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proto int | GetPingAct () |
| ping range estimation
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proto int | GetPingMin () |
| ping range estimation
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proto int | GetPingMax () |
| ping range estimation
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proto int | GetPingAvg () |
| ping range estimation
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proto int | GetBandwidthMin () |
| bandwidth estimation (in kbps)
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proto int | GetBandwidthMax () |
| bandwidth estimation (in kbps)
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proto int | GetBandwidthAvg () |
| bandwidth estimation (in kbps)
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proto string | GetName () |
| nick (short) name of player
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proto string | GetPlainName () |
| nick without any processing
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proto string | GetFullName () |
| full name of player
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proto string | GetId () |
| unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
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proto string | GetPlainId () |
| plaintext unique id of player (cannot be used in database or logs)
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proto int | GetPlayerId () |
| id of player in one session (is reused after player disconnects)
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proto Man | GetPlayer () |
| get player
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void | PlayerIdentityBase () |
| This is a C++ managed class, so script has no business managing the lifetime.
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void | ~PlayerIdentityBase () |
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void | IntroSceneCharacter () |
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void | ~IntroSceneCharacter () |
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bool | IsDefaultCharacter () |
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void | SetToDefaultCharacter () |
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void | SetCharacterID (int char_id) |
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int | GetCharacterID () |
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PlayerBase | GetCharacterObj () |
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TStringArray | GetCharGenderList () |
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TStringArray | GetCharList (ECharGender gender) |
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TStringArray | GetCharShirtsList () |
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TStringArray | GetCharPantsList () |
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TStringArray | GetCharShoesList () |
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void | SetCharacterGender (ECharGender gender) |
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bool | IsCharacterFemale () |
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ECharGender | GetCharacterGender () |
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vector | GetPosition () |
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int | GetNextCharacterID () |
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int | GetPrevCharacterID () |
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void | CreateNewCharacterRandom () |
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void | CreateNewCharacterById (int character_id) |
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void | CreateNewCharacterByName (string character_name, bool randomize_equip=true) |
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void | CreateDefaultCharacter () |
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void | GetLastPlayedServer (int characterID, out string address, out string name, out int port) |
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void | CreateNewCharacter () |
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void | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) |
| Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
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void | CharacterUnload () |
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void | CharacterLoad (int character_id, vector char_pos, vector char_rot) |
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void | SetupPlayerName (bool new_name) |
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void | SetAttachment (string type, int slot) |
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string | GetCharacterNameById (int char_id) |
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string | GetCharacterName () |
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void | SaveCharName (string name) |
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void | SaveDefaultCharacter () |
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void | TransferValues (PlayerBase player) |
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void | Init () |
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void | OnScheduledTick (float deltatime) |
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void | CheckValues () |
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float | GetBlood () |
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float | GetHealth () |
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void | CheckHealth () |
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void | CheckBlood () |
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void | SendInitValues () |
| Sends values on object creation.
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void | SendValue (int value_type, float value) |
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void | ReceiveValue (int value_type, float value) |
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void | OnRPC (ParamsReadContext ctx) |
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void | ShowDebugValues (bool show) |
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void | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) |
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void | InitIndicator (vector position) |
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void | StopIndicator (bool instant=false) |
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void | StartRunningDrops () |
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bool | IsRunningDrops () |
| Are any drops currently being animated?
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void | TrySpawnNextDrop () |
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void | ResetSequence () |
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void | ResetIndicator () |
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void | Update (float timeSlice) |
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bool | GetEndNow () |
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int | GetSeverity () |
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void | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) |
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void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
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array< ref Widget > | GetWidgetSet () |
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int | GetWidgetSetType () |
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int | GetWidgetSetID () |
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bool | HasDefinedHandle () |
| Returns 'true' if this class contains update info.
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bool | DataInitialized () |
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void | UpdateVisibility (bool state) |
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void | RegisterData (Param p) |
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void | Update (float timeSlice=0, Param p=null, int handle=-1) |
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void | ForceStop () |
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Player description (base engine class)
Definition at line 335 of file gameplay.c.