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

proto native int GetCharactersCount ()
 
proto native int GetLastPlayedCharacter ()
 
proto native Man CreateCharacterPerson (int index)
 Return Character person or null if character initialization failed (inventory load, or corrupted data)
 
proto void GetLastServerAddress (int index, out string address)
 
proto native int GetLastServerPort (int index)
 
proto void GetLastServerName (int index, out string address)
 
proto void RequestSetDefaultCharacterData ()
 
proto bool RequestGetDefaultCharacterData ()
 
void OnSetDefaultCharacter (ParamsWriteContext ctx)
 Actual DefaultCharacter saving.
 
bool OnGetDefaultCharacter (ParamsReadContext ctx)
 Actual DefaultCharacter loading.
 
proto void GetCharacterName (int index, out string name)
 
proto native void SetCharacterName (int index, string newName)
 
proto native void SaveCharacter (bool localPlayer, bool verified)
 
proto native void SaveDefaultCharacter (Man character)
 
proto native void SaveCharactersLocal ()
 Saves characters menu data to file.
 
proto native void LoadCharactersLocal ()
 Loads characters menu data from file.
 
proto native void ClearCharacters ()
 
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance ()
 
- 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 882 of file gameplay.c.

Member Function Documentation

◆ ClearCharacters()

proto native void MenuData::ClearCharacters ( )
private

◆ CreateCharacterPerson()

proto native Man MenuData::CreateCharacterPerson ( int index)
private

Return Character person or null if character initialization failed (inventory load, or corrupted data)

Referenced by Managed::CharacterLoad().

◆ GetCharacterName()

◆ GetCharactersCount()

◆ GetLastPlayedCharacter()

proto native int MenuData::GetLastPlayedCharacter ( )
private

◆ GetLastServerAddress()

proto void MenuData::GetLastServerAddress ( int index,
out string address )
private

◆ GetLastServerName()

proto void MenuData::GetLastServerName ( int index,
out string address )
private

◆ GetLastServerPort()

proto native int MenuData::GetLastServerPort ( int index)
private

◆ GetMenuDefaultCharacterDataInstance()

MenuDefaultCharacterData MenuData::GetMenuDefaultCharacterDataInstance ( )
inlineprivate

Definition at line 935 of file gameplay.c.

936 {
937 return GetGame().GetMenuDefaultCharacterData();
938 }
proto native CGame GetGame()

References GetGame().

Referenced by OnGetDefaultCharacter(), and OnSetDefaultCharacter().

◆ LoadCharactersLocal()

proto native void MenuData::LoadCharactersLocal ( )
private

Loads characters menu data from file.

◆ OnGetDefaultCharacter()

bool MenuData::OnGetDefaultCharacter ( ParamsReadContext ctx)
inlineprivate

Actual DefaultCharacter loading.

Definition at line 910 of file gameplay.c.

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 }
MenuDefaultCharacterData GetMenuDefaultCharacterDataInstance()
Definition gameplay.c:935
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

References Error(), and GetMenuDefaultCharacterDataInstance().

◆ OnSetDefaultCharacter()

void MenuData::OnSetDefaultCharacter ( ParamsWriteContext ctx)
inlineprivate

Actual DefaultCharacter saving.

Definition at line 897 of file gameplay.c.

898 {
899 if (!GetMenuDefaultCharacterDataInstance()/* || GetGame().IsServer()*/)
900 {
901 Error("MenuData | OnSetDefaultCharacter - failed to get data class!");
902 return;
903 }
904
907 }
proto native void SaveCharactersLocal()
Saves characters menu data to file.
void SerializeCharacterData(ParamsWriteContext ctx)
serializes data into a param array to be used by "StoreLoginData(notnull array<ref Param> params);"
Definition gameplay.c:1029

References Error(), GetMenuDefaultCharacterDataInstance(), SaveCharactersLocal(), and MenuDefaultCharacterData::SerializeCharacterData().

◆ RequestGetDefaultCharacterData()

proto bool MenuData::RequestGetDefaultCharacterData ( )
private

◆ RequestSetDefaultCharacterData()

proto void MenuData::RequestSetDefaultCharacterData ( )
private

◆ SaveCharacter()

proto native void MenuData::SaveCharacter ( bool localPlayer,
bool verified )
private

◆ SaveCharactersLocal()

proto native void MenuData::SaveCharactersLocal ( )
private

Saves characters menu data to file.

Referenced by OnSetDefaultCharacter(), Managed::SaveCharName(), and DayZIntroSceneXbox::SaveCharName().

◆ SaveDefaultCharacter()

proto native void MenuData::SaveDefaultCharacter ( Man character)
private

◆ SetCharacterName()

proto native void MenuData::SetCharacterName ( int index,
string newName )
private

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