DIFF

class MissionServerSource

MissionServer MissionBase MissionBaseWorld Mission

All members, including inherited

Constructors 2

void ~MissionServer()

Constants 3

const int SCHEDULER_PLAYERS_PER_TICK = 5
Referenced by TickScheduler()
protected const ref array<vector> CHERNARUS_STRIKE_POS = { "-500.00 165.00 5231.69", "-500.00 300.00 9934.41", "10406.86 192.00 15860.00", "4811.75 370.00 15860.00", "-500.00 453.00 15860.00" }
protected const ref array<vector> LIVONIA_STRIKE_POS = { "7440.00 417.00 -500.00", "-500.00 276.00 5473.00", "-500.00 265.00 9852.00", "4953.00 240.00 13300.00", "9620.00 188.00 13300.00", "13300.00 204.00 10322.00", "13300.00 288.00 6204.00", "13300.00 296.00 -500.00" }

Members 20

ref array<Man> m_Players
Referenced by MissionServer(), and TickScheduler()
ref array<ref CorpseData> m_DeadPlayersArray
ref map<PlayerBase, ref LogoutInfo> m_NewLogoutPlayers
int m_currentPlayer
Referenced by TickScheduler()
int m_RespawnMode
private float m_ArtyBarrageTimer = 0

This is not to be edited in Init.c this is just to increment time

Referenced by RandomArtillery()
protected bool m_PlayArty = false

Toggle if Off map artillery sounds are played

Referenced by RandomArtillery()
protected float m_ArtyDelay = 0

Set how much time there is between two barrages (in seconds)

Referenced by RandomArtillery()
protected int m_MinSimultaneousStrikes = 0

The MIN of simultaneous shots on the map (Will be clamped between 1 and max shots)

Referenced by RandomArtillery()
protected int m_MaxSimultaneousStrikes = 0

The MAX of simultaneous shots on the map (Will be clamped between 1 and max amount of coords)

Referenced by RandomArtillery()
protected ref array<vector> m_FiringPos

Where we should fire from. On Init set the relevant data

Referenced by OnInit(), and RandomArtillery()
MissionBase m_mission
protected int m_ControlDisabledMode!NO_GUI
protected ref array<string> m_ActiveInputExcludeGroups!NO_GUI

exclude groups defined in 'specific.xml' file

protected ref array<int> m_ActiveInputRestrictions!NO_GUI

additional scripted restrictions

protected bool m_ProcessInputExcludes!NO_GUI
Referenced by OnUpdate(), and RefreshExcludes()
PluginAdditionalInfo m_moduleDefaultCharacter

DEPRECATED

Methods 45

override void OnMissionStart()
override void OnGameplayDataHandlerLoad()

Only once the game is loaded should we take control of the cursor

override bool IsServer()
override bool IsPlayerDisconnecting(Man player)
protected void AddNewPlayerLogout(PlayerBase player, notnull LogoutInfo info)
References map.Insert(), map.Remove(), m_LogoutPlayers
Show 1 more, m_NewLogoutPlayers
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Referenced by OnEvent()
void InvokeOnDisconnect(PlayerBase player)
Referenced by PlayerDisconnected()
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
References GetHive()
Referenced by OnEvent()
void ControlPersonalLight(PlayerBase player)
Referenced by OnEvent()
void SyncGlobalLighting(PlayerBase player)
Referenced by OnEvent()
bool ProcessLoginData(ParamsReadContext ctx)

returns whether received data is valid, ctx can be filled on client in StoreLoginData()

Referenced by OnClientNewEvent()
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
Referenced by OnClientNewEvent()
void StartingEquipSetup(PlayerBase player, bool clothesChosen)

can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.

Referenced by EquipCharacter()
bool VerifyAttachmentType(int slot_ID, string attachment_type)
Referenced by EquipCharacter()
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Referenced by OnEvent()
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Referenced by OnEvent()
override bool InsertCorpse(Man player)
override void SyncRespawnModeInfo(PlayerIdentity identity)
override RainProcurementHandler GetRainProcurementHandler()
override array<vector> GetActiveRefresherLocations()
override void RemoveActiveInputExcludes(array<string> excludes, bool bForceSupress = false)!NO_GUI

Removes one or more exclude groups and refreshes excludes

override void RemoveActiveInputRestriction(int restrictor)!NO_GUI

Removes one restriction (specific behaviour oudside regular excludes, defined below)

Referenced by EnableAllInputs()
override void AddActiveInputExcludes(array<string> excludes)!NO_GUI

Adds one or more exclude groups to disable and refreshes excludes

override void AddActiveInputRestriction(int restrictor)!NO_GUI

Adds one input restriction (specific behaviour oudside regular excludes, defined below)

override void RefreshExcludes()!NO_GUI

queues refresh of input excludes

protected void PerformRefreshExcludes()!NO_GUI

applies queued excludes (0 == clear excludes)

Referenced by OnUpdate()
override void EnableAllInputs(bool bForceSupress = false)!NO_GUI

Removes all active input excludes and restrictions

override bool IsControlDisabled()!NO_GUI

returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active

override bool IsInputExcludeActive(string exclude)!NO_GUI

Returns true if the particular input exclude group had been activated via script and is active

override bool IsInputRestrictionActive(int restriction)!NO_GUI

Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, *EInputRestrictors*) is active