class PluginDayzPlayerDebug_WeaponsSource
Constructors 2
void PluginDayzPlayerDebug_Weapons(Widget pMainWnd)References Class.Cast(), CreateModuleWidgets(), HumanCommandWeapons.DebugResetEvents()
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, Human.GetCommandModifier_Weapons(), CGame.GetPlayer(), and m_MainWndReferenced by PluginDayzPlayerDebug.PluginDayzPlayerDebug()
void ~PluginDayzPlayerDebug_Weapons()References DestroyModuleWidgets()
Members 24
Widget m_MainWndTextListboxWidget m_SelectorButtonWidget m_ButtonStartTextWidget m_WidgetActionRunningTextWidget m_WidgetActionEventsWeapon_Base m_CurrentWeaponEditBoxWidget m_SetInitStateIButtonWidget m_SetInitStateBButtonWidget m_WeaponChangeButtonWidget m_WeaponHideEditBoxWidget m_WeaponSlotHEditBoxWidget m_WeaponSlotSEditBoxWidget m_WeaponActionProgressStartEditBoxWidget m_WeaponActionProgressEndint m_CH_WeapAction = -1int m_CH_WeapActionType = -1int m_CH_LastWeapAction = -1Referenced by CommandHandler()
int m_CH_LastWeapActionType = -1Referenced by CommandHandler()
float m_CH_WeapActionProgressStart = 0float m_CH_WeapActionProgressEnd = 1string m_CH_WeaponChangeIint m_CH_WeaponChangeSlotH = -1int m_CH_WeaponChangeSlotS = -1ref array<ref PluginDayzPlayerDebug_AbilityConfig> m_AbilityConfig = { PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Mag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload NoMag NoBullet lock", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip NoBullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_NOBULLET), PluginDayzPlayerDebug_AbilityConfig("Rifle - Reload Clip Bullet", WeaponActions.RELOAD_CLIP, WeaponActionReloadClipTypes.RELOADRIFLE_CLIP_BULLET), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed - Reload NoMag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Charged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED), PluginDayzPlayerDebug_AbilityConfig("Pistol Closed Discharged - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED), PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload NoMag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED), PluginDayzPlayerDebug_AbilityConfig("Pistol Opened - Reload Mag ", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED), PluginDayzPlayerDebug_AbilityConfig("Pistol Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH), PluginDayzPlayerDebug_AbilityConfig("Rifle Detach Magazine", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH), PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag Bullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET), PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag Buller", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET), PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload Mag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET), PluginDayzPlayerDebug_AbilityConfig("Sp Rifle - Reload NoMag NoBullet", WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET), PluginDayzPlayerDebug_AbilityConfig("Mechanism Opened", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED), PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Mechanism Spec", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL), PluginDayzPlayerDebug_AbilityConfig("Mechanism Closed Uncocked", WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED), PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED), PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_OPENED), PluginDayzPlayerDebug_AbilityConfig("Chamb 1 Bullet Unique Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets Start", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_START), PluginDayzPlayerDebug_AbilityConfig("Chamb 2 Bullets End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_TWOBULLETS_END), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Closed keep bullet", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Start Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable End", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Uncocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED), PluginDayzPlayerDebug_AbilityConfig("Chamb Loopable Shotgun Start Cocked", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED), PluginDayzPlayerDebug_AbilityConfig("Chamb 1", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1), PluginDayzPlayerDebug_AbilityConfig("Chamb 2", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2), PluginDayzPlayerDebug_AbilityConfig("Chamb 3", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3), PluginDayzPlayerDebug_AbilityConfig("Chamb 4", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4), PluginDayzPlayerDebug_AbilityConfig("Crossbow Opened", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED), PluginDayzPlayerDebug_AbilityConfig("Crossbow Close", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Crossbow Full", WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_FULL), PluginDayzPlayerDebug_AbilityConfig("INTERRUPT", WeaponActions.INTERRUPT, -1), PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Opened", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_OPENED), PluginDayzPlayerDebug_AbilityConfig("Chamb Loader 1 Bullet Closed", WeaponActions.CHAMBERING_LOADER, WeaponActionChamberingLoaderTypes.CHAMBERINGLOADER_CLOSED), PluginDayzPlayerDebug_AbilityConfig("Unjamming Start", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START), PluginDayzPlayerDebug_AbilityConfig("Unjamming End", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END), PluginDayzPlayerDebug_AbilityConfig("Unjamming Interrupt", WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT), PluginDayzPlayerDebug_AbilityConfig("Fire Normal", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL), PluginDayzPlayerDebug_AbilityConfig("Fire Last", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST), PluginDayzPlayerDebug_AbilityConfig("Fire Empty Cocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED), PluginDayzPlayerDebug_AbilityConfig("Fire Empty Uncocked", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED), PluginDayzPlayerDebug_AbilityConfig("Fire and Jam", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM), PluginDayzPlayerDebug_AbilityConfig("Fire Dry", WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY), }Methods 9
Referenced by WeaponsInit()
void CreateModuleWidgets()References Class.Cast(), Class.Cast(), Class.Cast()
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, Class.Cast(), Widget.FindAnyWidget(), TextWidget.SetText(), m_ButtonStart, m_MainWnd, m_Selector, m_SetInitStateB, m_SetInitStateI, m_WeaponActionProgressEnd, m_WeaponActionProgressStart, m_WeaponChange, m_WeaponHide, m_WeaponSlotH, m_WeaponSlotS, m_WidgetActionEvents, and m_WidgetActionRunningReferenced by PluginDayzPlayerDebug_Weapons()
void DestroyModuleWidgets()Referenced by ~PluginDayzPlayerDebug_Weapons()
void Tick()References Class.Cast(), Class.CastTo(), BaseListboxWidget.ClearItems()
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, HumanCommandWeapons.DebugIsEvent(), Human.GetCommandModifier_Weapons(), Man.GetEntityInHands(), CGame.GetPlayer(), HumanCommandWeapons.GetRunningAction(), HumanCommandWeapons.GetRunningActionType(), Print(), TextWidget.SetText(), TextWidget.SetText(), int.ToString(), int.ToString(), int.ToString(), WeaponsInit(), m_CurrentWeapon, m_Selector, m_WidgetActionEvents, and m_WidgetActionRunningReferenced by PluginDayzPlayerDebug.Tick()
void WeaponsInit(Weapon_Base w)update running action
Referenced by Tick()
void WeaponsStartAction()References PluginDayzPlayerWeaponsDebugUserData.GetAction(), PluginDayzPlayerWeaponsDebugUserData.GetActionType(), TextListboxWidget.GetItemData()
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, BaseListboxWidget.GetSelectedRow(), EditBoxWidget.GetText(), EditBoxWidget.GetText(), Print(), string.ToFloat(), string.ToFloat(), m_CH_WeapAction, m_CH_WeapActionProgressEnd, m_CH_WeapActionProgressStart, m_CH_WeapActionType, m_Selector, m_WeaponActionProgressEnd, and m_WeaponActionProgressStartReferenced by OnClick()
buttons clicks
References Dispatcher.CallMethod(), Class.Cast(), Class.Cast()
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, Human.GetCommandModifier_Weapons(), GetDispatcher(), CGame.GetPlayer(), EditBoxWidget.GetText(), EditBoxWidget.GetText(), EditBoxWidget.GetText(), Print(), HumanCommandWeapons.SetInitState(), string.ToInt(), string.ToInt(), string.ToInt(), WeaponsStartAction(), m_ButtonStart, m_CH_WeaponChangeI, m_CH_WeaponChangeSlotH, m_CH_WeaponChangeSlotS, m_SetInitStateB, m_SetInitStateI, m_WeaponChange, m_WeaponHide, m_WeaponSlotH, m_WeaponSlotS, and Param1.param1Referenced by PluginDayzPlayerDebug.OnClick()
Referenced by PluginDayzPlayerDebug.IsWeaponChange()
void CommandHandler()Referenced by PluginDayzPlayerDebug.CommandHandler()