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

void OnError (int errorCode)
 Called in case request failed (ERestResultState) - Note! May be called multiple times in case of (RetryCount > 1)
 
void OnTimeout ()
 Called in case request timed out or handled improperly (no error, no success, no data)
 
void OnSuccess (string data, int dataSize)
 Called when data arrived and/ or response processed successfully.
 
void OnFileCreated (string fileName, int dataSize)
 Called when data arrived and/ or file created successfully.
 
- 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 49 of file RestApi.c.

Member Function Documentation

◆ OnError()

void RestCallback::OnError ( int errorCode)
inlineprivate

Called in case request failed (ERestResultState) - Note! May be called multiple times in case of (RetryCount > 1)

Definition at line 54 of file RestApi.c.

55 {
56 // override this with your implementation
57 Print(" !!! OnError() ");
58 };
proto void Print(void var)
Prints content of variable to console/log.

References Print().

◆ OnFileCreated()

void RestCallback::OnFileCreated ( string fileName,
int dataSize )
inlineprivate

Called when data arrived and/ or file created successfully.

Definition at line 83 of file RestApi.c.

84 {
85 // override this with your implementation
86 Print(" !!! OnFileCreated() file=" + fileName + " size=" + dataSize);
87 };

References Print().

◆ OnSuccess()

void RestCallback::OnSuccess ( string data,
int dataSize )
inlineprivate

Called when data arrived and/ or response processed successfully.

Definition at line 72 of file RestApi.c.

73 {
74 // override this with your implementation
75 Print(" !!! OnSuccess() size=" + dataSize);
76 if (dataSize > 0)
77 Print(data); // !!! NOTE: Print() will not output string longer than 1024b, check your dataSize !!!
78 };

References Print().

◆ OnTimeout()

void RestCallback::OnTimeout ( )
inlineprivate

Called in case request timed out or handled improperly (no error, no success, no data)

Definition at line 63 of file RestApi.c.

64 {
65 // override this with your implementation
66 Print(" !!! OnTimeout() ");
67 };

References Print().


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