class VirtualHudSource
Constructors 1
void VirtualHud(PlayerBase player)References new BadgeBleeding(), new BadgeFracture(), new BadgeHeartbeat()
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, new BadgeLegs(), new BadgePills(), new BadgePoisoned(), new BadgeSick(), new BadgeStuffed(), new BadgeWet(), new ElementStance(), Mission.GetHud(), CGame.GetMission(), RegisterElement(), new TendencyBacteria(), new TendencyBlood(), new TendencyHealth(), new TendencyHunger(), new TendencyTemperature(), new TendencyThirst(), m_Hud, m_LastTick, m_Player, and missionReferenced by PlayerBase.GetVirtualHud()
Constants 2
const int NUMBER_OF_MASKS = 2how many INT numbers we need to accommodate all elements
const int NUMBER_OF_ELEMENTS = eDisplayElements.COUNTReferenced by DeserializeElements(), GetElement(), ImmediateUpdate()
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, PrintElements(), SerializeElements(), and UpdateStatus()Members 8
ref DisplayElementBase m_Elements[NUMBER_OF_ELEMENTS]Mission missionReferenced by VirtualHud()
Hud m_HudReferenced by VirtualHud()
int m_LastTickPlayerBase m_Playerstring m_System = "VirtualHud"Methods 13
void OnScheduledTick()References CGame.GetTime(), ImmediateUpdate(), CGame.IsDedicatedServer()
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, CGame.IsServer(), SendRPC(), and m_LastTickReferenced by PlayerBase.OnScheduledTick()
void RegisterElement(DisplayElementBase element)Referenced by VirtualHud()
DisplayElementBase GetElement(eDisplayElements element_id)Referenced by BleedingNotfr.DisplayBadge(), BleedingNotfr.HideBadge(), BloodNotfr.DisplayTendency()
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, FracturedLegNotfr.DisplayBadge(), FracturedLegNotfr.HideBadge(), HealthNotfr.DisplayTendency(), HeartbeatNotfr.DisplayBadge(), HeartbeatNotfr.HideBadge(), HungerNotfr.DisplayTendency(), InjuredLegNotfr.DisplayBadge(), InjuredLegNotfr.HideBadge(), PillsNotfr.DisplayBadge(), PillsNotfr.HideBadge(), PlayerBase.OnBleedingSourceAdded(), PlayerBase.OnBleedingSourceRemoved(), SickNotfr.DisplayBadge(), SickNotfr.HideBadge(), StanceIndicator.DisplayStance(), StuffedNotfr.DisplayBadge(), StuffedNotfr.HideBadge(), ThirstNotfr.DisplayTendency(), DeserializeElements(), ImmediateUpdate(), PrintElements(), SerializeElements(), UpdateStatus(), WarmthNotfr.DisplayTendency(), WetnessNotfr.DisplayBadge(), and WetnessNotfr.HideBadge()References GetElement(), DisplayElementBase.GetNumberOfBits(), DisplayElementBase.GetValue()
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, array.Insert(), DisplayElementBase.IsClientOnly(), and NUMBER_OF_ELEMENTSReferenced by SendRPC()
Referenced by OnRPC()
Referenced by DeserializeElements()
void PrintElements()References GetElement(), PrintString(), int.ToString()
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, int.ToString(), and NUMBER_OF_ELEMENTSvoid SendRPC()References AreArraysSame(), Man.GetIdentity(), CGame.IsMultiplayer()
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, new ScriptRPC(), ScriptRPC.Send(), SerializeElements(), Serializer.Write(), m_LastSentArray, and m_PlayerReferenced by OnScheduledTick()
ignored for single player (and clients)
Referenced by SendRPC()
void ImmediateUpdate()References GetElement(), DisplayElementBase.IsClientOnly(), DisplayElementBase.IsValueChanged()
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, DisplayElementBase.UpdateHUD(), and NUMBER_OF_ELEMENTSReferenced by OnScheduledTick()
void UpdateStatus()References GetElement(), DisplayElementBase.IsClientOnly(), DisplayElementBase.IsValueChanged()
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, DisplayElementBase.UpdateHUD(), and NUMBER_OF_ELEMENTSReferenced by OnRPC()
void OnRPC(ParamsReadContext ctx)Referenced by PlayerBase.OnRPC()
void Debug()