125 if (!
GetGame().IsDedicatedServer())
471#ifdef _DAYZ_CREATURE_DEBUG_SHADOW
472 if (!
GetGame().IsMultiplayer())
480 if (!
GetGame().IsMultiplayer())
601#ifdef _DAYZ_CREATURE_DEBUG_SHADOW
642 if (
strVal.Contains(
"true"))
644 else if (
strVal.Contains(
"false"))
705 for (
int i = 0;
i <
count.param1; ++
i)
754 if (
ctx.Read(
object))
DayZCreatureAnimScriptDebugVarType
ref array< bool > m_SetCommandCheckStates
Param4< float, string, int, string > DayZCreatureAnimScriptDebugAnimEventData
class DayZCreatureAnimScriptDebug SET_VALUE_INT
ref DayZCreatureAnimScriptDebug m_EntityAnimDbg
string GetStrValueType(int index)
Param1< string > DayZCreatureAnimScriptDebugAnimPredictionData
class DayZCreatureAnimScriptDebug ACTIVATE_COMMAND
void SyncReceiveDisableAI(ParamsReadContext ctx)
void PluginDayZCreatureAIDebug()
class DayZCreatureAnimScriptDebug INIT_DEBUG_OBJECT
void GUIAction_ActivateCommand(int commandIdx, int userInt, float userFloat)
Param1< string > DayZCreatureAnimScriptDebugAnimTagData
void SyncSetValueBool(int index, bool value)
class DayZCreatureAnimScriptDebug SET_VALUE_BOOL
void OnRpc(PlayerBase player, int rpc_type, ParamsReadContext ctx)
string GetStrValue(int index)
class DayZCreatureAnimScriptDebug RELEASE_DEBUG_OBJECT
void SetDebugShowMode(int mode)
void SetValueInt(int index, int value)
void ActivateCommand(int commandIdx, int userInt, float userFloat)
void ~PluginDayZCreatureAIDebug()
void GUIAction_InitDebugObject(Object obj)
void SyncSetValueInt(int index, int value)
void GUIAction_SetValue(int index, string strVal)
void SetValueFloat(int index, float value)
DayZCreatureAI m_DebugEntity
void EnableAI(bool enable)
void SetValueBool(int index, bool value)
void SyncInitDebugObject(Object obj)
class DayZCreatureAnimScriptDebug SET_VALUE_FLOAT
void SyncReceiveInitDebugObject(ParamsReadContext ctx)
class DayZCreatureAnimScriptDebug ENABLE_AI
class DayZCreatureAnimScriptDebug m_iDebugMenu
DayZCreatureAnimScriptDebugVarType GetVariableType(int index)
void ReleaseDebugObject()
void SyncEnableAI(bool enable)
void SyncReceiveReleaseDebugObject(ParamsReadContext ctx)
void OnGUI_VariablesEdit()
void SyncReceiveEnableAI(ParamsReadContext ctx)
void InitDebugObject(Object obj)
void SyncActivateCommand(int commandIdx, int userInt, float userFloat)
void OnGUI_CommandsEdit()
string m_sDebugEntityName
void SyncReceiveValueInt(ParamsReadContext ctx)
void GUIAction_UpdateSimulationPrecision(int simLOD)
void GUIAction_ReleaseDebugObject()
void OnGUI_AIControlEdit()
void SyncReceiveValueFloat(ParamsReadContext ctx)
void SyncReceiveMessage(ParamsReadContext ctx)
void SyncReleaseDebugObject()
ref array< ref Param > m_SyncMessages
ref array< bool > m_SetVariableCheckStates
void SyncReceiveValueBool(ParamsReadContext ctx)
void SyncReceiveActivateCommand(ParamsReadContext ctx)
void GUIAction_EnableAI(bool enable)
void SyncSetValueFloat(int index, float value)
class DayZCreatureAnimScriptDebug DISABLE_AI
class PresenceNotifierNoiseEvents windowPosX
dbgUI settings
do not process rotations !
proto native int GetVariableType(int index)
proto native owned string GetVariableName(int index)
proto native float GetVariableFloat(int index)
void OnAnimationTag(string tagName)
void OnAnimationEventsStart()
proto native int GetVariableInt(int index)
ref array< ref DayZCreatureAnimScriptDebugAnimEventData > m_AnimEvents
proto native bool SetVariableBool(int index, bool value)
proto native int SetVariableInt(int index, int value)
proto native owned string GetCommandName(int index)
proto native int GetCommandCount()
ref array< ref DayZCreatureAnimScriptDebugAnimTagData > m_AnimTags
proto native void ActivateCommand(int index, int userInt, float userFloat)
ref array< string > m_EventsFilter
void OnAnimationPrediction(string predName)
proto native void SetCreature(DayZCreature creature)
const int m_iMaxAnimEventsCount
proto native bool GetVariableBool(int index)
proto native int GetCommandID(int index)
void OnAnimationEvent(string evType, int userInt, string userString)
proto native float SetVariableFloat(int index, float value)
ref array< ref DayZCreatureAnimScriptDebugAnimPredictionData > m_AnimPredictions
proto native int GetVariableCount()
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
ref Timer m_TickTimer
status refresh timer
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
static proto native void Panel(string label, int width, int height, int color=0xaa555555)
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void PopID()
static proto native bool Button(string txt, int minWidth=0)
static proto native void Text(string label)
static proto void InputText(string txt, out string value, int pxWidth=150)
static proto native void SameLine()
static proto void InputInt(string txt, out int value, int pxWidth=150)
static proto void BeginCleanupScope()
static proto native void PushID_Int(int int_id)
static proto native void Spacer(int height)
static proto native void PushID_Str(string str_id)
static proto void Check(string label, out bool checked)
static proto native void EndCleanupScope()
static proto float Min(float x, float y)
Returns smaller of two given values.
proto native float GetWorldTime()