equip' types are listed in the corresponding array.
Definition gameplay.c:1152
Param1< int > LoginTimeEventParams
LoginTime.
Definition gameplay.c:416
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Definition gameplay.c:494
const EventType MPSessionEndEventTypeID
no params
Definition gameplay.c:462
const EventType ConnectingStartEventTypeID
no params
Definition gameplay.c:552
PlayerIdentity PROGRESS_START
static string GetPathFromSlotID(int slot_ID)
Returns config path of att. slot category, empty if undefined.
Definition gameplay.c:1144
const int INDEX_NOT_FOUND
Definition gameplay.c:13
Param1< string > ScriptLogEventParams
Definition gameplay.c:392
static array< int > GetAttachmentSlotsArray()
Lists all customizable InventorySlots.
Definition gameplay.c:1168
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Definition gameplay.c:524
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Definition gameplay.c:401
Param1< vector > PreloadEventParams
Position.
Definition gameplay.c:420
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
Definition gameplay.c:550
proto native float GetMax()
Serializer ParamsReadContext
Definition gameplay.c:15
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Definition gameplay.c:407
const EventType WorldCleaupEventTypeID
no params
Definition gameplay.c:456
static array< string > GetConfigAttachmentTypes(int slot_ID)
Lists all configured types (if any) for the appropriate attachment.
Definition gameplay.c:1160
class MeleeCombatData NullStringArray[1]
Param1< string > DLCOwnerShipFailedParams
world name
Definition gameplay.c:440
int ChatChannel
Definition gameplay.c:387
Link< Object > OLinkT
Definition gameplay.c:1456
Param1< int > LogoutEventParams
logoutTime
Definition gameplay.c:430
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Definition gameplay.c:500
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Definition gameplay.c:470
Param2< bool, bool > VONStateEventParams
listening, toggled
Definition gameplay.c:434
Param2< string, string > VONStopSpeakingEventParams
player name, player id
Definition gameplay.c:438
const EventType SelectedUserChangedEventTypeID
no params
Definition gameplay.c:528
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
Definition gameplay.c:446
const EventType ClientRemovedEventTypeID
no params
Definition gameplay.c:506
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
Definition gameplay.c:536
const EventType VONStateEventTypeID
params: VONStateEventParams
Definition gameplay.c:534
const EventType RespawnEventTypeID
params: RespawnEventParams
Definition gameplay.c:518
const EventType MPSessionFailEventTypeID
no params
Definition gameplay.c:464
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
Definition gameplay.c:432
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
Definition gameplay.c:542
const int PROGRESS_PROGRESS
Definition gameplay.c:383
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Definition gameplay.c:413
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
Definition gameplay.c:556
const EventType StartupEventTypeID
no params
Definition gameplay.c:454
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
Definition gameplay.c:540
const EventType DialogQueuedEventTypeID
no params
Definition gameplay.c:480
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Definition gameplay.c:498
static const string m_Path
Definition gameplay.c:1141
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Definition gameplay.c:490
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Definition gameplay.c:394
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Definition gameplay.c:538
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
Definition gameplay.c:428
const EventType MPSessionStartEventTypeID
no params
Definition gameplay.c:460
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Definition gameplay.c:496
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info)
Definition gameplay.c:448
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Definition gameplay.c:411
const EventType NetworkManagerClientEventTypeID
no params
Definition gameplay.c:476
const EventType PreloadEventTypeID
params: PreloadEventParams
Definition gameplay.c:520
Param1< int > ChatChannelEventParams
Definition gameplay.c:395
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Definition gameplay.c:516
const EventType NetworkManagerServerEventTypeID
no params
Definition gameplay.c:478
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Definition gameplay.c:424
Param2< string, string > ClientConnectedEventParams
Name, uid.
Definition gameplay.c:399
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:409
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
Definition gameplay.c:512
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Definition gameplay.c:510
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Definition gameplay.c:403
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
Definition gameplay.c:405
class MenuDefaultCharacterData m_AttachmentSlots
proto native float GetDefault()
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
Definition gameplay.c:468
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Definition gameplay.c:504
Param1< float > ServerFpsStatsUpdatedEventParams
float
Definition gameplay.c:426
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
Definition gameplay.c:1466
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition gameplay.c:6
@ INORDER
Definition gameplay.c:8
@ LEVELORDER
Definition gameplay.c:10
@ POSTORDER
Definition gameplay.c:9
@ PREORDER
Definition gameplay.c:7
const EventType LogoutEventTypeID
params: LogoutEventParams
Definition gameplay.c:522
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
Definition gameplay.c:530
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:466
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Definition gameplay.c:548
Param3< int, float, string > ProgressEventParams
state, progress, title
Definition gameplay.c:391
const int PROGRESS_FINISH
Definition gameplay.c:382
class ListOptionsAccess extends OptionsAccess ReadValue
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
Definition gameplay.c:1246
@ OPTION_CONNECTIVITY_INFO
Definition gameplay.c:1255
@ OPTION_BLEEDINGINDICATION
Definition gameplay.c:1254
@ OPTION_PLAYER_MESSAGES
Definition gameplay.c:1251
@ OPTION_SERVER_INFO
Definition gameplay.c:1253
@ OPTION_GAME_MESSAGES
Definition gameplay.c:1249
@ OPTION_QUICKBAR
Definition gameplay.c:1252
@ OPTION_ADMIN_MESSAGES
Definition gameplay.c:1250
@ OPTION_CROSSHAIR
Definition gameplay.c:1248
@ OPTION_HUD_BRIGHTNESS
Definition gameplay.c:1256
@ OPTION_HUD
Definition gameplay.c:1247
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
Definition gameplay.c:486
proto native CGame GetGame()
const EventType ProgressEventTypeID
params: ProgressEventParams
Definition gameplay.c:474
static array< string > GetConfigArrayNames()
for conversion of slot ID to config array's string
Definition gameplay.c:1174
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
Definition gameplay.c:442
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Definition gameplay.c:502
OptionAccessType
C++ OptionAccessType.
Definition gameplay.c:1182
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
Definition gameplay.c:1231
@ AT_UNKNOWN
Definition gameplay.c:1183
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
Definition gameplay.c:1234
@ AT_QUALITY_PREFERENCE
Definition gameplay.c:1193
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
Definition gameplay.c:1225
@ AT_ANISO_DETAIL
Definition gameplay.c:1189
@ AT_ASPECT_RATIO
Definition gameplay.c:1207
@ AT_VSYNC_VALUE
Definition gameplay.c:1188
@ AT_BLOOM
Definition gameplay.c:1196
@ AT_OPTIONS_TERRAIN
Definition gameplay.c:1199
@ AT_POSTPROCESS_EFFECTS
Definition gameplay.c:1192
@ AT_OPTIONS_VON_SLIDER
Definition gameplay.c:1211
@ AT_OPTIONS_FLIPMODE
Definition gameplay.c:1224
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
Definition gameplay.c:1233
@ AT_SHADOW_DETAIL
Definition gameplay.c:1198
@ AT_OPTIONS_HWACC
Definition gameplay.c:1213
@ AT_OPTIONS_BRIGHT_SLIDER
Definition gameplay.c:1202
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
Definition gameplay.c:1236
@ AT_CONFIG_MOUSE_FILTERING
Definition gameplay.c:1217
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
Definition gameplay.c:1230
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
Definition gameplay.c:1240
@ AT_OPTIONS_TERRAIN_SHADER
Definition gameplay.c:1220
@ AT_CONFIG_HEAD_BOB
Definition gameplay.c:1218
@ AT_OPTIONS_AIM_HELPER
Definition gameplay.c:1221
@ AT_OPTIONS_GAMMA_SLIDER
Definition gameplay.c:1201
@ AT_OPTIONS_FXAA_VALUE
Definition gameplay.c:1190
@ AT_HDR_DETAIL
Definition gameplay.c:1186
@ AT_OPTIONS_DISPLAY_MODE
Definition gameplay.c:1219
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
Definition gameplay.c:1206
@ AT_FSAA_DETAIL
Definition gameplay.c:1187
@ AT_OPTIONS_EFFECTS_SLIDER
Definition gameplay.c:1210
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
Definition gameplay.c:1227
@ AT_OPTIONS_RADIO
Definition gameplay.c:1216
@ AT_OPTIONS_MOUSE_XAXIS
Definition gameplay.c:1228
@ AT_AMBIENT_OCCLUSION
Definition gameplay.c:1195
@ AT_OPTIONS_MUSIC_SLIDER
Definition gameplay.c:1209
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
Definition gameplay.c:1222
@ AT_OBJECTS_DETAIL
Definition gameplay.c:1184
@ AT_ROTATION_BLUR
Definition gameplay.c:1197
@ AT_OPTIONS_MOUSE_YAXIS
Definition gameplay.c:1229
@ AT_ATOC_DETAIL
Definition gameplay.c:1194
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
Definition gameplay.c:1235
@ AT_OPTIONS_LANGUAGE
Definition gameplay.c:1215
@ AT_TEXTURE_DETAIL
Definition gameplay.c:1185
@ AT_OPTIONS_EAX
Definition gameplay.c:1214
@ AT_OPTIONS_RESOLUTION
Definition gameplay.c:1200
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
Definition gameplay.c:1237
@ AT_OPTIONS_VISIBILITY_SLIDER
Definition gameplay.c:1203
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
Definition gameplay.c:1204
@ AT_OPTIONS_MASTER_VOLUME
Definition gameplay.c:1212
@ AT_OPTIONS_PAUSE
Definition gameplay.c:1223
@ AT_OPTIONS_SW_VALUE
Definition gameplay.c:1191
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
Definition gameplay.c:1239
@ AT_OPTIONS_VON_INPUT_MODE
Definition gameplay.c:1241
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
Definition gameplay.c:1238
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
Definition gameplay.c:1205
@ AT_OPTIONS_FIELD_OF_VIEW
Definition gameplay.c:1208
Serializer ParamsWriteContext
Definition gameplay.c:16
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Definition gameplay.c:492
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
Definition gameplay.c:484
const EventType ConnectingAbortEventTypeID
no params
Definition gameplay.c:554
proto native void WriteValue(float value)
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90
proto void Print(void var)
Prints content of variable to console/log.
enum ShapeType ErrorEx
array< string > TStringArray
Definition EnScript.c:666
TypeID EventType
Definition EnWidgets.c:55