DIFF

class PluginDiagMenumoddedSourceSourceSource

PluginDiagMenu PluginBase

Part of Modding DiagMenu

All members, including inherited

Members 62

static ref map<Man, int> m_Subscribers = new map<Man, int>DEVELOPER
static int m_SystemsMaksDEVELOPER
static bool DIAGS_REGISTEREDDEVELOPER
Referenced by OnInit()
ref Timer m_TimerDEVELOPER
Referenced by OnInit()
bool m_EnableModifiers = trueDEVELOPER
Referenced by CheckModifiers()
bool m_EnableUnlimitedAmmoDEVELOPER
Referenced by CheckUnlimitedAmmo()
bool m_DisableBloodLoss = falseDEVELOPER
int m_IsInvincible = falseDEVELOPER
Referenced by CheckInvincibility()
bool m_ShowCraftingDebugActions = falseDEVELOPER
bool m_BuildWood = falseDEVELOPER
Referenced by CheckBuildWood()
bool m_BuildGate = falseDEVELOPER
Referenced by CheckBuildGate()
bool m_LogPlayerStats = falseDEVELOPER
Referenced by CheckLogPlayerStats()
bool m_SoftSkillsState = falseDEVELOPER
bool m_SoftSkillsDebug = falseDEVELOPER
bool m_GunParticlesState = falseDEVELOPER
Referenced by CheckGunParticles()
bool m_SoftSkillsModel = falseDEVELOPER
bool m_BloodyHands = falseDEVELOPER
Referenced by CheckBloodyHands()
bool m_PermanentCrossHair = falseDEVELOPER
bool m_ToggleHud = falseDEVELOPER
Referenced by CheckToggleHud()
bool m_ShowingWeaponDebug = falseDEVELOPER
bool m_AimNoiseEnabled = trueDEVELOPER
Referenced by CheckAimNoise()
int m_DisplayPlayerInfo = falseDEVELOPER
Referenced by CheckDisplayMenu()
bool m_ProceduralRecoilEnabled = trueDEVELOPER
bool m_EnableQuickRestrain = falseDEVELOPER
Referenced by CheckQuickRestrain()
bool m_EnableQuickFishing = falseDEVELOPER
Referenced by CheckQuickFishing()
bool m_StaminaDisabled = falseDEVELOPER
Referenced by CheckStamina()
bool m_EnvironmentStats = falseDEVELOPER
bool m_EnableUniversalTemperatureSources = falseDEVELOPER
bool m_DrawCheckerboard = falseDEVELOPER
bool m_PresenceNotifierDebug = falseDEVELOPER
bool m_ShowBleedingSources = falseDEVELOPER
bool m_DoActionLogs = falseDEVELOPER
bool m_DoWeaponLogs = falseDEVELOPER
Referenced by CheckDoWeaponLogs(), and OnInit()
bool m_DoInventoryMoveLogs = falseDEVELOPER
bool m_DoInventoryReservationLogs = falseDEVELOPER
bool m_DoInventoryHFSMLogs = falseDEVELOPER
bool m_DoSymptomLogs = falseDEVELOPER
Referenced by CheckDoSymptomLogs()
bool m_AllowInventoryAccess = falseDEVELOPER
bool m_EnableRemoteCameraDEVELOPER
bool m_FixItems = falseDEVELOPER
bool m_HitIndicationDebugEnabled = falseDEVELOPER
Referenced by CheckHitDirection()
float m_SpecialtyLevel = 0DEVELOPER
Referenced by CheckSpecialtyLevel()
float m_LifespanLevel = 0DEVELOPER
int m_DayzPlayerDebugMenu = -1DEVELOPER
Referenced by CheckDayzPlayerMenu()
int m_BleedingSourceRequestedDEVELOPER
int m_BleedingSourceLevelRequestedDEVELOPER
int m_HairLevelSelected = 0DEVELOPER
int m_TotalHairLevelsAdjusted
int m_Burst = 0DEVELOPER
Referenced by CheckBurst()
static bool ENABLE_BREATH_VAPORDEVELOPER
Referenced by CheckBreathVapor()
ref TStringArray m_HairSelectionArray
Shape m_VehicleFreeAreaBoxDEVELOPER
float tmp = 0.25DEVELOPER
Referenced by CheckShockImpact()
bool m_Active = falseDEVELOPER
Referenced by CheckPlugArrows()
int m_ModdedDiagID = DiagMenuIDs.MODDED_MENUDIAG_DEVELOPER
protected string m_ModdedDiagsExampleRootMenu = "BI - DiagsModdingExample"DOXYGENMODDING_TESTDIAG_DEVELOPER

The name of the root menu where all debugs of this mod will be placed in

NoteTry to think of a name which will make it easy to identify as originating from your mod
NoteThe 'maximum' length of the name of an entry is 24 characters (excess will be cut off when rendering)
NoteThe hardcap length of the name of an entry is 64 characters
protected string m_ModdedDiagsExampleSubMenu = "Example Sub Menu"DOXYGENMODDING_TESTDIAG_DEVELOPER

The name of an example sub menu

protected int m_ModdedDiagsExampleRootMenuIDDOXYGENMODDING_TESTDIAG_DEVELOPER

\name Modded Diag IDs To prevent mod conflicts, a system has been set up to create unique IDs for the modded Diags These are then best saved to a variable so that they can be used by the other DiagMenu functions !!! Remember to give them as unique as possible name, as something with a generic name could cause conflicts

protected int m_ModdedDiagsExampleBoolIDDOXYGENMODDING_TESTDIAG_DEVELOPER
protected int m_ModdedDiagsExampleSubMenuIDDOXYGENMODDING_TESTDIAG_DEVELOPER
protected int m_ModdedDiagsExampleRangeIDDOXYGENMODDING_TESTDIAG_DEVELOPER

Methods 133

override void OnInit()
References CGame.ConfigGetTextArray(), array.Count(), Debug.DrawBox()
Show 54 more, string.Format(), GetGame(), map.Insert(), IsCLIParam(), CGame.IsMultiplayer(), CGame.IsServer(), DiagMenu.RegisterBool(), DiagMenu.RegisterItem(), DiagMenu.RegisterMenu(), DiagMenu.RegisterRange(), Timer.Run(), DiagMenu.SetValue(), new Timer(), int.ToString(), int.ToString(), int.ToString(), float.ToString(), int.ToString(), int.ToString(), float.ToString(), float.ToString(), int.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), float.ToString(), DIAGS_REGISTERED, BleedingIndicationConstants.DROP_COLOR_ALPHA_END, BleedingIndicationConstants.DROP_COLOR_ALPHA_START, BleedingIndicationConstants.DROP_COLOR_BLUE, BleedingIndicationConstants.DROP_COLOR_DESATURATIONEND, BleedingIndicationConstants.DROP_COLOR_GREEN, BleedingIndicationConstants.DROP_COLOR_RED, BleedingIndicationConstants.DROP_DURATION_LOW, BleedingIndicationConstants.DROP_PROGRESS_THRESHOLD, BleedingIndicationConstants.DROP_SCATTER_LOW, BleedingIndicationConstants.DROP_SIZE_END_LOW, BleedingIndicationConstants.DROP_SIZE_START_LOW, BleedingIndicationConstants.DROP_SIZE_VARIATION_MAX_LOW, BleedingIndicationConstants.DROP_SIZE_VARIATION_MIN_LOW, m_DoActionLogs, m_DoWeaponLogs, m_HairHidingStateMap, m_HairSelectionArray, m_Timer, m_TotalHairLevelsAdjusted, m_VehicleFreeAreaBox, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MAX_LOW, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MIN_LOW, BleedingIndicationConstants.SEQUENCE_DURATION_DEFAULT, and vector.Zero
void Update(float deltaT)DEVELOPER
References CheckActivateAllBS(), CheckActivateBleedingSource(), CheckActivateBleedingSourceLevel()
Show 67 more, CheckAgentInjectActions(), CheckAimNoise(), CheckBleedingIndicators(), CheckBloodyHands(), CheckBreathVapor(), CheckBuildGate(), CheckBuildWood(), CheckBulletImpact(), CheckBurst(), CheckCamShake(), CheckClientCameraObserver(), CheckCraftingDebugActions(), CheckCraftingDump(), CheckDayzPlayerMenu(), CheckDisableBloodLoss(), CheckDisplayMenu(), CheckDoActionLogs(), CheckDoInventoryLogs(), CheckDoSymptomLogs(), CheckDoWeaponLogs(), CheckDrawCheckerboard(), CheckEnvironmentStats(), CheckFinisherOverride(), CheckFixItems(), CheckFreezeEntity(), CheckGenerateRecipeCache(), CheckGoUnconscious(), CheckGoUnconsciousDelayed(), CheckGunParticles(), CheckHairHide(), CheckHairLevel(), CheckHitDirection(), CheckInputSuppression(), CheckInventoryAccess(), CheckInvincibility(), CheckItemDebugActions(), CheckKillPlayer(), CheckLifeSpanPlaytimeUpdate(), CheckModifiers(), CheckPermanentCrossHairUpdate(), CheckPersonalLight(), CheckPlayerReset(), CheckPlugArrows(), CheckPresenceNotifierDebug(), CheckProceduralRecoil(), CheckQuickFishing(), CheckQuickRestrain(), CheckReloadBS(), CheckShockImpact(), CheckShowBleedingSources(), CheckShowWeaponDebug(), CheckSimulateDivisionByZero(), CheckSimulateErrorFunction(), CheckSimulateInfiniteLoop(), CheckSimulateNULLPointer(), CheckSoftSkillsDebug(), CheckSoftSkillsModel(), CheckSoftSkillsState(), CheckSpecialtyLevel(), CheckStamina(), CheckTargetableByAI(), CheckTimeAccel(), CheckToggleHud(), CheckTriggerDebug(), CheckUniversalTemperatureSources(), CheckUnlimitedAmmo(), and CheckVehicleGetOutBox()
void CheckTriggerDebug()DEVELOPER
Referenced by Update()
void CheckBreathVapor()DEVELOPER
Referenced by Update()
void CheckInventoryAccess()DEVELOPER
Referenced by Update()
void CheckModifiers()DEVELOPER
Referenced by Update()
void CheckDisableBloodLoss()DEVELOPER
Referenced by Update()
void CheckActivateAllBS()DEVELOPER
Referenced by Update()
void CheckGenerateRecipeCache()DEVELOPER
Referenced by Update()
void CheckKillPlayer()DEVELOPER
Referenced by Update()
void CheckGoUnconscious()DEVELOPER
Referenced by Update()
void CheckGoUnconsciousDelayed()DEVELOPER
Referenced by Update()
void CheckHairLevel()DEVELOPER
Referenced by Update()
void CheckHairHide()DEVELOPER
Referenced by Update()
void CheckItemDebugActions()DEVELOPER
Referenced by Update()
void CheckShockImpact()DEVELOPER
Referenced by Update()
void CheckTargetableByAI()DEVELOPER
Referenced by Update()
void CheckInputSuppression()DEVELOPER
Referenced by Update()
void CheckAgentInjectActions()DEVELOPER
Referenced by Update()
void CheckBuildWood()DEVELOPER
Referenced by Update()
void CheckBuildGate()DEVELOPER
Referenced by Update()
void CheckInvincibility()DEVELOPER
Referenced by Update()
void CheckStamina()DEVELOPER
Referenced by Update()
void CheckLogPlayerStats()DEVELOPER
void CheckSoftSkillsState()DEVELOPER
Referenced by Update()
void CheckGunParticles()DEVELOPER
Referenced by Update()
void CheckSoftSkillsModel()DEVELOPER
Referenced by Update()
void CheckSpecialtyLevel()DEVELOPER
Referenced by Update()
void CheckActivateBleedingSource()DEVELOPER
Referenced by Update()
void CheckBloodyHands()DEVELOPER
Referenced by Update()
void CheckLifeSpanPlaytimeUpdate()DEVELOPER
Referenced by Update()
void CheckPermanentCrossHairUpdate()DEVELOPER
Referenced by Update()
void CheckShowWeaponDebug()DEVELOPER
Referenced by Update()
void CheckProceduralRecoil()DEVELOPER
Referenced by Update()
void CheckQuickRestrain()DEVELOPER
Referenced by Update()
void CheckQuickFishing()DEVELOPER
Referenced by Update()
void CheckEnvironmentStats()DEVELOPER
Referenced by Update()
void CheckDrawCheckerboard()DEVELOPER
Referenced by Update()
void CheckPresenceNotifierDebug()DEVELOPER
Referenced by Update()
void CheckSimulateNULLPointer()DEVELOPER
Referenced by Update()
void CheckSimulateDivisionByZero()DEVELOPER
Referenced by Update()
void CheckSimulateInfiniteLoop()DEVELOPER
Referenced by Update()
void CheckSimulateErrorFunction()DEVELOPER
Referenced by Update()
void CheckDoActionLogs()DEVELOPER
Referenced by Update()
void CheckDoWeaponLogs()DEVELOPER
Referenced by Update()
void CheckDoSymptomLogs()DEVELOPER
Referenced by Update()
void CheckPlugArrows()DEVELOPER
Referenced by Update()
void SendActivateAllBSRPC()DEVELOPER
Referenced by CheckActivateAllBS()
void SendKillPlayerRPC()DEVELOPER
Referenced by CheckKillPlayer()
void SendInvincibilityRPC(int level)DEVELOPER
Referenced by CheckInvincibility()
void SendStaminaRPC(bool value)DEVELOPER
Referenced by CheckStamina()
void SendTargetabilityRPC(bool value)DEVELOPER
Referenced by CheckTargetableByAI()
void SendBurstRPC(int opt)DEVELOPER
Referenced by CheckBurst()
void SendLogPlayerStatsRPC(bool enable)DEVELOPER
Referenced by CheckLogPlayerStats()
void SendModifiersRPC(bool enable)DEVELOPER
Referenced by CheckModifiers()
void SendInventoryAccessRPC(bool enable)DEVELOPER
void SendUnlimitedRPC(bool enable)DEVELOPER
Referenced by CheckUnlimitedAmmo()
void SendDisableBloodLossRPC(bool enable)DEVELOPER
void SendDebugCraftingRPC(bool enable)DEVELOPER
void SendBuildWoodRPC(bool enable)DEVELOPER
Referenced by CheckBuildWood()
void SendBuildGateRPC(bool enable)DEVELOPER
Referenced by CheckBuildGate()
void SoftSkillsShowDebugRPC(bool enable)DEVELOPER
void SoftSkillsToggleStateRPC(bool enable)DEVELOPER
void GunParticlesToggleStateRPC(bool enable)DEVELOPER
Referenced by CheckGunParticles()
void SoftSkillsToggleModelRPC(bool enable)DEVELOPER
void SoftSkillsSetSpecialtyRPC(float specialty_value)DEVELOPER
Referenced by CheckSpecialtyLevel()
void LifespanBloodyHandsRPC(bool enable)DEVELOPER
Referenced by CheckBloodyHands()
void LifespanPlaytimeUpdateRPC(float playtime)DEVELOPER
void SendMeleeBlockStanceRPC(bool enable)DEVELOPER
void SendMeleeFightRPC(bool enable)DEVELOPER
void SendGoUnconsciousRPC(bool is_delayed)DEVELOPER
void SendSimulateNULLPointer()DEVELOPER
void SendSimulateDivisionByZero()DEVELOPER
void SendSimulateInfiniteLoop()DEVELOPER
void SendSimulateErrorFunction()DEVELOPER
void SendActivateBleedingSource(int bleeding_source)DEVELOPER
void SendSetHairLevelRPC()DEVELOPER
void SendSetHairLevelHideRPC(int level, bool value)DEVELOPER
Referenced by CheckHairHide()
void SendSetActionLogs(bool enable)DEVELOPER
Referenced by CheckDoActionLogs()
void SendSetWeaponLogs(bool enable)DEVELOPER
Referenced by CheckDoWeaponLogs()
void SendSetSymptomLogs(bool enable)DEVELOPER
Referenced by CheckDoSymptomLogs()
void SendSetInventoryMoveLogs(bool enable)DEVELOPER
void SendSetInventoryReservationLogs(bool enable)DEVELOPER
void SendSetInventoryHFSMLogs(bool enable)DEVELOPER
void SendForceFinisherType(int value)DEVELOPER
void SendTimeAccel(Param param)DEVELOPER
Referenced by CheckTimeAccel()
void OnRPC(PlayerBase player, int rpc_type, ParamsReadContext ctx)
References LogManager.ActionLogEnable(), BleedingSourcesManagerServer.ActivateAllBS(), ScriptCallQueue.CallLater()
Show 67 more, Class.CastTo(), PluginLifespan.ChangeFakePlaytime(), BleedingSourcesManagerServer.DebugActivateBleedingSource(), DayZPlayerImplementMeleeCombat.DebugSetForcedFinisherType(), Error(), PlayerBase.FixAllInventoryItems(), map.Get(), DayZPlayerImplement.GetAimingModel(), PlayerBase.GetBleedingManagerServer(), DayZGame.GetCallQueue(), ItemBase.GetDebugActionsMask(), GetGame(), DayZPlayerImplement.GetMeleeCombat(), PlayerBase.GetPlayerStats(), GetPlugin(), PlayerBase.GetSoftSkillsManager(), PlayerBase.GetStatSpecialty(), PlayerBase.GetWeaponManager(), GoUnconscious(), LogManager.InventoryHFSMLogEnable(), LogManager.InventoryMoveLogEnable(), LogManager.InventoryReservationLogEnable(), Print(), Serializer.Read(), map.Remove(), SoftSkillsManager.ResetDebugWindow(), map.Set(), PlayerStat.Set(), Object.SetAllowDamage(), PlayerStats.SetAllowLogs(), BleedingSourcesManagerServer.SetBloodLoss(), WeaponManager.SetBurstOption(), Object.SetCanBeDestroyed(), ItemBase.SetDebugActionsMask(), PluginRecipesManager.SetEnableDebugCrafting(), PlayerBase.SetHairLevelToHide(), Object.SetHealth(), Object.SetHealth(), PlayerBase.SetLastShavedSeconds(), SoftSkillsManager.SetLinearState(), PlayerBase.SetModifiers(), DayZPlayerImplementAiming.SetProceduralRecoilEnabled(), PlayerBase.SetQuickFishing(), PlayerBase.SetQuickRestrain(), SoftSkillsManager.SetSoftSkillsState(), SoftSkillsManager.SetSpecialtyLevel(), SetStaminaEnabled(), DiagMenu.SetValue(), SoftSkillsManager.StartSynchTimer(), Man.StatGet(), Man.StatUpdate(), SoftSkillsManager.StopSynchTimer(), LogManager.SymptomLogEnable(), SoftSkillsManager.SynchSpecialtyLevel(), new TimeAccelParam(), PluginLifespan.UpdateBloodyHandsVisibility(), PlayerBase.UpdateHairSelectionVisibility(), PluginLifespan.UpdateLifespan(), LogManager.WeaponLogEnable(), PlayerBase.m_CanBeTargetedDebug, FeatureTimeAccel.m_CurrentTimeAccel, PrtTest.m_GunParticlesState, m_Subscribers, CachedObjectsParams.PARAM1_BOOL, CachedObjectsParams.PARAM1_FLOAT, CachedObjectsParams.PARAM1_INT, and CachedObjectsParams.PARAM2_INT_INT
void GoUnconscious(PlayerBase player)
Referenced by OnRPC()
bool AreTimeAccelParamsSame(TimeAccelParam p1, TimeAccelParam p2)DEVELOPER
Referenced by CheckTimeAccel()
static void EnableDebugSystemClient(ESubscriberSystems system, bool enable)DEVELOPER
Referenced by CheckTriggerDebug()
static void SendDataToSubscribersServer(Object target, ESubscriberSystems system, int rpc_type, Param data, bool guaranteed = true)DEVELOPER
int GetTimeAccelBitmask()DEVELOPER
Referenced by CheckTimeAccel()
void WriteCategoryBit(out int bitmask, int diagMenuID, ETimeAccelCategories category)DEVELOPER
Referenced by GetTimeAccelBitmask()
override void OnDestroy()DIAG_DEVELOPER
protected int GetModdedDiagID()DIAG_DEVELOPER
References m_ModdedDiagID
protected int GetModdedRootMenu()DIAG_DEVELOPER
protected void RegisterModdedDiagsIDs()

Obtain unique IDs and store them in variables

NoteDon't forget to call super!
WarningPlease only call GetModdedDiagID when necessary, as every time it is called it will increment and Script has a limit of 512 Diag IDs
Referenced by RegisterDiags()
protected void RegisterModdedDiags()

Register entries to the DiagMenu

NotePlease create a root menu for your mod which is then the single parent of all your diags, which is then a child of ModdedRootMenu
WarningRead the in-file comments as well
WarningDon't forget to call super! Mandatory at the beginning of the function so it can register the modded root menu!
Referenced by RegisterDiags()
void SetTimeAccelMenuState(bool enable, int bigFactor, float smallFactor, int bitmask)DIAG_DEVELOPER
Referenced by InitTimeAccel()