DayZ 1.24
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DispatcherCaller.c
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2{
4 {
5 PluginDeveloper m = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
6
7 if (m != NULL)
8 m.SendServerLogToClient(p.param1);
9 }
10
12 {
13 UIScriptedMenu ui_menu = GetGame().GetUIManager().GetMenu();
14 if (ui_menu && ui_menu.GetID() == MENU_SCRIPTCONSOLE)
15 {
16 ScriptConsole scripted_console = ScriptConsole.Cast(ui_menu);
18 if (tab)
19 tab.Add(p.param1);
20 }
21 }
22
24 {
25 UIScriptedMenu ui_menu = GetGame().GetUIManager().GetMenu();
26 if (ui_menu.GetID() == MENU_SCRIPTCONSOLE)
27 {
28 ScriptConsole scriptConsole = ScriptConsole.Cast(ui_menu);
30 if (handler)
31 handler.HistoryBack();
32 }
33 }
34
36 {
37 UIScriptedMenu ui_menu = GetGame().GetUIManager().GetMenu();
38 if (ui_menu.GetID() == MENU_SCRIPTCONSOLE)
39 {
40 ScriptConsole scriptConsole = ScriptConsole.Cast(ui_menu);
42 if (handler)
43 handler.HistoryForward();
44
45 }
46 }
47
49 {
50 UIScriptedMenu ui_menu = GetGame().GetUIManager().GetMenu();
51 if (ui_menu && ui_menu.GetID() == MENU_SCENE_EDITOR)
52 {
53 SceneEditorMenu editor_menu = SceneEditorMenu.Cast(ui_menu);
54 editor_menu.SceneEditorCommand(params);
55 }
56 }
57
59 {
60 MissionGameplay mission = MissionGameplay.Cast(GetGame().GetMission());
61 if (mission)
63 }
64
66 {
67 switch (call_id)
68 {
70 SendLogAtClient(Param1<string>.Cast(params));
71 break;
73 ScriptConsoleAddPrint(Param1<string>.Cast(params));
74 break;
76 SceneEditorCommand(params);
77 break;
79 MissionGameplayHideInventory();
80 break;
84 ScriptConsoleHistoryBack();
85 break;
87 ScriptConsoleHistoryForward();
88 break;
89 }
90
91
92 return null;
93 }
94}
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
Definition Dispatcher.c:11
const CallID CALL_ID_SCR_CNSL_HISTORY_NEXT
Definition Dispatcher.c:5
const CallID CALL_ID_SCENE_EDITOR_COMMAND
Definition Dispatcher.c:9
const CallID CALL_ID_SEND_LOG
Definition Dispatcher.c:3
const CallID CALL_ID_SCR_CNSL_HISTORY_BACK
Definition Dispatcher.c:4
const CallID CALL_ID_SCR_CNSL_ADD_PRINT
Definition Dispatcher.c:6
const CallID CALL_ID_HIDE_INVENTORY
Definition Dispatcher.c:10
Mission mission
PluginBase GetPlugin(typename plugin_type)
void ScriptConsoleHistoryBack()
override Param CallMethod(CallID call_id, Param params)
void MissionGameplayHideInventory()
void ScriptConsoleAddPrint(Param1< string > p)
void ScriptConsoleHistoryForward()
void SceneEditorCommand(Param params)
void SendLogAtClient(Param1< string > p)
void HideInventory()
Definition gameplay.c:784
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
static string GetLastSelectedObject()
proto native CGame GetGame()
const int MENU_SCRIPTCONSOLE
Definition constants.c:175
const int MENU_SCENE_EDITOR
Definition constants.c:167