DayZ 1.24
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PluginDayzPlayerDebug_Weapons.c File Reference

Go to the source code of this file.

Classes

class  PluginDayzPlayerWeaponsDebugUserData
 
class  PluginDayzPlayerDebug_Weapons
 

Functions

class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig (string pName, int pAction, int pActionT)
 
void PluginDayzPlayerWeaponsDebugUserData (int pAction, int pActionType)
 
int GetAction ()
 
int GetActionType ()
 

Variables

int m_iAction
 
int m_iActionT
 
string m_Name
 

Function Documentation

◆ GetAction()

int PluginDayzPlayerDebug_AbilityConfig::GetAction ( )

Definition at line 43 of file PluginDayzPlayerDebug_Weapons.c.

51{
53
54 TextListboxWidget m_Selector;
55 ButtonWidget m_ButtonStart;
56 TextWidget m_WidgetActionRunning;
57 TextWidget m_WidgetActionEvents;
58 Weapon_Base m_CurrentWeapon;
59 EditBoxWidget m_SetInitStateI;
60 ButtonWidget m_SetInitStateB;
61 ButtonWidget m_WeaponChange;
62 ButtonWidget m_WeaponHide;
63 EditBoxWidget m_WeaponSlotH;
64 EditBoxWidget m_WeaponSlotS;
65 EditBoxWidget m_WeaponActionProgressStart;
66 EditBoxWidget m_WeaponActionProgressEnd;
67
68 // command handler properties
69 int m_CH_WeapAction = -1;
70 int m_CH_WeapActionType = -1;
71 int m_CH_LastWeapAction = -1;
72 int m_CH_LastWeapActionType = -1;
73 float m_CH_WeapActionProgressStart = 0;
74 float m_CH_WeapActionProgressEnd = 1;
75
76 string m_CH_WeaponChangeI;
77 int m_CH_WeaponChangeSlotH = -1;
78 int m_CH_WeaponChangeSlotS = -1;
79
80 //---------------------------------------------------
81 //
82
85 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET),
86 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET),
87 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET),
88 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET),
89 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN),
90 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN),
91 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip NoBullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_NOBULLET),
92 PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip Bullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_BULLET),
93
94 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED),
95 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload NoMag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED),
96 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED),
97 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED),
98 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED),
99 PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED),
100 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload NoMag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED),
101 PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload Mag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED),
102
103 PluginDayzPlayerDebug_AbilityConfig("Pistol Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH),
104 PluginDayzPlayerDebug_AbilityConfig("Rifle Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH),
105
106 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET),
107 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET),
108 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET),
109 PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET),
110
111 PluginDayzPlayerDebug_AbilityConfig("Mechanism Opened", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED),
112 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED),
113 PluginDayzPlayerDebug_AbilityConfig("Mechanism Spec", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL),
114 PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed Uncocked", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED),
115
116 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED),
117 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED),
118 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_OPENED),
119 PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED),
120
121 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets Start", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_START),
122 PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_END),
123
124 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED),
125 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed keep bullet", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP),
126 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED),
127 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE),
128
129 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Uncocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED),
130 PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Cocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED),
131
132 PluginDayzPlayerDebug_AbilityConfig("Chamb 1", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1),
133 PluginDayzPlayerDebug_AbilityConfig("Chamb 2", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2),
134 PluginDayzPlayerDebug_AbilityConfig("Chamb 3", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3),
135 PluginDayzPlayerDebug_AbilityConfig("Chamb 4", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4),
136
137 PluginDayzPlayerDebug_AbilityConfig("Crossbow Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED),
138 PluginDayzPlayerDebug_AbilityConfig("Crossbow Close", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED),
139 PluginDayzPlayerDebug_AbilityConfig("Crossbow Full", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_FULL),
140
141 PluginDayzPlayerDebug_AbilityConfig("INTERRUPT", WeaponActions.INTERRUPT, -1),
142
143
144 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Opened", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_OPENED),
145 PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Closed", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_CLOSED),
146
147 PluginDayzPlayerDebug_AbilityConfig("Unjamming Start", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START),
148 PluginDayzPlayerDebug_AbilityConfig("Unjamming End", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END),
149 PluginDayzPlayerDebug_AbilityConfig("Unjamming Interrupt", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT),
150
153 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Cocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED),
154 PluginDayzPlayerDebug_AbilityConfig("Fire Empty Uncocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED),
157
158 };
159
160
161 int FindAbilityConfig(int pAction, int pActionT)
162 {
163 int l = m_AbilityConfig.Count();
164 for (int i = 0; i < l; i++)
165 {
166 if (m_AbilityConfig[i].m_iAction == pAction && m_AbilityConfig[i].m_iActionT == pActionT)
167 return i;
168 }
169 return -1;
170 }
171
172
173 //---------------------------------------------------
174 // gui stuff
175
177 {
179
181
184 if (player)
185 {
186 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
187 hcw.DebugResetEvents();
188 }
189 }
190
191
193 {
195 }
196
197
199 {
200 m_Selector = TextListboxWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionSelector"));
201 m_ButtonStart = ButtonWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionStart"));
202
203 m_WidgetActionRunning = TextWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionRunning"));
204 m_WidgetActionEvents = TextWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionEvents"));
205
206 m_SetInitStateI = EditBoxWidget.Cast(m_MainWnd.FindAnyWidget("WeapInitStateI"));
207 m_SetInitStateB = ButtonWidget.Cast(m_MainWnd.FindAnyWidget("WeapInitStateB"));
208
209 m_WeaponChange = ButtonWidget.Cast(m_MainWnd.FindAnyWidget("WeapChange"));
210 m_WeaponHide = ButtonWidget.Cast(m_MainWnd.FindAnyWidget("WeapHide"));
211 m_WeaponSlotH = EditBoxWidget.Cast(m_MainWnd.FindAnyWidget("WeaponChangeSlotH"));
212 m_WeaponSlotS = EditBoxWidget.Cast(m_MainWnd.FindAnyWidget("WeaponChangeSlotS"));
213 m_WeaponActionProgressStart = EditBoxWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionProgressStart"));
214 m_WeaponActionProgressEnd = EditBoxWidget.Cast(m_MainWnd.FindAnyWidget("WeapActionProgressEnd"));
215
216
217 m_WidgetActionEvents.SetText("Events:");
218
219 }
220
222 {
223 }
224
225
226 //---------------------------------------------------
227 // main update
228
229
230 void Tick()
231 {
233 if (!player)
234 return;
235
236 if (player)
237 {
238 EntityAI entityInHands = player.GetHumanInventory().GetEntityInHands();
241 {
242 if (m_CurrentWeapon != w)
243 WeaponsInit(w);
244 }
245 else
246 m_Selector.ClearItems();
247 }
248
250 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
251
252 string text = "Action: " + hcw.GetRunningAction().ToString() + " " + hcw.GetRunningActionType().ToString();
253 m_WidgetActionRunning.SetText(text);
254
255
256 int aEvent = hcw.DebugIsEvent();
257 if (aEvent != -1)
258 {
259 string eventStr = "Event: ";
260 eventStr = eventStr + aEvent.ToString() + " ";
261 while (true)
262 {
263 aEvent = hcw.DebugIsEvent();
264 if (aEvent == -1)
265 break;
266
267 Print("Event: " + aEvent.ToString());
268
269 eventStr += aEvent.ToString();
270 eventStr += " ";
271 }
272
273 m_WidgetActionEvents.SetText(eventStr);
274 }
275 }
276
277
278 //---------------------------------------------------
279 // Actions
280
281 void WeaponsInit(Weapon_Base w)
282 {
283
284 m_Selector.ClearItems();
285
287 int abilityCount = w.GetAbilityCount();
288
289 for (int i = 0; i < abilityCount; ++i)
290 {
291 AbilityRecord rec = w.GetAbility(i);
292 int abConfigIndex = FindAbilityConfig(rec.m_action, rec.m_actionType);
293 if (abConfigIndex != -1)
294 m_Selector.AddItem(m_AbilityConfig[abConfigIndex].m_Name, new PluginDayzPlayerWeaponsDebugUserData(rec.m_action, rec.m_actionType), 0);
295 }
296
297 m_Selector.AddItem("=========== All - not safe =========", NULL, 0);
298
299
300 // if (abilityCount == 0)
301 {
302 int l = m_AbilityConfig.Count();
303 for (int a = 0; a < l; a++)
304 m_Selector.AddItem(m_AbilityConfig[a].m_Name, new PluginDayzPlayerWeaponsDebugUserData(m_AbilityConfig[a].m_iAction, m_AbilityConfig[a].m_iActionT), 0);
305 }
306
307 m_CurrentWeapon = w;
308 }
309
310
312 void WeaponsStartAction()
313 {
314 int row = m_Selector.GetSelectedRow();
315 if (row == -1)
316 return;
317
319 m_Selector.GetItemData(row, 0, userData);
320 if (userData)
321 {
322 m_CH_WeapAction = userData.GetAction();
323 m_CH_WeapActionType = userData.GetActionType();
324 m_CH_WeapActionProgressStart = m_WeaponActionProgressStart.GetText().ToFloat();
325 m_CH_WeapActionProgressEnd = m_WeaponActionProgressEnd.GetText().ToFloat();
326
327 Print("DayzPlayerImplement_Weapons::WeaponsStartAction");
328 }
329 }
330
331
332 //---------------------------------------------------
333 // window ui clicks
334
336 bool OnClick(Widget w, int x, int y, int button)
337 {
338 if (w == m_ButtonStart)
339 {
340 WeaponsStartAction();
341 return true;
342 }
343 else if (w == m_SetInitStateB)
344 {
345 int frameI = m_SetInitStateI.GetText().ToInt();
346
348
349 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
350 hcw.SetInitState(frameI);
351 }
352 else if (w == m_WeaponChange)
353 {
354 Print("Weapon Change pressed");
355
357 if (d == null)
358 {
359 Print("No dispatcher - cannot get selected weapon");
360 return false;
361 }
362
364 if (p == null)
365 {
366 Print("No selected object");
367 return false;
368 }
369
371 Print(p1.param1);
372
373 m_CH_WeaponChangeI = p1.param1;
374 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
375 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
376 }
377 else if (w == m_WeaponHide)
378 {
379 m_CH_WeaponChangeI = "";
380 m_CH_WeaponChangeSlotH = m_WeaponSlotH.GetText().ToInt();
381 m_CH_WeaponChangeSlotS = m_WeaponSlotS.GetText().ToInt();
382 }
383
384
385 return false;
386 }
387
388 //---------------------------------------------------
389 // Global handler to handle commands from player
390
391 bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
392 {
393 if (m_CH_WeaponChangeSlotH == -1)
394 return false;
395
396 pNewWeapon = m_CH_WeaponChangeI;
397 pHideSlot = m_CH_WeaponChangeSlotH;
398 pShowSlot = m_CH_WeaponChangeSlotS;
399
400 m_CH_WeaponChangeSlotH = -1;
401 m_CH_WeaponChangeSlotS = -1;
402
403 return true;
404 }
405
406
407 //---------------------------------------------------
408 // Global handler to handle commands from player
409
410 void CommandHandler()
411 {
412
413 // last action again
414 if (KeyState(KeyCode.KC_MULTIPLY) == 1)
415 {
416 ClearKey(KeyCode.KC_MULTIPLY);
417 m_CH_WeapAction = m_CH_LastWeapAction;
418 m_CH_WeapActionType = m_CH_LastWeapActionType;
419
420 Print("DayzPlayerImplement_Weapons OnKC_MULTIPLY");
421 }
422
423
424 if (m_CH_WeapAction >= 0)
425 {
426 m_CH_LastWeapAction = m_CH_WeapAction;
427 m_CH_LastWeapActionType = m_CH_WeapActionType;
428
431 if (player != NULL)
432 {
433 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
434 hcw.SetActionProgressParams(m_CH_WeapActionProgressStart, m_CH_WeapActionProgressEnd);
435 hcw.StartAction(m_CH_WeapAction, m_CH_WeapActionType);
436
437 Print("DayzPlayerImplement_Weapons::WeaponsStartAction2");
438
439 }
440
441 m_CH_WeapAction = -1;
442 }
443
444 }
445}
override bool OnClick(Widget w, int x, int y, int button)
buttons clicks
Definition DayZGame.c:144
Dispatcher GetDispatcher()
Definition Dispatcher.c:20
const CallID CALL_ID_SCR_CNSL_GETSELECTEDITEM
Definition Dispatcher.c:11
Icon x
Icon y
PlayerBase GetPlayer()
bool IsWeaponChange(out string pNewWeapon, out int pHideSlot, out int pShowSlot)
Widget m_MainWnd
void CommandHandler()
void DestroyModuleWidgets()
void CreateModuleWidgets()
void PluginDayzPlayerWeaponsDebugUserData(int pAction, int pActionType)
class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig(string pName, int pAction, int pActionT)
void Tick()
pair ( action, actionType )
Definition Weapon_Base.c:5
Super root of all classes in Enforce script.
Definition EnScript.c:11
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native void ClearKey(KeyCode key)
KeyCode
Definition EnSystem.c:157
proto native int KeyState(KeyCode key)
WeaponActionReloadClipTypes
Definition human.c:841
WeaponActionChamberingTypes
Definition human.c:856
WeaponActions
actions
Definition human.c:796
WeaponActionChamberingLoaderTypes
Definition human.c:886
WeaponActionReloadTypes
Definition human.c:812
WeaponActionUnjammingTypes
Definition human.c:892
WeaponActionFireTypes
Definition human.c:900

◆ GetActionType()

int PluginDayzPlayerDebug_AbilityConfig::GetActionType ( )

Definition at line 48 of file PluginDayzPlayerDebug_Weapons.c.

◆ PluginDayzPlayerDebug_AbilityConfig()

class PluginDayzPlayerWeaponsDebugUserData PluginDayzPlayerDebug_AbilityConfig ( string pName,
int pAction,
int pActionT )

Definition at line 1 of file PluginDayzPlayerDebug_Weapons.c.

36 {
37 m_Name = pName;
40 }

◆ PluginDayzPlayerWeaponsDebugUserData()

void PluginDayzPlayerDebug_AbilityConfig::PluginDayzPlayerWeaponsDebugUserData ( int pAction,
int pActionType )

Definition at line 36 of file PluginDayzPlayerDebug_Weapons.c.

36 {
37 m_Name = pName;
40 }

References m_iAction, m_iActionT, and m_Name.

Referenced by PluginDayzPlayerDebug_Weapons::WeaponsInit().

Variable Documentation

◆ m_iAction

◆ m_iActionT

◆ m_Name