DayZ 1.24
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RainProcurementComponentBase Class Reference
Inheritance diagram for RainProcurementComponentBase:
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Collaboration diagram for RainProcurementComponentBase:
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Protected Member Functions

void RainProcurementComponentBase (ItemBase procuringItem)
 
void StartRainProcurement ()
 Called on server to queue rain procurement (on next cycle end)
 
void StopRainProcurement ()
 Called on server to queue rain procurement removal (on next cycle end)
 
void OnUpdate (float deltaTime, float amount)
 
void Reset ()
 
void ProcureLiquid (float amountBase, int liquidType=LIQUID_WATER)
 
void UpdateIsUnderRoof ()
 
float GetBaseLiquidAmount ()
 override this to get different amount per ProcureLiquid cycle
 
bool IsActive ()
 
void SetActive (bool run)
 

Protected Attributes

ItemBase m_ProcuringItem
 
RainProcurementHandler m_Handler
 
bool m_IsUnderRoof
 
bool m_IsActive
 
int m_UpdateCounter
 
const int UPDATE_ROOFCHECK_COUNT = 3
 

Additional Inherited Members

- 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 ()
 
- 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 1 of file RainProcurementComponent.c.

Constructor & Destructor Documentation

◆ RainProcurementComponentBase()

void RainProcurementComponentBase::RainProcurementComponentBase ( ItemBase procuringItem)
inlineprotected

Definition at line 10 of file RainProcurementComponent.c.

11 {
13 Reset();
14 m_Handler = MissionBaseWorld.Cast(GetGame().GetMission()).GetRainProcurementHandler();
15 }
proto native CGame GetGame()

References GetGame(), m_Handler, m_ProcuringItem, and Reset().

Member Function Documentation

◆ GetBaseLiquidAmount()

float RainProcurementComponentBase::GetBaseLiquidAmount ( )
inlineprotected

override this to get different amount per ProcureLiquid cycle

Definition at line 70 of file RainProcurementComponent.c.

71 {
73 }
const float LIQUID_RAIN_AMOUNT_COEF_BASE
Definition constants.c:723

References GameConstants::LIQUID_RAIN_AMOUNT_COEF_BASE.

Referenced by ProcureLiquid().

◆ IsActive()

bool RainProcurementComponentBase::IsActive ( )
inlineprotected

Definition at line 75 of file RainProcurementComponent.c.

References m_IsActive.

Referenced by StopRainProcurement().

◆ OnUpdate()

void RainProcurementComponentBase::OnUpdate ( float deltaTime,
float amount )
inlineprotected

◆ ProcureLiquid()

void RainProcurementComponentBase::ProcureLiquid ( float amountBase,
int liquidType = LIQUID_WATER )
inlineprotected

Definition at line 55 of file RainProcurementComponent.c.

56 {
57 if (!m_IsUnderRoof)
58 {
61 }
62 }
Definition Liquid.c:2
static void FillContainerEnviro(ItemBase container, int liquid_type, float amount, bool inject_agents=false)
Definition Liquid.c:126
float GetBaseLiquidAmount()
override this to get different amount per ProcureLiquid cycle

References Liquid::FillContainerEnviro(), GetBaseLiquidAmount(), m_IsUnderRoof, and m_ProcuringItem.

Referenced by OnUpdate().

◆ Reset()

void RainProcurementComponentBase::Reset ( )
inlineprotected

Definition at line 50 of file RainProcurementComponent.c.

51 {
52 m_UpdateCounter = -1;
53 }

References m_UpdateCounter.

Referenced by RainProcurementComponentBase(), SetActive(), and StartRainProcurement().

◆ SetActive()

void RainProcurementComponentBase::SetActive ( bool run)
inlineprotected

Definition at line 80 of file RainProcurementComponent.c.

81 {
82 //resets times on start
83 if (run)
84 Reset();
86 }

References m_IsActive, and Reset().

◆ StartRainProcurement()

void RainProcurementComponentBase::StartRainProcurement ( )
inlineprotected

Called on server to queue rain procurement (on next cycle end)

Definition at line 18 of file RainProcurementComponent.c.

19 {
20#ifdef SERVER
21 Reset();
22 SetActive(true);
24#endif
25 }
void SetActive()
Definition TrapBase.c:409
void QueueStart(RainProcurementComponentBase component)

References m_Handler, RainProcurementHandler::QueueStart(), Reset(), and SetActive().

◆ StopRainProcurement()

void RainProcurementComponentBase::StopRainProcurement ( )
inlineprotected

Called on server to queue rain procurement removal (on next cycle end)

Definition at line 28 of file RainProcurementComponent.c.

29 {
30#ifdef SERVER
31 if (IsActive())
32 {
33 SetActive(false);
34 m_Handler.QueueStop(this);
35 }
36#endif
37 }
void QueueStop(RainProcurementComponentBase component)

References IsActive(), m_Handler, RainProcurementHandler::QueueStop(), and SetActive().

◆ UpdateIsUnderRoof()

void RainProcurementComponentBase::UpdateIsUnderRoof ( )
inlineprotected

Definition at line 64 of file RainProcurementComponent.c.

65 {
67 }

References m_IsUnderRoof, and m_ProcuringItem.

Referenced by OnUpdate().

Member Data Documentation

◆ m_Handler

RainProcurementHandler RainProcurementComponentBase::m_Handler
protected

◆ m_IsActive

bool RainProcurementComponentBase::m_IsActive
protected

Definition at line 6 of file RainProcurementComponent.c.

Referenced by IsActive(), and SetActive().

◆ m_IsUnderRoof

bool RainProcurementComponentBase::m_IsUnderRoof
protected

Definition at line 5 of file RainProcurementComponent.c.

Referenced by ProcureLiquid(), and UpdateIsUnderRoof().

◆ m_ProcuringItem

ItemBase RainProcurementComponentBase::m_ProcuringItem
protected

◆ m_UpdateCounter

int RainProcurementComponentBase::m_UpdateCounter
protected

Definition at line 7 of file RainProcurementComponent.c.

Referenced by OnUpdate(), and Reset().

◆ UPDATE_ROOFCHECK_COUNT

const int RainProcurementComponentBase::UPDATE_ROOFCHECK_COUNT = 3
protected

Definition at line 8 of file RainProcurementComponent.c.

Referenced by OnUpdate().


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