DIFF

class PluginDeveloperSource

PluginItemDiagnostic PluginDeveloper PluginBase

All members, including inherited

Constructors 1

void PluginDeveloper()

Members 3

protected bool m_IsWinHolding
protected int m_FeaturesMask
UIScriptedMenu m_ScriptConsole

Methods 49

static PluginDeveloper GetInstance()
References Class.Cast(), and GetPlugin()
void TeleportAtCursor()

Set Player position at his cursor position in the world

void Teleport(PlayerBase player, vector position)

Teleport player at position

void SetDirection(PlayerBase player, vector direction)

Set player direction

void ToggleFreeCameraBackPos()

Enable / Disable Free camera (Fly mod)

void ToggleFreeCamera()

Enable / Disable Free camera (Fly mod) - disable of camera will teleport player at current free camera position.

override void OnInit()
void PrintLogClient(string msg_log)
Referenced by MissionBase.OnLog()
void OnRPCPluginDayzCreatureDebug(PlayerBase player, int rpc_type, ParamsReadContext ctx)
Referenced by OnRPC()
void HandleSetTime(PlayerBase player, ParamsReadContext ctx)
Referenced by OnRPC()
void HandlePresetSpawn(PlayerBase player, string presetName, EntityAI target)
void OnRPCServerLogRecieved(ParamsReadContext ctx)
Referenced by OnRPC()
void OnRPCClearInventory(PlayerBase player)
References ClearInventory()
Referenced by OnRPC()
void OnRPCSpawnEntityOnCursorDir(PlayerBase player, ParamsReadContext ctx)
Referenced by OnRPC()
void OnRPCSpawnEntityOnGround(PlayerBase player, ParamsReadContext ctx)
Referenced by OnRPC()
void OnRPCSpawnEntityOnGroundPatternGrid(PlayerBase player, ParamsReadContext ctx)
Referenced by OnRPC()
void OnSetFreeCameraEvent(PlayerBase player, FreeDebugCamera camera)
void OnSpawnErrorReport(string name)
References PrintString()
void SpawnEntityOnGroundPatternGrid(PlayerBase player, string item_name, int count, float health, float quantity, int rows, int columns, float gapRow = 1, float gapColumn = 1, bool special = false, bool withPhysics = false)
EntityAI SpawnAI(string object_name, vector pos)
void SpawnItemOnCrosshair(PlayerBase player, string itemName, float health, float quantity, float maxDist = 100, bool allowFreeflight = false, bool special = false, bool withPhysics = false)
EntityAI SpawnEntityOnGroundPos(PlayerBase player, string item_name, float health, float quantity, vector pos, bool special = false, bool withPhysics = false)

spawns entity on exact position

in health
health of the item
in quantity
quantity to set if item.HasQuantity() (-1 == set to max)
in pos
position where to spawn

Returns: entity if ok, null otherwise

EntityAI SpawnEntityOnCursorDir(PlayerBase player, string item_name, float quantity, float distance, float health = -1, bool special = false, string presetName = "", bool withPhysics = false)

spawns entity in direction of cursor at specified distance

in health
health of the item
in quantity
quantity to set if item.HasQuantity() (-1 == set to max)
in distance
distance of the item from player

Returns: entity if ok, null otherwise

EntityAI SpawnEntityInInventory(notnull EntityAI target, string className, float health, float quantity, bool special = false, string presetName = "", FindInventoryLocationType locationType = FindInventoryLocationType.ANY)

tries to spawn item somewhere in inventory

SpawnEntityInInventory queries future parent about free inventory location of the future item

in health
health of the item
in quantity
quantity to set if item.HasQuantity() (-1 == set to max)

Returns: entity if ok, null otherwise

EntityAI SpawnEntityAsAttachment(PlayerBase player, EntityAI parent, string att_name, float health, float quantity)

tries to spawn item as attachment

in health
health of the item
in quantity
quantity to set if item.HasQuantity() (-1 == set to max)

Returns: entity if ok, null otherwise

private void ScriptHistoryNext()
private void ScriptHistoryBack()
private bool IsIngame()
int QuickSortPartition(TStringArray arr, int left, int right)
References array.Get(), and array.Set()
Referenced by QuickSort()
void QuickSort(TStringArray arr, int left, int right)
Referenced by SortStringArray()
void SortStringArray(TStringArray arr)
References array.Count(), and QuickSort()
void ResetGUI()