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  1. scripts/$PBOPREFIX$.txt +6 -0
  2. scripts/1_Core/DayZ/constants.c +106 -0
  3. scripts/1_Core/DayZ/defines.c +139 -0
  4. scripts/1_Core/DayZ/param.c +357 -0
  5. scripts/1_Core/DayZ/proto/DbgUI.c +94 -0
  6. scripts/1_Core/DayZ/proto/EnAudio.c +9 -0
  7. scripts/1_Core/DayZ/proto/EnConvert.c +653 -0
  8. scripts/1_Core/DayZ/proto/EnDebug.c +341 -0
  9. scripts/1_Core/DayZ/proto/EnEntity.c +870 -0
  10. scripts/1_Core/DayZ/proto/EnMath.c +704 -0
  11. scripts/1_Core/DayZ/proto/EnMath3D.c +474 -0
  12. scripts/1_Core/DayZ/proto/EnPhysics.c +327 -0
  13. scripts/1_Core/DayZ/proto/EnProfiler.c +762 -0
  14. scripts/1_Core/DayZ/proto/EnScript.c +1003 -0
  15. scripts/1_Core/DayZ/proto/EnString.c +529 -0
  16. scripts/1_Core/DayZ/proto/EnSystem.c +534 -0
  17. scripts/1_Core/DayZ/proto/EnVRDevice.c +281 -0
  18. scripts/1_Core/DayZ/proto/EnVisual.c +244 -0
  19. scripts/1_Core/DayZ/proto/EnWidgets.c +712 -0
  20. scripts/1_Core/DayZ/proto/EnWorld.c +436 -0
  21. scripts/1_Core/DayZ/proto/Serializer.c +112 -0
  22. scripts/1_Core/DayZ/proto/proto.c +390 -0
  23. scripts/1_Core/DayZ/script.c +12 -0
  24. scripts/1_Core/DayZ/workbenchApi.c +151 -0
  25. scripts/2_GameLib/DayZ/components/gameLibComponents.c +276 -0
  26. scripts/2_GameLib/DayZ/entities/RenderTarget.c +79 -0
  27. scripts/2_GameLib/DayZ/entities/ScriptCamera.c +172 -0
  28. scripts/2_GameLib/DayZ/entities/ScriptLight.c +40 -0
  29. scripts/2_GameLib/DayZ/entities/ScriptModel.c +62 -0
  30. scripts/2_GameLib/DayZ/entities/WorldsMenu.c +97 -0
  31. scripts/2_GameLib/DayZ/entities/gameLibEntities.c +141 -0
  32. scripts/2_GameLib/DayZ/gameLib.c +158 -0
  33. scripts/2_GameLib/DayZ/inputManager.c +46 -0
  34. scripts/2_GameLib/DayZ/menuManager.c +95 -0
  35. scripts/2_GameLib/DayZ/settings.c +38 -0
  36. scripts/2_GameLib/DayZ/tools.c +216 -0
  37. scripts/3_Game/DayZ/AI/AIAgent.c +8 -0
  38. scripts/3_Game/DayZ/AI/AIGroup.c +15 -0
  39. scripts/3_Game/DayZ/AI/AIGroupBehaviour.c +32 -0
  40. scripts/3_Game/DayZ/AI/AIWorld.c +123 -0
  41. scripts/3_Game/DayZ/AIBehaviour.c +147 -0
  42. scripts/3_Game/DayZ/AmmoCamParams.c +17 -0
  43. scripts/3_Game/DayZ/AmmoEffects.c +137 -0
  44. scripts/3_Game/DayZ/Analytics/AnalyticsManagerClient.c +180 -0
  45. scripts/3_Game/DayZ/Analytics/AnalyticsManagerServer.c +73 -0
  46. scripts/3_Game/DayZ/Analytics/ScriptAnalytics.c +176 -0
  47. scripts/3_Game/DayZ/Anim/AnimCommand.c +35 -0
  48. scripts/3_Game/DayZ/BillboardSet.c +120 -0
  49. scripts/3_Game/DayZ/BleedChanceData.c +131 -0
  50. scripts/3_Game/DayZ/CE/CentralEconomy.c +768 -0
scripts/$PBOPREFIX$.txt ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ //<'scripts.pbo' properties via Mikero's dos tools, dll version 9.36>
2
+ product=dayz;
3
+ prefix=scripts;
4
+ version=105080;
5
+ //PboType=Arma Addon;
6
+ //</properties>
scripts/1_Core/DayZ/constants.c ADDED
@@ -0,0 +1,106 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Constants Constants
3
+ * \desc static script constants
4
+ * @{
5
+ */
6
+
7
+
8
+ /**
9
+ * \defgroup InputDevice InputDevice
10
+ * \desc constants for input device - inputInterfaceDef.h
11
+ * @{
12
+ */
13
+ const int INPUT_MODULE_TYPE_MASK = 0x00700000;
14
+ const int INPUT_KEY_MASK = 0x000000ff;
15
+ const int INPUT_ACTION_TYPE_MASK = 0x00000f00;
16
+ const int INPUT_AXIS = 0x00010000;
17
+ const int INPUT_POV = 0x00020000;
18
+ const int INPUT_COMBO_MASK = 0xff000000;
19
+ const int INPUT_COMBO_AXIS = 0x00800000;
20
+ const int INPUT_COMBO_AXIS_OFFSET = 0x00000080;
21
+ const int INPUT_COMBO_KEY_OFFSET = 0x01000000;
22
+
23
+ const int INPUT_DEVICE_KEYBOARD = 0x00000000;
24
+ const int INPUT_DEVICE_MOUSE = 0x00100000; // mouse button
25
+ const int INPUT_DEVICE_STICK = 0x00200000;
26
+ const int INPUT_DEVICE_XINPUT = 0x00300000; // XInput device
27
+ const int INPUT_DEVICE_TRACKIR = 0x00400000;
28
+ const int INPUT_DEVICE_GAMEPAD = 0x00500000;
29
+ const int INPUT_DEVICE_CHEAT = 0x00600000;
30
+
31
+ const int INPUT_ACTION_TYPE_NONE = 0x00000000;
32
+ const int INPUT_ACTION_TYPE_STATE = 0x00000100;
33
+ const int INPUT_ACTION_TYPE_DOWN_EVENT = 0x00000200;
34
+ const int INPUT_ACTION_TYPE_UP_EVENT = 0x00000300;
35
+ const int INPUT_ACTION_TYPE_SHORTCLICK_EVENT= 0x00000400;
36
+ const int INPUT_ACTION_TYPE_HOLD_EVENT = 0x00000500;
37
+
38
+ const int INPUT_ACTION_TYPE_COMBO = 0x00002000;
39
+ const int INPUT_ACTION_TYPE_SPECIALCOMBO = 0x00004000;
40
+ const int INPUT_ACTION_TYPE_DOUBLETAP = 0x00008000;
41
+
42
+ const int INPUT_DEVICE_MOUSE_AXIS = (INPUT_DEVICE_MOUSE | INPUT_AXIS);
43
+ const int INPUT_DEVICE_STICK_AXIS = (INPUT_DEVICE_STICK | INPUT_AXIS);
44
+ const int INPUT_DEVICE_STICK_POV = (INPUT_DEVICE_STICK | INPUT_POV);
45
+ const int INPUT_DEVICE_GAMEPAD_AXIS = (INPUT_DEVICE_GAMEPAD | INPUT_AXIS);
46
+
47
+ /** @}*/
48
+
49
+ /**
50
+ * \defgroup StringConstants String constants
51
+ * \desc String constants
52
+ * @{
53
+ */
54
+ const string STRING_EMPTY = "";
55
+ /** @}*/
56
+
57
+
58
+ /**
59
+
60
+ * \defgroup Colors Colors
61
+ * @{
62
+ */
63
+ const int COLOR_WHITE = 0xFFFFFFFF;
64
+ const int COLOR_RED = 0xFFF22613;
65
+ const int COLOR_GREEN = 0xFF2ECC71;
66
+ const int COLOR_BLUE = 0xFF4B77BE;
67
+ const int COLOR_YELLOW = 0xFFF7CA18;
68
+
69
+ const int COLOR_RED_A = 0x1fF22613;
70
+ const int COLOR_GREEN_A = 0x1f2ECC71;
71
+ const int COLOR_BLUE_A = 0x1f4B77BE;
72
+ const int COLOR_YELLOW_A = 0x1fF7CA18;
73
+
74
+ /** @}*/
75
+
76
+ /**
77
+
78
+ * \defgroup Materials Materials
79
+ * @{
80
+ */
81
+
82
+ /****************************************************************************
83
+ * MATERIALS LIST
84
+ *
85
+ * Note: If you add new materials here, don't forget to add physics
86
+ * parameters to them in physics/materials.xml
87
+ ***************************************************************************/
88
+ const int MATERIAL_DEFAULT = 0;
89
+ const int MATERIAL_METAL = 1; //full steel
90
+ const int MATERIAL_IRON = 2; //iron
91
+ const int MATERIAL_GLASS = 3; //glass pane
92
+ const int MATERIAL_PLASTIC = 4; //plastic object
93
+ const int MATERIAL_LIQUID = 5; //liquids, water
94
+ const int MATERIAL_SLIME = 6; //slime, oil etc
95
+ const int MATERIAL_BETON = 7; //concrete
96
+ const int MATERIAL_RUBBER = 8; //rubber, linoeum
97
+ const int MATERIAL_FLESH = 9; //flesh, humanoids
98
+ const int MATERIAL_GRASS = 10; //grass
99
+ const int MATERIAL_WOOD = 11; //wood
100
+ const int MATERIAL_SNOW = 12; //snow
101
+ const int MATERIAL_SAND = 13; //soft sand
102
+ const int MATERIAL_DIRT = 14; //super-soft dirt
103
+ const int MATERIAL_GRAVEL = 15; //gravel
104
+ const int MATERIAL_STONE = 16; //rocks, cliffs
105
+
106
+ /** @}*/
scripts/1_Core/DayZ/defines.c ADDED
@@ -0,0 +1,139 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // All defines in this file are added from C++ side
2
+ // It simply exists for documentation purposes
3
+ #ifdef DOXYGEN
4
+
5
+ /**
6
+ * \defgroup Defines Defines
7
+ * \desc static defines
8
+ * @{
9
+ */
10
+
11
+ /*!
12
+ \brief Define filled in with the current Major and Minor version (e.g. DAYZ_1_16)
13
+ */
14
+ #define DAYZ_X_XX
15
+
16
+ /*!
17
+ \brief Enabled when game is in Buldozer mode
18
+ */
19
+ #define BULDOZER
20
+
21
+ /*!
22
+ \brief Enabled when script is compiled for Workbench
23
+ */
24
+ #define WORKBENCH
25
+
26
+ /*!
27
+ \note Present for server builds
28
+ */
29
+ #define NO_GUI
30
+
31
+ /*!
32
+ \note Present for server builds
33
+ */
34
+ #define NO_GUI_INGAME
35
+
36
+ /*!
37
+ \note Work in progress feature flag to prevent cursor from being hijacked by the game. Original intention was only DEVELOPER_DIAG but the fix later introduced problems in retail.
38
+ */
39
+ #define FEATURE_CURSOR
40
+
41
+
42
+
43
+ /**
44
+ * \defgroup BuildDefines Build defines
45
+ * \desc Defines for different builds
46
+ * @{
47
+ */
48
+
49
+ /*!
50
+ \brief Define present in Diag builds
51
+ */
52
+ #define DIAG
53
+
54
+ /*!
55
+ \note A build is always either DEVELOPER or RELEASE, one is always active
56
+ */
57
+ #define DEVELOPER
58
+
59
+ /*!
60
+ \note includes Diag
61
+ */
62
+ #define RELEASE
63
+
64
+ /*!
65
+ \brief DIAG || DEVELOPER
66
+ */
67
+ #define DIAG_DEVELOPER
68
+
69
+ /*!
70
+ \brief Define present in Experimental builds
71
+ */
72
+ #define BUILD_EXPERIMENTAL
73
+
74
+ /** @}*/
75
+
76
+
77
+
78
+ /**
79
+ * \defgroup ServerDefines Server defines
80
+ * \desc Defines for dedicated server code
81
+ * \note Only defined when CGame.IsDedicatedServer equals true
82
+ * \note The platforms mentioned are the client platform, for game platform use PLATFORM defines
83
+ * @{
84
+ */
85
+
86
+ /*!
87
+ \brief Define always present on dedicated servers
88
+ \note Should be preferred over using CGame.IsDedicatedServer when possible
89
+ */
90
+ #define SERVER
91
+
92
+ /*!
93
+ \warning This is defined for Linux servers as well, as it targets Windows clients
94
+ \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4
95
+ */
96
+ #define SERVER_FOR_WINDOWS
97
+
98
+ /*!
99
+ \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4
100
+ */
101
+ #define SERVER_FOR_X1
102
+
103
+ /*!
104
+ \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4
105
+ */
106
+ #define SERVER_FOR_PS4
107
+
108
+ /*!
109
+ \brief SERVER_FOR_X1 || SERVER_FOR_PS4
110
+ */
111
+ #define SERVER_FOR_CONSOLE
112
+
113
+ /** @}*/
114
+
115
+
116
+
117
+ /**
118
+ * \defgroup PlatformDefines Platform defines
119
+ * \desc Defines for platform the build is built for
120
+ * @{
121
+ */
122
+
123
+ #define PLATFORM_LINUX
124
+
125
+ #define PLATFORM_WINDOWS
126
+
127
+ #define PLATFORM_XBOX
128
+
129
+ #define PLATFORM_PS4
130
+
131
+ /*!
132
+ \brief PLATFORM_XBOX || PLATFORM_PS4
133
+ */
134
+ #define PLATFORM_CONSOLE
135
+
136
+ /** @}*/
137
+
138
+ /** @}*/
139
+ #endif
scripts/1_Core/DayZ/param.c ADDED
@@ -0,0 +1,357 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Tools Tools
3
+ * \desc Helpful functions & classes
4
+ * @{
5
+ */
6
+
7
+ //-----------------------------------------------------------------------------
8
+ /**
9
+ \brief Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Param4 templates
10
+ */
11
+ class Param: Managed
12
+ {
13
+ bool Serialize(Serializer ctx)
14
+ {
15
+ return false;
16
+ }
17
+
18
+ bool Deserializer(Serializer ctx)
19
+ {
20
+ return false;
21
+ }
22
+ };
23
+
24
+ /**
25
+ \brief Param Class Template with one parameter.
26
+ \n usage:
27
+ @code
28
+ Param paramA = new Param1<int>(55);
29
+ Param paramB = new Param1<string>("Hello");
30
+ @endcode
31
+ */
32
+ class Param1<Class T1> extends Param
33
+ {
34
+ T1 param1;
35
+
36
+ void Param1(T1 p1)
37
+ {
38
+ param1 = p1;
39
+ }
40
+
41
+ override bool Serialize(Serializer ctx)
42
+ {
43
+ return ctx.Write(param1);
44
+ }
45
+
46
+ override bool Deserializer(Serializer ctx)
47
+ {
48
+ return ctx.Read(param1);
49
+ }
50
+ };
51
+
52
+ /**
53
+ \brief Param Class Template with two parameters.
54
+ \n usage:
55
+ @code
56
+ Param param = new Param2<float, string>(3.14, "Pi");
57
+ @endcode
58
+ */
59
+ class Param2<Class T1, Class T2> extends Param
60
+ {
61
+ T1 param1;
62
+ T2 param2;
63
+
64
+ void Param2(T1 p1, T2 p2)
65
+ {
66
+ param1 = p1;
67
+ param2 = p2;
68
+ }
69
+
70
+ override bool Serialize(Serializer ctx)
71
+ {
72
+ return ctx.Write(param1) && ctx.Write(param2);
73
+ }
74
+
75
+ override bool Deserializer(Serializer ctx)
76
+ {
77
+ return ctx.Read(param1) && ctx.Read(param2);
78
+ }
79
+ };
80
+
81
+ /**
82
+ \brief Param Class Template with three parameters.
83
+ \n usage:
84
+ @code
85
+ Param param = new Param3<float, string, bool>(2.89, "Lala", true);
86
+ @endcode
87
+ */
88
+ class Param3<Class T1, Class T2, Class T3> extends Param
89
+ {
90
+ T1 param1;
91
+ T2 param2;
92
+ T3 param3;
93
+
94
+ void Param3(T1 p1, T2 p2, T3 p3)
95
+ {
96
+ param1 = p1;
97
+ param2 = p2;
98
+ param3 = p3;
99
+ }
100
+
101
+ override bool Serialize(Serializer ctx)
102
+ {
103
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3);
104
+ }
105
+
106
+ override bool Deserializer(Serializer ctx)
107
+ {
108
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3);
109
+ }
110
+ };
111
+
112
+ /**
113
+ \brief Param Class Template with four parameters.
114
+ \n usage:
115
+ @code
116
+ Param param = new Param4<int, bool, float, string>(100, false, 79.9, "Test");
117
+ @endcode
118
+ */
119
+ class Param4<Class T1, Class T2, Class T3, Class T4> extends Param
120
+ {
121
+ T1 param1;
122
+ T2 param2;
123
+ T3 param3;
124
+ T4 param4;
125
+
126
+ void Param4(T1 p1, T2 p2, T3 p3, T4 p4)
127
+ {
128
+ param1 = p1;
129
+ param2 = p2;
130
+ param3 = p3;
131
+ param4 = p4;
132
+ }
133
+
134
+ override bool Serialize(Serializer ctx)
135
+ {
136
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4);
137
+ }
138
+
139
+ override bool Deserializer(Serializer ctx)
140
+ {
141
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4);
142
+ }
143
+ };
144
+
145
+ /**
146
+ \brief Param Class Template with five parameters.
147
+ */
148
+ class Param5<Class T1, Class T2, Class T3, Class T4, Class T5> extends Param
149
+ {
150
+ T1 param1;
151
+ T2 param2;
152
+ T3 param3;
153
+ T4 param4;
154
+ T5 param5;
155
+
156
+ void Param5(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5)
157
+ {
158
+ param1 = p1;
159
+ param2 = p2;
160
+ param3 = p3;
161
+ param4 = p4;
162
+ param5 = p5;
163
+ }
164
+
165
+ override bool Serialize(Serializer ctx)
166
+ {
167
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5);
168
+ }
169
+
170
+ override bool Deserializer(Serializer ctx)
171
+ {
172
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5);
173
+ }
174
+ };
175
+
176
+ /**
177
+ \brief Param Class Template with six parameters.
178
+ */
179
+ class Param6<Class T1, Class T2, Class T3, Class T4, Class T5, Class T6> extends Param
180
+ {
181
+ T1 param1;
182
+ T2 param2;
183
+ T3 param3;
184
+ T4 param4;
185
+ T5 param5;
186
+ T6 param6;
187
+
188
+ void Param6(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6)
189
+ {
190
+ param1 = p1;
191
+ param2 = p2;
192
+ param3 = p3;
193
+ param4 = p4;
194
+ param5 = p5;
195
+ param6 = p6;
196
+ }
197
+
198
+ override bool Serialize(Serializer ctx)
199
+ {
200
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5) && ctx.Write(param6);
201
+ }
202
+
203
+ override bool Deserializer(Serializer ctx)
204
+ {
205
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5) && ctx.Read(param6);
206
+ }
207
+ };
208
+
209
+ /**
210
+ \brief Param Class Template with seven parameters.
211
+ */
212
+ class Param7<Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7>: Param
213
+ {
214
+ T1 param1;
215
+ T2 param2;
216
+ T3 param3;
217
+ T4 param4;
218
+ T5 param5;
219
+ T6 param6;
220
+ T7 param7;
221
+
222
+ void Param7(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6, T7 p7)
223
+ {
224
+ param1 = p1;
225
+ param2 = p2;
226
+ param3 = p3;
227
+ param4 = p4;
228
+ param5 = p5;
229
+ param6 = p6;
230
+ param7 = p7;
231
+ }
232
+
233
+ override bool Serialize(Serializer ctx)
234
+ {
235
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5) && ctx.Write(param6) && ctx.Write(param7);
236
+ }
237
+
238
+ override bool Deserializer(Serializer ctx)
239
+ {
240
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5) && ctx.Read(param6) && ctx.Read(param7);
241
+ }
242
+ };
243
+ /**
244
+ \brief Param Class Template with eight parameters.
245
+ */
246
+ class Param8<Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8>: Param
247
+ {
248
+ T1 param1;
249
+ T2 param2;
250
+ T3 param3;
251
+ T4 param4;
252
+ T5 param5;
253
+ T6 param6;
254
+ T7 param7;
255
+ T8 param8;
256
+
257
+ void Param8(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6, T7 p7, T8 p8)
258
+ {
259
+ param1 = p1;
260
+ param2 = p2;
261
+ param3 = p3;
262
+ param4 = p4;
263
+ param5 = p5;
264
+ param6 = p6;
265
+ param7 = p7;
266
+ param8 = p8;
267
+ }
268
+
269
+ override bool Serialize(Serializer ctx)
270
+ {
271
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5) && ctx.Write(param6) && ctx.Write(param7) && ctx.Write(param8);
272
+ }
273
+
274
+ override bool Deserializer(Serializer ctx)
275
+ {
276
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5) && ctx.Read(param6) && ctx.Read(param7) && ctx.Read(param8);
277
+ }
278
+ };
279
+ /**
280
+ \brief Param Class Template with nine parameters.
281
+ */
282
+ class Param9<Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9>: Param
283
+ {
284
+ T1 param1;
285
+ T2 param2;
286
+ T3 param3;
287
+ T4 param4;
288
+ T5 param5;
289
+ T6 param6;
290
+ T7 param7;
291
+ T8 param8;
292
+ T9 param9;
293
+
294
+ void Param9(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6, T7 p7, T8 p8, T9 p9)
295
+ {
296
+ param1 = p1;
297
+ param2 = p2;
298
+ param3 = p3;
299
+ param4 = p4;
300
+ param5 = p5;
301
+ param6 = p6;
302
+ param7 = p7;
303
+ param8 = p8;
304
+ param9 = p9;
305
+ }
306
+
307
+ override bool Serialize(Serializer ctx)
308
+ {
309
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5) && ctx.Write(param6) && ctx.Write(param7) && ctx.Write(param8) && ctx.Write(param9);
310
+ }
311
+
312
+ override bool Deserializer(Serializer ctx)
313
+ {
314
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5) && ctx.Read(param6) && ctx.Read(param7) && ctx.Read(param8) && ctx.Read(param9);
315
+ }
316
+ };
317
+ /**
318
+ \brief Param Class Template with ten parameters.
319
+ */
320
+ class Param10<Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9, Class T10>: Param
321
+ {
322
+ T1 param1;
323
+ T2 param2;
324
+ T3 param3;
325
+ T4 param4;
326
+ T5 param5;
327
+ T6 param6;
328
+ T7 param7;
329
+ T8 param8;
330
+ T9 param9;
331
+ T10 param10;
332
+
333
+ void Param10(T1 p1, T2 p2, T3 p3, T4 p4, T5 p5, T6 p6, T7 p7, T8 p8, T9 p9, T10 p10)
334
+ {
335
+ param1 = p1;
336
+ param2 = p2;
337
+ param3 = p3;
338
+ param4 = p4;
339
+ param5 = p5;
340
+ param6 = p6;
341
+ param7 = p7;
342
+ param8 = p8;
343
+ param9 = p9;
344
+ param10 = p10;
345
+ }
346
+
347
+ override bool Serialize(Serializer ctx)
348
+ {
349
+ return ctx.Write(param1) && ctx.Write(param2) && ctx.Write(param3) && ctx.Write(param4) && ctx.Write(param5) && ctx.Write(param6) && ctx.Write(param7) && ctx.Write(param8) && ctx.Write(param9) && ctx.Write(param10);
350
+ }
351
+
352
+ override bool Deserializer(Serializer ctx)
353
+ {
354
+ return ctx.Read(param1) && ctx.Read(param2) && ctx.Read(param3) && ctx.Read(param4) && ctx.Read(param5) && ctx.Read(param6) && ctx.Read(param7) && ctx.Read(param8) && ctx.Read(param9) && ctx.Read(param10);
355
+ }
356
+ };
357
+ /** @}*/
scripts/1_Core/DayZ/proto/DbgUI.c ADDED
@@ -0,0 +1,94 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /** @addtogroup Debug
2
+ @{*/
3
+
4
+ /**
5
+ * \defgroup DebugUI Debug UI API
6
+ \brief Immediate mode debug UI API
7
+ * @{
8
+ Per frame usage example:
9
+ @code
10
+ bool m_ShowDbgUI = false;
11
+ int m_DbgListSelection = 0;
12
+ float m_DbgSliderValue = 0.0;
13
+ autoptr array<string> m_DbgOptions = {"jedna", "dva", "tri"};
14
+
15
+ void OnUpdate(float timeslice)
16
+ {
17
+ DbgUI.Begin("Test");
18
+ DbgUI.Check("Show DbgUI", m_ShowDbgUI);
19
+ if (m_ShowDbgUI)
20
+ {
21
+ DbgUI.Text("DbgUI Test");
22
+
23
+ string name = "";
24
+ DbgUI.InputText("name", name);
25
+
26
+ if (DbgUI.Button("Print name"))
27
+ {
28
+ Print(name);
29
+ }
30
+
31
+ DbgUI.List("test list", m_DbgListSelection, m_DbgOptions);
32
+
33
+ DbgUI.Text("Choice = " + m_DbgListSelection.ToString());
34
+
35
+ DbgUI.Spacer(10);
36
+ DbgUI.SliderFloat("slider", m_DbgSliderValue, 0, 100);
37
+ DbgUI.Text("Slider value = " + ftoa(m_DbgSliderValue));
38
+ }
39
+ DbgUI.End();
40
+ }
41
+ @endcode
42
+
43
+ For non-per frame usage example:
44
+ @code
45
+ int m_DbgEventCount = 0;
46
+ void OnEvent(EventType eventTypeId, Param params)
47
+ {
48
+ m_DbgEventCount++;
49
+
50
+ DbgUI.BeginCleanupScope();
51
+ DbgUI.Begin("events", 300, 0);
52
+ DbgUI.Text("Events count = " + m_DbgEventCount.ToString());
53
+ DbgUI.End();
54
+ DbgUI.EndCleanupScope();
55
+ }
56
+ @endcode
57
+ */
58
+
59
+ class DbgUI
60
+ {
61
+ private void DbgUI() {}
62
+ private void ~DbgUI() {}
63
+
64
+ static proto native void DoUnitTest(); ///< Creates all possible DbgUI widgets. Just for the testing purposes.
65
+ static proto native void Text(string label);
66
+ static proto native void ColoredText(int color, string label);
67
+ static proto void Check(string label, out bool checked);
68
+ static proto void Combo(string label, out int selection, TStringArray elems);
69
+ static proto void List(string label, out int selection, TStringArray elems);
70
+ static proto void SliderFloat(string label, out float value, float min, float max, int pxWidth = 150);
71
+ static proto native void Spacer(int height);
72
+ static proto native void Panel(string label, int width, int height, int color = 0xaa555555);
73
+ static proto native bool Button(string txt, int minWidth = 0);
74
+ static proto void InputText(string txt, out string value, int pxWidth = 150);
75
+ static proto void InputInt(string txt, out int value, int pxWidth = 150);
76
+ static proto void InputFloat(string txt, out float value, int pxWidth = 150);
77
+
78
+ static proto native void PlotLive(string label, int sizeX, int sizeY, float val, int timeStep = 100, int historySize = 30, int color = 0xFFFFFFFF);
79
+
80
+ static proto native void SameLine();
81
+ static proto native void SameSpot();
82
+
83
+ static proto native void PushID_Int(int int_id);
84
+ static proto native void PushID_Str(string str_id);
85
+ static proto native void PopID();
86
+
87
+ static proto void BeginCleanupScope();
88
+ static proto native void EndCleanupScope();
89
+
90
+ static proto native void Begin(string windowTitle, float x = 0, float y = 0);
91
+ static proto native void End();
92
+ };
93
+ //@}
94
+ //@}
scripts/1_Core/DayZ/proto/EnAudio.c ADDED
@@ -0,0 +1,9 @@
 
 
 
 
 
 
 
 
 
 
1
+ typedef int[] AudioHandle;
2
+
3
+ class AudioSystem
4
+ {
5
+ proto native static AudioHandle BankLoad(string path);
6
+ proto native static AudioHandle ShaderLoad(string path);
7
+ proto native static AudioHandle SoundPlay(AudioHandle bank, AudioHandle shader);
8
+ proto native static void SoundDestroy(AudioHandle handle);
9
+ };
scripts/1_Core/DayZ/proto/EnConvert.c ADDED
@@ -0,0 +1,653 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class bool
2
+ {
3
+ string ToString()
4
+ {
5
+ if (value) return "true";
6
+ else return "false";
7
+ }
8
+ };
9
+
10
+ class func
11
+ {
12
+ //! For internal usage of VM
13
+ private proto void SetInstance(Class inst);
14
+ };
15
+
16
+ enum EBool
17
+ {
18
+ NO = 0,
19
+ YES = 1
20
+ }
21
+
22
+ class int
23
+ {
24
+ protected const int ZERO_PAD_SIZE = 8;
25
+ protected static string m_ZeroPad[ZERO_PAD_SIZE] = {"", "0", "00", "000", "0000", "00000", "000000", "0000000"};
26
+
27
+ const int MAX = 2147483647;
28
+ const int MIN = -2147483648;
29
+
30
+ proto string ToString();
31
+
32
+ /**
33
+ \brief Converts ASCII code to string
34
+ \param ascii ASCII code for convert to \p string.
35
+ \return \p string - Converted \p int.
36
+ @code
37
+ int ascii_code = 77;
38
+ string str = ascii_code.AsciiToString();
39
+ Print(str);
40
+
41
+ >> str = 'M'
42
+ @endcode
43
+ */
44
+ proto string AsciiToString();
45
+
46
+ /**
47
+ \brief Integer to string with fixed length, padded with zeroes
48
+ \param num \p int integer to convert
49
+ \param len \p int fixed length
50
+ \return \p vector Converted s as vector
51
+ @code
52
+ int num = 123;
53
+ string s = num.ToStringLen(5);
54
+ Print(s);
55
+
56
+ >> s = '00123'
57
+ @endcode
58
+ */
59
+ string ToStringLen(int len)
60
+ {
61
+ string str = value.ToString();
62
+
63
+ int l = len - str.Length();
64
+
65
+ if (l > 0 && l < ZERO_PAD_SIZE )
66
+ return m_ZeroPad[l] + str;
67
+
68
+ return str;
69
+ }
70
+
71
+ /**
72
+ \brief Check whether integer falls into an inclusive range
73
+ \param min \p int low end of range
74
+ \param max \p int high end of range
75
+ \return \p bool True if this value is withing the set range
76
+ @code
77
+ int num = 123;
78
+ bool test = num.InRange( 100, 150 );
79
+ Print(test);
80
+
81
+ >> s = true
82
+ @endcode
83
+ */
84
+ bool InRange( int min, int max, bool inclusive_min = true, bool inclusive_max = true )
85
+ {
86
+ if( ( !inclusive_min && value <= min ) || value < min )
87
+ return false;
88
+
89
+ if( ( !inclusive_max && value >= max ) || value > max )
90
+ return false;
91
+
92
+ return true;
93
+ }
94
+ };
95
+
96
+ class float
97
+ {
98
+ const float MIN = FLT_MIN;
99
+ const float MAX = FLT_MAX;
100
+ const float LOWEST = -FLT_MAX;
101
+
102
+ proto string ToString();
103
+ };
104
+
105
+ class vector
106
+ {
107
+ static const vector Up = "0 1 0";
108
+ static const vector Aside = "1 0 0";
109
+ static const vector Forward = "0 0 1";
110
+ static const vector Zero = "0 0 0";
111
+
112
+ /**
113
+ \brief Vector to string
114
+ \param beautify If true verbose vector in more human readable form "<1, 1, 1>" instead of simple form "1 1 1"
115
+ \return \p string Converted vector as parsed string
116
+ @code
117
+ vector v = "1 0 1";
118
+ Print( v.ToString() );
119
+ Print( v.ToString(false) );
120
+
121
+ >> '<1, 0, 1>'
122
+ >> '1 0 1'
123
+ @endcode
124
+ */
125
+ proto string ToString(bool beautify = true);
126
+
127
+ /**
128
+ \brief Normalizes vector. Returns length
129
+ \return \p float Length of origin vector
130
+ @code
131
+ vector vec = "1 0 1";
132
+ float length = vec.Normalize();
133
+ Print( vec );
134
+ Print( length );
135
+
136
+ >> vec = <0.707107,0,0.707107>
137
+ >> length = 1.41421
138
+ @endcode
139
+ */
140
+ proto float Normalize();
141
+
142
+ //! return normalized vector (keeps orginal vector untouched)
143
+ proto vector Normalized();
144
+
145
+ /**
146
+ \brief Returns length of vector (magnitude)
147
+ \return \p float Length of vector
148
+ @code
149
+ vector vec = "1 0 1";
150
+ float length = vec.Length();
151
+ Print( length );
152
+
153
+ >> length = 1.41421
154
+ @endcode
155
+ */
156
+ proto native float Length();
157
+
158
+ /**
159
+ \brief Returns squared length (magnitudeSqr)
160
+ \return \p float Length of vector
161
+ @code
162
+ vector vec = "1 1 0";
163
+ float length = vec.LengthSq();
164
+ Print( length );
165
+
166
+ >> length = 2
167
+ @endcode
168
+ */
169
+ proto native float LengthSq();
170
+
171
+ /**
172
+ \brief Returns the distance between tips of two 3D vectors.
173
+ \param v1 \p vector 3D Vector 1
174
+ \param v2 \p vector 3D Vector 2
175
+ \return \p float Distance
176
+ @code
177
+ float dist = vector.Distance( "1 2 3", "4 5 6" );
178
+ Print( dist );
179
+
180
+ >> dist = 5.19615
181
+ @endcode
182
+ */
183
+ proto static native float Distance(vector v1, vector v2);
184
+
185
+ /**
186
+ \brief Returns the square distance between tips of two 3D vectors.
187
+ \param v1 \p vector 3D Vector 1
188
+ \param v2 \p vector 3D Vector 2
189
+ \return \p float Squere distance
190
+ @code
191
+ float dist = vector.DistanceSq( "0 0 0", "0 5 0" );
192
+ Print( dist );
193
+
194
+ >> dist = 25
195
+ @endcode
196
+ */
197
+ proto static native float DistanceSq(vector v1, vector v2);
198
+
199
+ /**
200
+ \brief Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).
201
+ \return \p vector perpendicular vector
202
+ @code
203
+ vector vec = "1 0 0";
204
+ Print( vec.Perpend() );
205
+
206
+ >> <0,0,1>
207
+ @endcode
208
+ */
209
+ vector Perpend()
210
+ {
211
+ return value * vector.Up;
212
+ }
213
+
214
+ /**
215
+ \brief Returns direction vector from point p1 to point p2
216
+ \param p1 \p vector point from
217
+ \param p2 \p vector point to
218
+ \return \p vector direction vector
219
+ */
220
+ static vector Direction(vector p1, vector p2)
221
+ {
222
+ vector dir_vec;
223
+
224
+ dir_vec[0] = p2[0] - p1[0];
225
+ dir_vec[1] = p2[1] - p1[1];
226
+ dir_vec[2] = p2[2] - p1[2];
227
+
228
+ return dir_vec;
229
+ }
230
+
231
+ /**
232
+ \brief Returns randomly generated unit vector
233
+ \return \p randomly generated unit vector
234
+ @code
235
+ vector vec = vector.RandomDir();
236
+ Print(vec);
237
+ Print(vec.Length());
238
+
239
+ >> <-0.179424,0.966825,0.181816>
240
+ >> 1
241
+ @endcode
242
+ */
243
+ static vector RandomDir()
244
+ {
245
+ return Vector(Math.RandomFloatInclusive(-1,1),Math.RandomFloatInclusive(-1,1),Math.RandomFloatInclusive(-1,1)).Normalized();
246
+ }
247
+
248
+ /**
249
+ \brief Returns randomly generated XZ unit vector with the Y(up) axis set to 0
250
+ \return \p randomly generated XZ unit vector
251
+ @code
252
+ vector vec = vector.RandomDir();
253
+ Print(vec);
254
+ Print(vec.Length());
255
+
256
+ >> <0.631697,0,0.775216>
257
+ >> 1
258
+ @endcode
259
+ */
260
+ static vector RandomDir2D()
261
+ {
262
+ return Vector(Math.RandomFloatInclusive(-1,1),0,Math.RandomFloatInclusive(-1,1)).Normalized();
263
+ }
264
+
265
+ /**
266
+ \brief Returns Dot product of vector v1 and vector v2
267
+ \param v1 \p vector input vector
268
+ \param v2 \p vector input vector
269
+ \return \p vector direction vector
270
+ */
271
+ static float Dot(vector v1, vector v2)
272
+ {
273
+ return ((v1[0] * v2[0]) + (v1[1] * v2[1]) + (v1[2] * v2[2]));
274
+ }
275
+
276
+ /**
277
+ \brief Returns relative angles between -180 and 180, not 0 to 360
278
+ \return \p float Relative angles
279
+ @code
280
+ vector angles = "-45 190 160";
281
+ Print( angles.GetRelAngles() );
282
+
283
+ >> <-45,-170,160>
284
+ @endcode
285
+ */
286
+ vector GetRelAngles()
287
+ {
288
+ for(int i = 0; i < 3; i++) {
289
+ if(value[i] > 180)
290
+ value[i] = value[i] - 360;
291
+ if(value[i] < -180)
292
+ value[i] = value[i] + 360;
293
+ }
294
+ return value;
295
+ }
296
+
297
+ /**
298
+ \brief Returns yaw of vector
299
+ \param vec \p vector Vector to convert yaw
300
+ \return \p float Yaw of vector
301
+ @code
302
+ vector v1 = "0 1 0";
303
+ vector v2 = "0.7 0.7 0";
304
+ Print( v1.ToYaw() );
305
+ Print( v2.ToYaw() );
306
+
307
+ >> 90
308
+ >> 45
309
+ @endcode
310
+ */
311
+ proto float VectorToYaw();
312
+
313
+ /**
314
+ \brief Returns vector of yaw
315
+ \param yaw \p float Value of yaw
316
+ \return \p vector Yaw converted in vector
317
+ @code
318
+ Print( vector.Yaw2Vector(90) );
319
+ Print( vector.Yaw2Vector(45) );
320
+
321
+ >> <0,1,0>
322
+ >> <0.707107,0.707107,0>
323
+ @endcode
324
+ */
325
+ proto native static vector YawToVector(float yaw);
326
+
327
+ /**
328
+ \brief Converts vector to spherical coordinates with radius = 1
329
+ \return \p vector spherical coordinates (yaw, pitch, roll in degrees)
330
+ @code
331
+ vector v1 = "1 0 1";
332
+ vector v2 = "1 1 1";
333
+ Print( v1.VectorToAngles() );
334
+ Print( v2.VectorToAngles() );
335
+
336
+ >> <45,-0,0>
337
+ >> <45,35.2644,0>
338
+ @endcode
339
+ */
340
+ proto vector VectorToAngles();
341
+
342
+ /**
343
+ \brief Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector
344
+ \return \p normalized direction vector
345
+ @code
346
+ vector v1 = "45 0 0";
347
+ vector v2 = "15 60 0";
348
+ Print( v1.AnglesToVector() );
349
+ Print( v2.AnglesToVector() );
350
+
351
+ >> <0.707107,0,0.707107>
352
+ >> <0.12941,0.866025,0.482963>
353
+ @endcode
354
+ */
355
+ proto vector AnglesToVector();
356
+
357
+ /**
358
+ \brief Creates rotation matrix from angles
359
+ \param ang \p vector which contains angles
360
+ \param[out] mat \p vector created rotation matrix
361
+ @code
362
+ vector mat[3];
363
+ vector ang = "70 15 45";
364
+ ang.RotationMatrixFromAngles( mat );
365
+ Print( mat );
366
+
367
+ >> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>
368
+ @endcode
369
+ */
370
+ proto void RotationMatrixFromAngles(out vector mat[3]);
371
+
372
+ /**
373
+ \brief Transforms position
374
+ \param mat \p vector[4] transformation matrix
375
+ \param vec \p vector position to transform
376
+ \return \p vector transformed position
377
+ @code
378
+ vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
379
+ vector pos = "1 1 1";
380
+ Print( pos.Multiply4(mat) );
381
+
382
+ >> <4,2,3>
383
+ @endcode
384
+ */
385
+ proto vector Multiply4(vector mat[4]);
386
+
387
+ /**
388
+ \brief Transforms vector
389
+ \param mat \p vector[3] transformation matrix
390
+ \param vec \p vector vector to transform
391
+ \return \p vector transformed vector
392
+ @code
393
+ vector mat[3] = { "2 0 0", "0 3 0", "0 0 1" }; // scale matrix
394
+ vector vec = "1 1 1";
395
+ Print( vec.Multiply3(mat) );
396
+
397
+ >> <2,3,1>
398
+ @endcode
399
+ */
400
+ proto vector Multiply3(vector mat[3]);
401
+
402
+ /**
403
+ \brief Invert-transforms position
404
+ \param mat \p vector[4] transformation matrix
405
+ \param vec \p vector position to transform
406
+ \return \p vector transformed position
407
+ @code
408
+ vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
409
+ vector pos = "1 1 1";
410
+ Print( pos.InvMultiply4(mat) );
411
+
412
+ >> <-2,0,-1>
413
+ @endcode
414
+ */
415
+ proto vector InvMultiply4(vector mat[4]);
416
+
417
+ /**
418
+ \brief Invert-transforms vector
419
+ \param mat \p vector[3] transformation matrix
420
+ \param vec \p vector vector to transform
421
+ \return \p vector transformed vector
422
+ @code
423
+ vector mat[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
424
+ vector vec = "1 1 1";
425
+ Print( vec.InvMultiply3(mat) );
426
+
427
+ >> <4,1.4,1>
428
+ @endcode
429
+ */
430
+ proto vector InvMultiply3(vector mat[3]);
431
+
432
+ /**
433
+ \brief Lerp between two vectors
434
+ @code
435
+ vector v1 = Vector(0,0,0);
436
+ vector v2 = Vector(5,6,1);
437
+ Print( vector.Lerp(v1, v2, 0.5) );
438
+ @endcode
439
+ */
440
+ proto static native vector Lerp(vector v1, vector v2, float t);
441
+
442
+ /**
443
+ \brief Rotate a vector around 0,0,0 by an angle in degrees
444
+ \param vec \p vector to rotate
445
+ \param axis \p axis to rotate around
446
+ \param cosAngle \p angle in degrees
447
+ \return \p vector transformed vector
448
+ */
449
+
450
+ static vector RotateAroundZeroDeg(vector vec, vector axis, float angle)
451
+ {
452
+ return (vec * Math.Cos(angle * Math.DEG2RAD)) + ((axis * vec) * Math.Sin(angle * Math.DEG2RAD)) + (axis * vector.Dot(axis, vec)) * (1 - Math.Cos(angle * Math.DEG2RAD));
453
+ }
454
+
455
+ /**
456
+ \brief Rotate a vector around 0,0,0 by an angle in radians
457
+ \param vec \p vector to rotate
458
+ \param axis \p axis to rotate around
459
+ \param cosAngle \p angle in radians
460
+ \return \p vector transformed vector
461
+ */
462
+
463
+ static vector RotateAroundZeroRad(vector vec, vector axis, float angle)
464
+ {
465
+ return (vec * Math.Cos(angle)) + ((axis * vec) * Math.Sin(angle)) + (axis * vector.Dot(axis, vec)) * (1 - Math.Cos(angle));
466
+ }
467
+
468
+ /**
469
+ \brief Rotate a vector around 0,0,0
470
+ \param pos \p vector to rotate
471
+ \param axis \p axis to rotate around
472
+ \param cosAngle \p cos of angle
473
+ \param sinAngle \p sin of angle
474
+ \return \p vector transformed vector
475
+ */
476
+
477
+ static vector RotateAroundZero(vector pos, vector axis, float cosAngle, float sinAngle)
478
+ {
479
+ return (pos * cosAngle) + ((axis * pos) * sinAngle) + (axis * vector.Dot(axis, pos)) * (1 - cosAngle);
480
+ }
481
+
482
+ /**
483
+ \brief Rotate a vector around point
484
+ \param point \p point to rotate around
485
+ \param pos \p vector to rotate
486
+ \param axis \p axis to rotate around
487
+ \param cosAngle \p cos of angle
488
+ \param sinAngle \p sin of angle
489
+ \return \p vector transformed vector
490
+ */
491
+ static vector RotateAroundPoint(vector point, vector pos, vector axis, float cosAngle, float sinAngle)
492
+ {
493
+ vector offsetPos = pos - point;
494
+ return RotateAroundZero(offsetPos, axis, cosAngle, sinAngle) + point;
495
+ }
496
+
497
+ /**
498
+ \brief Convert static array of floats into a vector
499
+ \param arr \p vector in array format
500
+ \return \p vector resulting vector
501
+ */
502
+ static vector ArrayToVec(float arr[])
503
+ {
504
+ return Vector(arr[0], arr[1], arr[2]);
505
+ }
506
+ };
507
+
508
+ class typename
509
+ {
510
+ /**
511
+ \brief Dynamic variant to 'new' keyword. It creates new instance of class
512
+ \returns \p volatile instance of class
513
+ @code
514
+ ???
515
+ @endcode
516
+ */
517
+ proto volatile Class Spawn();
518
+
519
+ /**
520
+ \brief Get the name of the module the typename belongs to
521
+ \returns \p string Name of parent module (1_Core)
522
+ */
523
+ proto owned string GetModule();
524
+
525
+ //!Returns type name of variable as string
526
+ proto native owned string ToString();
527
+
528
+ /**
529
+ \brief Returns true when type is the same as 'baseType', or inherited one.
530
+ \param baseType typename
531
+ \returns \p bool true when type is the same as 'baseType', or inherited one.
532
+ @code
533
+ ???
534
+ @endcode
535
+ */
536
+ proto native bool IsInherited(typename baseType);
537
+
538
+ proto native int GetVariableCount();
539
+ proto native owned string GetVariableName(int vIdx);
540
+ proto native typename GetVariableType(int vIdx);
541
+ proto bool GetVariableValue(Class var, int vIdx, out void val);
542
+
543
+ /**
544
+ \brief Return string name of enum value
545
+ @code
546
+ DialogPriority prio = DialogPriority.WARNING;
547
+ Print( typename.EnumToString(DialogPriority, prio) );
548
+ @endcode
549
+ */
550
+ static string EnumToString(typename e, int enumValue)
551
+ {
552
+ int cnt = e.GetVariableCount();
553
+ int val;
554
+
555
+ for (int i = 0; i < cnt; i++)
556
+ {
557
+ if (e.GetVariableType(i) == int && e.GetVariableValue(null, i, val) && val == enumValue)
558
+ {
559
+ return e.GetVariableName(i);
560
+ }
561
+ }
562
+
563
+ return "unknown";
564
+ }
565
+
566
+ /**
567
+ \brief Return enum value from string name
568
+ @code
569
+ Print( typename.StringToEnum(DialogPriority, "WARNING") );
570
+ @endcode
571
+ */
572
+ static int StringToEnum(typename e, string enumName)
573
+ {
574
+ int count = e.GetVariableCount();
575
+ int value;
576
+
577
+ for (int i = 0; i < count; i++)
578
+ {
579
+ if (e.GetVariableType(i) == int && e.GetVariableValue(null, i, value) && e.GetVariableName(i) == enumName)
580
+ {
581
+ return value;
582
+ }
583
+ }
584
+
585
+ return -1;
586
+ }
587
+ };
588
+
589
+ class EnumTools
590
+ {
591
+ private void EnumTools();
592
+ private void ~EnumTools();
593
+
594
+ /**
595
+ \brief Return string name of enum value
596
+ @code
597
+ DialogPriority prio = DialogPriority.WARNING;
598
+ Print( EnumTools.EnumToString(DialogPriority, prio) );
599
+ @endcode
600
+ */
601
+ static string EnumToString(typename e, int enumValue)
602
+ {
603
+ return typename.EnumToString(e, enumValue);
604
+ }
605
+
606
+ /**
607
+ \brief Return enum value from string name
608
+ @code
609
+ Print( EnumTools.StringToEnum(DialogPriority, "WARNING") );
610
+ @endcode
611
+ */
612
+ static int StringToEnum(typename e, string enumName)
613
+ {
614
+ return typename.StringToEnum(e, enumName);
615
+ }
616
+
617
+ /**
618
+ \brief Return amount of values in enum
619
+ @code
620
+ Print( EnumTools.GetEnumSize(DialogPriority) );
621
+ @endcode
622
+ */
623
+ static int GetEnumSize(typename e)
624
+ {
625
+ return e.GetVariableCount();
626
+ }
627
+
628
+ /**
629
+ \brief Return the nth value in the enum
630
+ @code
631
+ Print( EnumTools.GetEnumValue(DialogPriority, 1) );
632
+ @endcode
633
+ */
634
+ static int GetEnumValue(typename e, int idx)
635
+ {
636
+ int value;
637
+ e.GetVariableValue(null, idx, value);
638
+ return value;
639
+ }
640
+
641
+ /**
642
+ \brief Return amount of values in enum
643
+ @code
644
+ Print( EnumTools.GetLastEnumValue(DialogPriority) );
645
+ @endcode
646
+ */
647
+ static int GetLastEnumValue(typename e)
648
+ {
649
+ int lastValue;
650
+ e.GetVariableValue(null, e.GetVariableCount() - 1, lastValue);
651
+ return lastValue;
652
+ }
653
+ }
scripts/1_Core/DayZ/proto/EnDebug.c ADDED
@@ -0,0 +1,341 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Debug Debug utilities
3
+ * @{
4
+ */
5
+
6
+ /**
7
+ \brief Prints current call stack (stack trace)
8
+ \return \p void
9
+ @code
10
+ DumpStack();
11
+
12
+ @endcode
13
+
14
+ \verbatim
15
+ Output:
16
+ -- Stack trace --
17
+ SaveFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler.c : 51
18
+ SaveConfigToFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 114
19
+ SaveParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 133
20
+ SetParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 231
21
+ PresetAdd() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile\ModuleLocalProfileUI.h : 46
22
+ OnKeyPress() Scripts/mission/missionGameplay.c : 215
23
+ OnKeyPress() Scripts/DayZGame.c : 334
24
+ -----------------
25
+ \endverbatim
26
+ */
27
+ proto void DumpStack();
28
+
29
+ /**
30
+ \brief Prints current call stack (stack trace) to given output
31
+ \return \p void
32
+ @code
33
+ string tmp;
34
+ DumpStackString(tmp);
35
+ Print(tmp);
36
+
37
+ @endcode
38
+
39
+ \verbatim
40
+ Output:
41
+ SaveFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler.c : 51
42
+ SaveConfigToFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 114
43
+ SaveParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 133
44
+ SetParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 231
45
+ PresetAdd() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile\ModuleLocalProfileUI.h : 46
46
+ OnKeyPress() Scripts/mission/missionGameplay.c : 215
47
+ OnKeyPress() Scripts/DayZGame.c : 334
48
+ \endverbatim
49
+ */
50
+ proto void DumpStackString(out string stack);
51
+
52
+ //! Triggers breakpoint in C++ in run time(when app is running in debug enviroment)
53
+ proto void DebugBreak(bool condition = true, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
54
+
55
+ //! Triggers breakpoint in C++ in compile time(when app is running in debug enviroment)
56
+ void CompileBreak();
57
+
58
+ //! Prints content of variable to console/log. Should be used for critical messages so it will appear in debug log
59
+ proto void DPrint(string var);
60
+
61
+ enum ErrorExSeverity
62
+ {
63
+ INFO,
64
+ WARNING,
65
+ ERROR,
66
+ }
67
+
68
+ /**
69
+ \brief Error message, prefixed by method name, above 'INFO' will show a messagebox
70
+ \note Format: [%className%::%methodName%] :: [%severity%] :: %errString%
71
+ \param \p string Error message to use
72
+ @code
73
+ class ErrorExTest
74
+ {
75
+ void ThrowWarning()
76
+ {
77
+ // [ErrorExTest::ThrowWarning] :: [WARNING] :: This is a warning.
78
+ ErrorEx("This is a warning.", ErrorExSeverity.WARNING);
79
+ }
80
+ }
81
+ @endcode
82
+ */
83
+ proto void ErrorEx(string err, ErrorExSeverity severity = ErrorExSeverity.ERROR);
84
+ proto void ErrorExString(string err, out string str, ErrorExSeverity severity = ErrorExSeverity.ERROR);
85
+
86
+ //! Messagebox with error message
87
+ proto native void Error2(string title, string err);
88
+
89
+ //! Messagebox with error message
90
+ void Error(string err)
91
+ {
92
+ Error2("", err);
93
+ }
94
+
95
+ //!Prints content of variable to console/log
96
+ proto void Print(void var);
97
+
98
+ //!Prints content of variable to RPT file (performance warning - each write means fflush! use with care)
99
+ proto void PrintToRPT(void var);
100
+
101
+ /**
102
+ \brief Prints formated text to console/log
103
+ @code
104
+ string c = "Peter";
105
+ PrintFormat("Hello %1, how are you?", c); // prints "Hello 'Peter', how are you?"
106
+ @endcode
107
+ */
108
+ proto void PrintFormat(string fmt, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
109
+
110
+ //------------------------------------------
111
+ /**
112
+ * \defgroup DebugShape Debug Shape API definition
113
+ * @{
114
+ */
115
+ enum ShapeType
116
+ {
117
+ BBOX, //< Just box
118
+ LINE, //< One or more lines
119
+ SPHERE, //< Sphere represented by triangle mesh
120
+ CYLINDER, //< Cylinder represented by triangle mesh
121
+ DIAMOND, //< Eight faced pyramid. Defined by bound-box, where middle part is equal to horizontal extents of box and top/bottom apogees lies on top/bottom side of box.
122
+ PYRAMID //< Four sided pyramid. Defined by bound-box, where base is equal to bottom side of box.
123
+ };
124
+
125
+ enum ShapeFlags
126
+ {
127
+ NOZBUFFER, //< Do not compare z-buffer when render
128
+ NOZWRITE, //< Do not update z-buffer when render
129
+ WIREFRAME, //< Render just wire-frame outline. No solid faces
130
+ TRANSP, //< Is translucent
131
+ DOUBLESIDE, //< Double-sided (do not cull back-faces)
132
+ ONCE, //< Rendered just once and then it's automatically destroyed. Do not keep pointer to these!!
133
+ NOOUTLINE, //< Render just solid faces. No wire-frame outline.
134
+ BACKFACE, //< Render just back faces
135
+ NOCULL, //< Do not cull shapes by view frustum
136
+ VISIBLE, //< Make it visible. Set by default
137
+ ADDITIVE //< Additive blending (works with ShapeFlags.TRANSP)
138
+ };
139
+
140
+ enum CollisionFlags
141
+ {
142
+ FIRSTCONTACT, //<In many cases only collided=true/false is enough
143
+ NEARESTCONTACT //<We want only one, the nearest contact
144
+ ONLYSTATIC //<Only static objects
145
+ ONLYDYNAMIC //<Only dynamic objects
146
+ ONLYWATER //<Only water components (legacy support for "walk on geometry")
147
+ ALLOBJECTS //<Valid when CF_FIRST_CONTACT, we get first contact for each object
148
+ }
149
+
150
+ /*!
151
+ Instance of created debug visualizer
152
+ */
153
+ class Shape
154
+ {
155
+ //!don't call destructor directly. Use Destroy() instead
156
+ proto private void ~Shape();
157
+
158
+ proto native void GetMatrix(out vector mat[4]);
159
+ proto native void SetMatrix(vector mat[4]);
160
+ proto native void SetDirection(vector direction);
161
+ proto native void SetPosition(vector position);
162
+ proto native void SetColor(int color);
163
+ proto native void SetFlags(ShapeFlags flags);
164
+ proto native void Destroy();
165
+
166
+ proto static native Shape Create(ShapeType type, int color, ShapeFlags flags, vector p1, vector p2);
167
+ proto static native Shape CreateLines(int color, ShapeFlags flags, vector p[], int num);
168
+ proto static native Shape CreateTris(int color, ShapeFlags flags, vector p[], int num);
169
+ proto static native Shape CreateSphere(int color, ShapeFlags flags, vector origin, float radius);
170
+ proto static native Shape CreateFrustum(float horizontalAngle, float verticalAngle, float length, int color, ShapeFlags flags);
171
+ proto static native Shape CreateCylinder(int color, ShapeFlags flags, vector origin, float radius, float length);
172
+
173
+ static Shape CreateArrow(vector from, vector to, float size, int color, ShapeFlags flags)
174
+ {
175
+ vector dir = to - from;
176
+ dir.Normalize();
177
+ vector dir1 = dir * size;
178
+ size = size * 0.5;
179
+
180
+ vector dir2 = dir.Perpend() * size;
181
+
182
+ vector pts[5];
183
+ pts[0] = from;
184
+ pts[1] = to;
185
+ pts[2] = to - dir1 - dir2;
186
+ pts[3] = to - dir1 + dir2;
187
+ pts[4] = to;
188
+
189
+ return CreateLines(color, flags, pts, 5);
190
+ }
191
+
192
+ static Shape CreateBridgeArrow(vector from, vector to, float size, int color, ShapeFlags flags)
193
+ {
194
+ vector dir = to - from;
195
+ dir.Normalize();
196
+
197
+ vector dir1 = Vector(0, 0, -size);
198
+ size = size * 0.5;
199
+
200
+ vector dir2 = dir.Perpend() * size;
201
+
202
+ vector pts[7];
203
+ pts[0] = from;
204
+ pts[1] = from + "0 0 1";
205
+ pts[2] = to + "0 0 1";
206
+ pts[3] = to;
207
+ pts[4] = to - dir1 - dir2;
208
+ pts[5] = to - dir1 + dir2;
209
+ pts[6] = to;
210
+
211
+ return CreateLines(color, flags, pts, 7);
212
+ }
213
+
214
+ static void CreateMatrix(vector mat[4])
215
+ {
216
+ vector org = mat[3];
217
+ int flags = ShapeFlags.NOZWRITE|ShapeFlags.DOUBLESIDE|ShapeFlags.TRANSP|ShapeFlags.ONCE;
218
+ Create(ShapeType.LINE, 0xffff0000, flags, org, mat[0] * 0.5 + org);
219
+ Create(ShapeType.LINE, 0xff00ff00, flags, org, mat[1] * 0.5 + org);
220
+ Create(ShapeType.LINE, 0xff0000ff, flags, org, mat[2] * 0.5 + org);
221
+ }
222
+ };
223
+
224
+ //@}
225
+
226
+
227
+ //------------------------------------------
228
+ /**
229
+ * \defgroup DiagMenu Diag menu API definition
230
+ * @{
231
+ */
232
+ class DiagMenu
233
+ {
234
+ //! Checks if DiagMenu is initialized
235
+ static proto bool IsInitialized();
236
+
237
+ //! To be used before registering scripted diags
238
+ static proto void InitScriptDiags();
239
+ //! To be used when scripted diags should not be present
240
+ static proto void ClearScriptDiags();
241
+
242
+ /**
243
+ \brief Register a new menu
244
+ \param id \p int The unique ID of the menu in the range [0,512]
245
+ \param name \p string The name of the menu
246
+ \param parent \p int The index of the parent of the menu
247
+ */
248
+ static proto void RegisterMenu(int id, string name, int parent);
249
+
250
+ /**
251
+ \brief Register a new item
252
+ \param id \p int The unique ID of the item in the range [0,512]
253
+ \param shortcut \p string The keyboard shortcut of the item
254
+ \param name \p string The name of the item
255
+ \param parent \p int The index of the parent of the item
256
+ \param values \p string The values of the item separated by commas, internally this will be an int starting at 0 for the first item
257
+ \param callback \p func Callback to call when the value is changed (OPTIONAL) (Also read BindCallback)
258
+ */
259
+ static proto void RegisterItem(int id, string shortcut, string name, int parent, string values, func callback = null);
260
+
261
+ /**
262
+ \brief Register a new bool item
263
+ \note This is just a RegisterItem with value="true,false" or when reversed value="false,true"
264
+ \param id \p int The unique ID of the item in the range [0,512]
265
+ \param shortcut \p string The keyboard shortcut of the item
266
+ \param name \p string The name of the item
267
+ \param parent \p string The index of the parent of the item
268
+ \param values \p string The values of the item, separated by commas
269
+ \param reverse \p bool Whether to reverse the bool (OPTIONAL)
270
+ \param callback \p func Callback to call when the value is changed (OPTIONAL) (Also read BindCallback)
271
+ */
272
+ static proto void RegisterBool(int id, string shortcut, string name, int parent, bool reverse = false, func callback = null);
273
+
274
+ /**
275
+ \brief Register a new range item
276
+ \param id \p int The unique ID of the item in the range [0,512]
277
+ \param shortcut \p string The keyboard shortcut of the item
278
+ \param name \p string The name of the item
279
+ \param parent \p int The index of the parent of the item
280
+ \param values \p string Range specification in format "min,max,startValue,step"
281
+ \param callback \p func Callback to call when the value is changed (OPTIONAL) (Also read BindCallback)
282
+ */
283
+ static proto void RegisterRange(int id, string shortcut, string name, int parent, string valuenames, func callback = null);
284
+
285
+ //! Unregister the item at given id
286
+ static proto void Unregister(int id);
287
+
288
+ //! Check if the item at given id has been registered
289
+ static proto bool IsRegistered(int id);
290
+
291
+ /**
292
+ *\brief Bind a callback to the given id
293
+ * \note Only one callback can be registered, so when attempting to registering multiple, only the last one will be present
294
+ * \note The callbacks are required to have one of following signatures
295
+ * - All Register... support:
296
+ * o static void Callback();
297
+ * - RegisterItem & RegisterBool:
298
+ * o static void Callback(int value);
299
+ * o static void Callback(int value, int id);
300
+ * o static void Callback(bool value);
301
+ * o static void Callback(bool value, int id);
302
+ * - RegisterRange:
303
+ * o static void Callback(float value);
304
+ * o static void Callback(float value, int id);
305
+ * o static void Callback(int value);
306
+ * o static void Callback(int value, int id);
307
+ * \note Keep in mind that bool and int are interchangeable, so 'bool value' is possible for RegisterRange too
308
+ */
309
+ static proto bool BindCallback(int id, func callback);
310
+ //! Unbind the callback from the given id
311
+ static proto void UnbindCallback(int id);
312
+
313
+ //! Get value as bool from the given script id
314
+ static proto bool GetBool(int id, bool reverse = false);
315
+ //! Get value as int from the given script id
316
+ static proto int GetValue(int id);
317
+ //! Set value at the given script id
318
+ static proto void SetValue(int id, int value);
319
+
320
+ //! Get range value at the given script id
321
+ static proto float GetRangeValue(int id);
322
+ //! Set range value at the given script id
323
+ static proto void SetRangeValue(int id, float value);
324
+
325
+ //! Get value at the given engine id
326
+ static proto int GetEngineValue(int id);
327
+ //! Set value at the given engine id
328
+ static proto void SetEngineValue(int id, int value);
329
+
330
+ //! Get range value at the given engine id
331
+ static proto float GetEngineRangeValue(int id);
332
+ //! Set range value at the given engine id
333
+ static proto void SetEngineRangeValue(int id, float value);
334
+
335
+ //! Check if a menu with supplied name already exists
336
+ static proto bool MenuExists(string name);
337
+ };
338
+
339
+ //@}
340
+
341
+ //@}
scripts/1_Core/DayZ/proto/EnEntity.c ADDED
@@ -0,0 +1,870 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ typedef int[] BaseContainer;
2
+ typedef int[] IEntitySource;
3
+ typedef int[] WidgetSource;
4
+
5
+ class BaseContainer
6
+ {
7
+ proto native owned string GetClassName();
8
+ proto native owned string GetName();
9
+ proto native int VarIndex(string varName);
10
+ proto native bool IsVariableSet(int varIndex);
11
+ proto bool IsType(int varIndex, typename type);
12
+ proto bool Get(int varIndex, out void val);
13
+ };
14
+
15
+ class IEntitySource: BaseContainer
16
+ {
17
+ proto native IEntitySource GetChildren();
18
+ proto native IEntitySource GetSibling();
19
+ proto native IEntitySource GetParent();
20
+ };
21
+
22
+ class WidgetSource: BaseContainer
23
+ {
24
+ proto native WidgetSource GetChildren();
25
+ proto native WidgetSource GetSibling();
26
+ proto native WidgetSource GetParent();
27
+ };
28
+
29
+ /**
30
+ * \defgroup EntityAPI Entity system
31
+ * @{
32
+ */
33
+
34
+ /**
35
+ * \defgroup EntityAttributes Entity editor attribute system
36
+ * @{
37
+ */
38
+
39
+
40
+
41
+ //@}
42
+
43
+ //!Entity events for event-mask, or throwing event from code
44
+ enum EntityEvent
45
+ {
46
+ //! entity was touched by other entity
47
+ TOUCH,
48
+
49
+ /*!
50
+ entity is visible, so part of the rendering
51
+ other WorldClass
52
+ extra frame index
53
+ result false should be rendered, true shoudn't be rendered
54
+ */
55
+ VISIBLE,
56
+
57
+ /*!
58
+ entity is not visible, will not be part of rendering
59
+ other WorldClass
60
+ extra frame index
61
+ */
62
+ NOTVISIBLE,
63
+
64
+ /*!
65
+ new frame event, called each frame
66
+ other WorldClass
67
+ extra frame index
68
+ */
69
+ FRAME,
70
+
71
+ /*!
72
+ event at the end of each frame or when entity is moved during the frame
73
+ other WorldClass
74
+ */
75
+ POSTFRAME,
76
+
77
+ /*!
78
+ event called after the world is created, including all entities
79
+ other WorldClass
80
+ */
81
+ INIT,
82
+
83
+ //Only with MeshObject
84
+ //ANIMEND - End of AF_ONCE animation, extra = slot number 0...11
85
+ //ANIMBLEND - Animation blended from previous one, extra = slot number 0...11
86
+
87
+
88
+ //SOUNDEND - playing of SFL_ONCE sound has ended
89
+ // extra = pointer to a sound handle
90
+
91
+ //USER
92
+
93
+ JOINTBREAK,
94
+ SIMULATE,
95
+ POSTSIMULATE,
96
+ PHYSICSMOVE,
97
+ CONTACT,
98
+ EXTRA,
99
+ ANIMEVENT,
100
+ SOUNDEVENT,
101
+ PHYSICSSTEADY,
102
+ USER,
103
+
104
+ //! Object entered Trigger
105
+ ENTER,
106
+ //! Object left Trigger
107
+ LEAVE,
108
+
109
+ //!Mask of all events
110
+ ALL
111
+ };
112
+
113
+ //!Entity flags
114
+ enum EntityFlags
115
+ {
116
+ /*!
117
+ Entity is visible. Is rendered if there is some attached object
118
+ and event EntityEvent.VISIBLE is invoked, when event mask is set.
119
+ */
120
+ VISIBLE,
121
+
122
+
123
+ SOLID, ///<Is collidable by various trace methods
124
+ TRIGGER, ///<Is not collidable, but invokes touch events.
125
+ TOUCHTRIGGERS, ///<Interacts with triggers
126
+ SYNCHRONIZATION_DIRTY, ///<Entity wants to synchronize (network)
127
+
128
+ FEATURE, ///<Scene rendering hint for dominant objects that are not culled by standard way
129
+ /*!
130
+ Used by tracing methods. When tracing with TraceFlags.PASSTRANSLUCENT,
131
+ then this entity is ignored. Used for glass for example.
132
+ */
133
+ TRANSLUCENT,
134
+
135
+ //!Used by tracing methods. Traceable only with flag TraceFlags.WATER
136
+ WATER,
137
+
138
+ /*!
139
+ Tells that this entity has to be actively updated by engine, its
140
+ EntityEvent.FRAME has to be called etc.
141
+ */
142
+ ACTIVE,
143
+
144
+ /*!
145
+ Tells that this entity will represent mostly static object, so
146
+ we can use more precise but slower methods for scene-tree linking.
147
+ Also it tells to scene tree that he can count with this entity as
148
+ tree-split hint.
149
+ */
150
+ STATIC,
151
+
152
+ //!Flags for custom usage and filterings.
153
+ USER1,
154
+ USER2,
155
+ USER3,
156
+ USER4,
157
+ USER5,
158
+ USER6
159
+ };
160
+
161
+ /*!
162
+ Internal ancestor of all Entity implementations.
163
+ */
164
+ class IEntity: Managed
165
+ {
166
+ //DO NOT INSERT ANYTHING BELOW - order of event methods matters!
167
+ /** \name Event methods
168
+ Event method stubs. Reimplement these in inherited entities to receive event calls
169
+ */
170
+ //@{
171
+ event protected void EOnTouch(IEntity other, int extra) //!EntityEvent.TOUCH
172
+ {
173
+ }
174
+ event protected void EOnInit(IEntity other, int extra) //!EntityEvent.INIT
175
+ {
176
+ }
177
+ event protected void EOnExtra(IEntity other, int extra) //!EntityEvent.EXTRA
178
+ {
179
+ }
180
+ event protected void EOnNotVisible(IEntity other, int extra) //!EntityEvent.NOTVISIBLE
181
+ {
182
+ }
183
+ event protected void EOnFrame(IEntity other, float timeSlice) //!EntityEvent.FRAME
184
+ {
185
+ }
186
+ event protected int EOnVisible(IEntity other, int extra) //!EntityEvent.VISIBLE
187
+ {
188
+ }
189
+ event protected void EOnPostFrame(IEntity other, int extra) //!EntityEvent.POSTFRAME
190
+ {
191
+ }
192
+ event protected void EOnWorldProcess(IEntity other, int extra) //!EntityEvent.WORLDPROCESS
193
+ {
194
+ }
195
+ event protected void EOnAnimEvent(IEntity other, AnimEvent extra) //!EntityEvent.ANIMEVENT
196
+ {
197
+ }
198
+ event protected void EOnSoundEvent(IEntity other, SoundEvent extra) //!EntityEvent.SOUNDEVENT
199
+ {
200
+ }
201
+ event protected void EOnSimulate(IEntity other, float dt) //!EntityEvent.SIMULATE
202
+ {
203
+ }
204
+ event protected void EOnPostSimulate(IEntity other, float timeSlice) //!EntityEvent.POSTSIMULATE
205
+ {
206
+ }
207
+ event protected void EOnJointBreak(IEntity other, int extra) //!EntityEvent.JOINTBREAK
208
+ {
209
+ }
210
+ event protected void EOnPhysicsMove(IEntity other, int extra) //!EntityEvent.PHYSICSMOVE
211
+ {
212
+ }
213
+ event protected void EOnContact(IEntity other, Contact extra) //!EntityEvent.CONTACT
214
+ {
215
+ }
216
+ protected void EOnUser0(IEntity other, int extra) //!EntityEvent.EV_USER+0
217
+ {
218
+ }
219
+ protected void EOnUser1(IEntity other, int extra) //!EntityEvent.EV_USER+1
220
+ {
221
+ }
222
+ event protected void EOnEnter(IEntity other, int extra) //!EntityEvent.ENTER
223
+ {
224
+ }
225
+ event protected void EOnLeave(IEntity other, int extra) //!EntityEvent.LEAVE
226
+ {
227
+ }
228
+ protected void EOnUser4(IEntity other, int extra) //!EntityEvent.EV_USER+4
229
+ {
230
+ }
231
+ protected void EOnDummy020(IEntity other, int extra) //!Placeholder
232
+ {
233
+ }
234
+ protected void EOnDummy021(IEntity other, int extra) //!Placeholder
235
+ {
236
+ }
237
+ protected void EOnDummy022(IEntity other, int extra) //!Placeholder
238
+ {
239
+ }
240
+ protected void EOnDummy023(IEntity other, int extra) //!Placeholder
241
+ {
242
+ }
243
+ protected void EOnDummy024(IEntity other, int extra) //!Placeholder
244
+ {
245
+ }
246
+ protected void EOnDummy025(IEntity other, int extra) //!Placeholder
247
+ {
248
+ }
249
+ protected void EOnDummy026(IEntity other, int extra) //!Placeholder
250
+ {
251
+ }
252
+ protected void EOnDummy027(IEntity other, int extra) //!Placeholder
253
+ {
254
+ }
255
+ protected void EOnDummy028(IEntity other, int extra) //!Placeholder
256
+ {
257
+ }
258
+ protected void EOnDummy029(IEntity other, int extra) //!Placeholder
259
+ {
260
+ }
261
+ protected void EOnDummy030(IEntity other, int extra) //!Placeholder
262
+ {
263
+ }
264
+ protected void EOnDummy031(IEntity other, int extra) //!Placeholder
265
+ {
266
+ }
267
+ //@}
268
+ //DO NOT INSERT ANYTHING ABOVE - order of event methods matters!
269
+
270
+ /** \name Transformation methods
271
+ Setting and getting of entity transformation
272
+ */
273
+ //@{
274
+
275
+ /**
276
+ \brief Returns transformation of Entity. It returns only so much vectors as array is big
277
+ \param mat \p vector[1...4] matrix to be get
278
+ @code
279
+ Man player = g_Game.GetPlayer();
280
+
281
+ vector mat[4];
282
+ player.GetTransform(mat);
283
+ Print( mat );
284
+
285
+ >> <0.989879,-0,0.141916>,<0,1,0>,<-0.141916,0,0.989879>,<2545.08,15.6754,2867.49>
286
+ @endcode
287
+ */
288
+ proto external void GetTransform(out vector mat[]);
289
+
290
+ /**
291
+ \brief Returns render transformation of Entity. Must pass in vector array size of 4
292
+ \param mat \p vector[4] matrix to be get
293
+ @code
294
+ Man player = g_Game.GetPlayer();
295
+
296
+ vector mat[4];
297
+ player.GetRenderTransform(mat);
298
+ Print( mat );
299
+
300
+ >> <0.989879,-0,0.141916>,<0,1,0>,<-0.141916,0,0.989879>,<2545.08,15.6754,2867.49>
301
+ @endcode
302
+ */
303
+ proto external void GetRenderTransform(out vector mat[]);
304
+
305
+ /**
306
+ \brief Returns local transformation of Entity. It returns only so much vectors as array is big
307
+ \param mat \p vector[1...4] matrix to be get
308
+ @code
309
+ Man player = g_Game.GetPlayer();
310
+
311
+ vector mat[4];
312
+ player.GetTransform(mat);
313
+ Print( mat );
314
+
315
+ >> <0.989879,-0,0.141916>,<0,1,0>,<-0.141916,0,0.989879>,<2545.08,15.6754,2867.49>
316
+ @endcode
317
+ */
318
+ proto external void GetLocalTransform(out vector mat[]);
319
+
320
+ /**
321
+ \brief Returns one row of Entity transformation matrix
322
+ \param axis \p int matrix axis. Can be 0..3
323
+ \return \p vector axis row of Entity matrix
324
+ @code
325
+ Man player = g_Game.GetPlayer();
326
+ Print( player.GetTransformAxis(0) );
327
+ Print( player.GetTransformAxis(1) );
328
+ Print( player.GetTransformAxis(2) );
329
+ Print( player.GetTransformAxis(3) );
330
+
331
+ >> <-0.386781,0,0.922171>
332
+ >> <0,1,0>
333
+ >> <-0.922171,0,-0.386782>
334
+ >> <2551.34,15.6439,2856.72>
335
+ @endcode
336
+ */
337
+ proto native external vector GetTransformAxis(int axis);
338
+
339
+ /**
340
+ \brief Sets entity transformation
341
+ \param mat \p vector[4] matrix to be set
342
+ @code
343
+ vector mat[4];
344
+ Math3D.MatrixIdentity( mat )
345
+
346
+ Man player = g_Game.GetPlayer();
347
+ player.SetTransform( mat );
348
+
349
+ vector outmat[4];
350
+ player.GetTransform(outmat );
351
+ Print( outmat );
352
+
353
+ >> <1,0,0>,<0,1,0>,<0,0,1>,<0,0,0>
354
+ @endcode
355
+ */
356
+ proto native external void SetTransform(vector mat[4]);
357
+
358
+ /**
359
+ \brief Returns origin of Entity
360
+ \return \p vector entity origin
361
+ @code
362
+ Man player = g_Game.GetPlayer();
363
+ Print( player.GetOrigin() );
364
+
365
+ >> <2577.02,15.6837,2924.27>
366
+ @endcode
367
+ */
368
+ proto native external vector GetOrigin();
369
+
370
+ /**
371
+ \brief Returns local position of Entity
372
+ \return \p vector entity local position
373
+ @code
374
+ Man player = g_Game.GetPlayer();
375
+ Print( player.GetOrigin() );
376
+
377
+ >> <2577.02,15.6837,2924.27>
378
+ @endcode
379
+ */
380
+ proto external vector GetLocalPosition();
381
+
382
+ /**
383
+ \brief Returns orientation of Entity in world space (Yaw, Pitch, Roll)
384
+ \return \p vector entity orientation
385
+ @code
386
+ Man player = g_Game.GetPlayer();
387
+ Print( player.GetYawPitchRoll() );
388
+
389
+ >> <180,-76.5987,180>
390
+ @endcode
391
+ */
392
+ proto native external vector GetYawPitchRoll();
393
+
394
+ /**
395
+ \brief Same as GetYawPitchRoll, but returns rotation vector around X, Y and Z axis.
396
+ */
397
+ proto native external vector GetAngles();
398
+
399
+ /**
400
+ \brief Returns local orientation when it's in hierarchy (Yaw, Pitch, Roll)
401
+ \return \p vector local orientation
402
+ @code
403
+ Man player = g_Game.GetPlayer();
404
+ Print( player.GetLocalYawPitchRoll() );
405
+
406
+ >> <180,-57.2585,180>
407
+ @endcode
408
+ */
409
+ proto native external vector GetLocalYawPitchRoll();
410
+
411
+ /**
412
+ \brief Same as GetLocalYawPitchRoll, but returns rotation vector around X, Y and Z axis.
413
+ */
414
+ proto native external vector GetLocalAngles();
415
+
416
+ /**
417
+ \brief Sets angles for entity (Yaw, Pitch, Roll)
418
+ \param angles \p vector angles to be set
419
+ @code
420
+ Man player = g_Game.GetPlayer();
421
+ player.SetYawPitchRoll("180 50 180" );
422
+ Print( player.GetYawPitchRoll() );
423
+
424
+ >> <-180,50,-180>
425
+ @endcode
426
+ */
427
+ proto native external void SetYawPitchRoll(vector angles);
428
+
429
+ /**
430
+ \brief Same as SetYawPitchRoll, but sets rotation around X, Y and Z axis.
431
+ */
432
+ proto native external void SetAngles(vector angles);
433
+
434
+ /**
435
+ \brief Sets origin for entity
436
+ \param orig \p vector origin to be set
437
+ @code
438
+ Man player = g_Game.GetPlayer();
439
+ player.SetOrigin("2550 10 2900" );
440
+ Print( player.GetOrigin() );
441
+
442
+ >> <2550,10,2900>
443
+ @endcode
444
+ */
445
+ proto native external void SetOrigin(vector orig);
446
+
447
+ proto native external float GetScale();
448
+ proto native external void SetScale(float scale);
449
+ /**
450
+ \brief Transforms local vector to world space
451
+ \param vec \p vector local space vector to transform
452
+ \return \p vector world space vector
453
+ @code
454
+ Man player = g_Game.GetPlayer();
455
+ Print( player.VectorToParent("1 2 3") );
456
+
457
+ >> <2.89791,2,1.26575>
458
+ @endcode
459
+ */
460
+ proto native external vector VectorToParent(vector vec);
461
+
462
+ /**
463
+ \brief Transforms local position to world space
464
+ \param coord \p vector local position to transform
465
+ \return \p vector position in world space
466
+ @code
467
+ Man player = g_Game.GetPlayer();
468
+ Print( player.CoordToParent("1 2 3") );
469
+
470
+ >> <2549,17.6478,2857>
471
+ @endcode
472
+ */
473
+ proto native external vector CoordToParent(vector coord);
474
+
475
+ /**
476
+ \brief Transforms world space vector to local space
477
+ \param vec \p vector world space vector to transform
478
+ \return \p vector local space vector
479
+ @code
480
+ Man player = g_Game.GetPlayer();
481
+ Print( player.VectorToLocal("2 1 5") );
482
+
483
+ >> <-0.166849,1,5.38258>
484
+ @endcode
485
+ */
486
+ proto native external vector VectorToLocal(vector vec);
487
+
488
+ /**
489
+ \brief Transforms world space position to local space
490
+ \param coord \p vector world space position to transform
491
+ \return \p vector position in local space
492
+ @code
493
+ Man player = g_Game.GetPlayer();
494
+ Print( player.CoordToLocal("500 10 155") );
495
+
496
+ >> <15254,-54.2004,8745.53>
497
+ @endcode
498
+ */
499
+ proto native external vector CoordToLocal(vector coord);
500
+
501
+ //@}
502
+
503
+
504
+ /** \name Name/ID methods
505
+ */
506
+ //@{
507
+
508
+ /**
509
+ \brief Return unique entity ID
510
+ \return \p int unique entity ID
511
+ @code
512
+ ItemBase apple = g_Game.CreateObject( "FruitApple", String2Vector("0 10 0"), false );
513
+ Print( apple.GetID() );
514
+
515
+ >> 0
516
+ @endcode
517
+ */
518
+ proto native int GetID();
519
+
520
+ /**
521
+ \brief Set unique entity ID
522
+ \param id \p int unique entity ID to be set
523
+ @code
524
+ ItemBase apple = g_Game.CreateObject( "Fruit_Apple", String2Vector("0 10 0"), false );
525
+ apple.SetID(101);
526
+ Print( apple.GetID() );
527
+
528
+ >> 101
529
+ @endcode
530
+ */
531
+ proto native void SetID(int id);
532
+
533
+ proto native void SetName(string name);
534
+ proto native external owned string GetName();
535
+ //@}
536
+
537
+
538
+ /** \name Hierarchy methods
539
+ Scene hierarchy management
540
+ */
541
+ //@{
542
+
543
+ /**
544
+ \brief Adds child entity to this entity.
545
+ \note Make sure the parent is not ToDelete
546
+ \param child \p IEntity Pointer to entity which become our child
547
+ \param pivot \p int Pivot is pivot index, or -1 for center of parent.
548
+ \param positionOnly \p bool When set to true, the orientation will still be in WS.
549
+ \return \p bool True when entity has been attached. False otherwise.
550
+ */
551
+ proto native external bool AddChild(notnull IEntity child, int pivot, bool positionOnly = false);
552
+
553
+ /**
554
+ \brief Removes child entity from hierarchy.
555
+ \note Make sure the child is not ToDelete
556
+ \param child \p IEntity Pointer to child entity we want to remove.
557
+ \param keepTransform \p bool When set to true, Entity is kept on her world position. Otherwise it's local transform is used as world-space one.
558
+ \return \p bool True if it was removed, false when this entity is not our child.
559
+ */
560
+ proto native external bool RemoveChild(notnull IEntity child, bool keepTransform = false);
561
+
562
+ //! Returns if the hierarchy component was created with positionOnly
563
+ proto native bool IsHierarchyPositionOnly();
564
+
565
+ //! Returns the hierarchy component pivot
566
+ proto native int GetHierarchyPivot();
567
+
568
+ //! Returns pointer to parent Entity in hierarchy
569
+ proto native IEntity GetParent();
570
+ //! Returns pointer to first child Entity in hierarchy
571
+ proto native IEntity GetChildren();
572
+ //! Returns pointer to next child Entity on the same hierarchy
573
+ proto native IEntity GetSibling();
574
+ //@}
575
+
576
+ /**
577
+ \brief Returns local bounding box of model on Entity
578
+ \param[out] mins \p vector minimum point of bounding box
579
+ \param[out] maxs \p vector maximum point of bounding box
580
+ @code
581
+ Man player = g_Game.GetPlayer();
582
+
583
+ vector mins, maxs;
584
+ player.GetBounds(mins, maxs );
585
+
586
+ Print( mins );
587
+ Print( maxs );
588
+
589
+ >> <0,0,0>
590
+ >> <0,0,0>
591
+ @endcode
592
+ */
593
+ proto external void GetBounds(out vector mins, out vector maxs);
594
+
595
+ /**
596
+ \brief Returns quantized world-bound-box of Entity
597
+ \param[out] mins \p vector minimum point of bounding box
598
+ \param[out] maxs \p vector maximum point of bounding box
599
+ @code
600
+ Man player = g_Game.GetPlayer();
601
+
602
+ vector mins, maxs;
603
+ player.GetWorldBounds( mins, maxs );
604
+
605
+ Print( mins );
606
+ Print( maxs );
607
+
608
+ >> <2547.2,15.5478,2852.85>
609
+ >> <2548.8,17.5478,2855.05>
610
+ @endcode
611
+ */
612
+ proto external void GetWorldBounds(out vector mins, out vector maxs);
613
+
614
+ /** \name Simulation/handling properties
615
+ Flags that affects simulation and entity handling behavior
616
+ */
617
+ //@{
618
+ /**
619
+ \brief Returns Entity flags
620
+ \return \p EntityFlags entity flags
621
+ @code
622
+ Man player = g_Game.GetPlayer();
623
+ Print( player.GetFlags() );
624
+
625
+ >> 1610612745
626
+ @endcode
627
+ */
628
+ proto native external EntityFlags GetFlags();
629
+
630
+ /**
631
+ \brief Test if one or more of specified flags are set
632
+ \return \p bool True if is set, false otherwise.
633
+ @code
634
+ Man player = g_Game.GetPlayer();
635
+ player.SetFlags(EntityFlags.VISIBLE);
636
+ Print( player.IsFlagSet(EntityFlags.VISIBLE) );
637
+
638
+ >> true
639
+ @endcode
640
+ */
641
+ proto native external bool IsFlagSet(EntityFlags flags);
642
+
643
+ /**
644
+ \brief Sets Entity flags. It's OR operation, not rewrite. Returns previous flags
645
+ \param flags \p int flags to be set
646
+ \param recursively flags will be recursively applied to children of hierarchy too
647
+ \return \p int previous flags
648
+ @code
649
+ Man player = g_Game.GetPlayer();
650
+ player.SetFlags(EntityFlags.VISIBLE|EntityFlags.SOLID );
651
+ Print( player.GetFlags() );
652
+
653
+ >> 1610612747
654
+ @endcode
655
+ */
656
+ proto native external EntityFlags SetFlags(EntityFlags flags, bool recursively);
657
+
658
+ /**
659
+ \brief Clear Entity flags. Returns cleared flags
660
+ \param flags \p int flags to be set
661
+ \param recursively flags will be recursively applied to children of hierarchy too
662
+ \return \p int cleared flags
663
+ @code
664
+ Man player = g_Game.GetPlayer();
665
+ player.ClearFlags(EntityFlags.VISIBLE|EntityFlags.SOLID );
666
+ Print( player.GetFlags() );
667
+
668
+ >> 1610612744
669
+ @endcode
670
+ */
671
+ proto native external EntityFlags ClearFlags(EntityFlags flags, bool recursively);
672
+
673
+
674
+ /**
675
+ \brief Returns current event mask
676
+ \return \p int current event mask
677
+ @code
678
+ Man player = g_Game.GetPlayer();
679
+ Print( player.GetEventMask() );
680
+
681
+ >> 0
682
+ @endcode
683
+ */
684
+ proto native external EntityEvent GetEventMask();
685
+
686
+ /**
687
+ \brief Sets event mask
688
+ \param e combined mask of one or more members of EntityEvent enum
689
+ @code
690
+ Man player = g_Game.GetPlayer();
691
+ Print( player.GetEventMask() );
692
+ player.SetEventMask( EntityEvent.VISIBLE );
693
+ Print( player.GetEventMask() );
694
+
695
+ >> 0
696
+ >> 128
697
+ @endcode
698
+ */
699
+ proto native external EntityEvent SetEventMask(EntityEvent e );
700
+
701
+ /**
702
+ \brief Clears event mask
703
+ \param e \p int event mask
704
+ \return \p int event mask
705
+ @code
706
+ Man player = g_Game.GetPlayer();
707
+ player.SetEventMask(EntityEvent.VISIBLE );
708
+ Print( player.GetEventMask() );
709
+ player.ClearEventMask(EntityEvent.ALL );
710
+ Print( player.GetEventMask() );
711
+
712
+ >> 128
713
+ >> 0
714
+ @endcode
715
+ */
716
+ proto native external EntityEvent ClearEventMask(EntityEvent e);
717
+
718
+ //!Dynamic event invokation. Parameters are the same as in IEntity::EOnXXXX() methods
719
+ proto external volatile void SendEvent(notnull IEntity actor, EntityEvent e, void extra);
720
+
721
+ //@}
722
+
723
+ /** \name Visual component methods
724
+ Manipulation with visual component - model, particle effect etc
725
+ */
726
+ //@{
727
+
728
+ /**
729
+ \brief Sets the visual object to this entity. Reference is added and released upon entity destruction
730
+ \param object handle to object got by GetObject()
731
+ \param options String, dependant on object type.
732
+ //Only supported one for XOB objects:
733
+ //$remap 'original material name' 'new material'; [$remap 'another original material name' 'anothernew material']
734
+ */
735
+ proto native external void SetObject(vobject object, string options);
736
+
737
+ /**
738
+ \brief Returns visual object set to this Entity. No reference is added
739
+ */
740
+ proto native vobject GetVObject();
741
+
742
+ //!Updates animation (either xob, or particle, whatever)
743
+ proto native external int Animate(float speed, int loop);
744
+ //!Updates animation (either xob, or particle, whatever)
745
+ proto native external int AnimateEx(float speed, int loop, out vector lin, out vector ang);
746
+
747
+ //!Sets visibility mask for cameras, where Entity will be rendered
748
+ proto native external int SetCameraMask(int mask);
749
+ //@}
750
+
751
+ /**
752
+ \brief When called, the Entity is excluded from consequent TraceMove/TraceLine
753
+ */
754
+ proto native external void FilterNextTrace();
755
+
756
+ /*!
757
+ Updates entity state/position. Should be called when you want to manually commit position changes etc
758
+ before trace methods etc. Entity is updated automatically at the end and the beginning of simulation step,
759
+ when it has EntityFlags.TFL_ACTIVE flag set.
760
+ \returns mask with flags
761
+ // EntityFlags.UPDATE - hierarchy has been updated
762
+ // EntityFlags.UPDATE_MDL - model hierarchy has been updated
763
+ */
764
+ proto native external int Update();
765
+
766
+ #ifdef COMPONENT_SYSTEM
767
+ //! Constructor
768
+ protected void IEntity(IEntitySource src, IEntity parent);
769
+ #endif
770
+ };
771
+
772
+ #ifdef ENF_DONE
773
+ // Set fixed LOD. -1 for non-fixed LOD
774
+ proto native void SetFixedLOD(IEntity ent, int lod);
775
+ //Sets the texture that can be referenced from material as $renderview
776
+ //and connects it with camera cam_index. Size iz recommended size of
777
+ //rendertarget (0 is default)
778
+ proto native void SetRenderView(IEntity ent, int cam_index, int width, int height);
779
+ proto void GetRenderView(IEntity ent, out int cam_index, out int width, out int height);
780
+ #endif
781
+
782
+
783
+ /**
784
+ * \defgroup EntityAttributes Entity editor attribute system
785
+ * @{
786
+ */
787
+
788
+ class ParamEnum: Managed
789
+ {
790
+ string m_Key;
791
+ string m_Value;
792
+ string m_Desc;
793
+
794
+ void ParamEnum(string key, string value, string desc = "")
795
+ {
796
+ m_Key = key;
797
+ m_Value = value;
798
+ m_Desc = desc;
799
+ }
800
+ }
801
+
802
+ class ParamEnumArray: array<ref ParamEnum>
803
+ {
804
+ static ParamEnumArray FromEnum(typename e)
805
+ {
806
+ ParamEnumArray params = new ParamEnumArray();
807
+ int cnt = e.GetVariableCount();
808
+ int val;
809
+
810
+ for (int i = 0; i < cnt; i++)
811
+ {
812
+ if (e.GetVariableType(i) == int && e.GetVariableValue(NULL, i, val))
813
+ {
814
+ params.Insert(new ParamEnum(e.GetVariableName(i), val.ToString()));
815
+ }
816
+ }
817
+
818
+ return params;
819
+ }
820
+ }
821
+
822
+ // -------------------------------------------------------------------------
823
+ class Attribute
824
+ {
825
+ string m_DefValue;
826
+ string m_UiWidget; ///< can be "editbox", "combobox", "spinbox", "slider", "font", "fileeditbox", "colorPicker", "flags", "resourceNamePicker"
827
+ string m_RangeScale; ///< defined as "MIN_VALUE MAX_VALUE STEP" eg. "1 100 0.5"
828
+ string m_Desc;
829
+ ref ParamEnumArray m_Enums; ///< Only ints and floats are currently supported. Array can be defined this way: { ParamEnum("Choice 1", "1"), ParamEnum("Choicen 2", "2") }
830
+
831
+ void Attribute(string defvalue, string uiwidget, string desc = "", string rangescale = "", ParamEnumArray enums = NULL)
832
+ {
833
+ m_DefValue = defvalue;
834
+ m_UiWidget = uiwidget;
835
+ m_RangeScale = rangescale;
836
+ m_Desc = desc;
837
+ m_Enums = enums;
838
+ }
839
+ }
840
+
841
+ class EditorAttribute
842
+ {
843
+ string m_Style; ///< can be "box", "sphere", "cylinder", "pyramid", "diamond" or custom style name
844
+ string m_Category; ///< folder structure eg. StaticEntities/Walls
845
+ string m_Description; ///< class purpose description
846
+ vector m_SizeMin; ///< min vector of a bounding box
847
+ vector m_SizeMax; ///< max vector of a bounding box
848
+ string m_Color;
849
+ string m_Color2;
850
+ bool m_Visible;
851
+ bool m_Insertable;
852
+ bool m_DynamicBox;
853
+
854
+ void EditorAttribute(string style, string category, string description, vector sizeMin, vector sizeMax, string color, string color2 = "0 0 0 0", bool visible = true, bool insertable = true, bool dynamicBox = false)
855
+ {
856
+ m_Style = style;
857
+ m_Category = category;
858
+ m_Description = description;
859
+ m_SizeMin = sizeMin;
860
+ m_SizeMax = sizeMax;
861
+ m_Color = color;
862
+ m_Color2 = color2;
863
+ m_Visible = visible;
864
+ m_Insertable = insertable;
865
+ m_DynamicBox = dynamicBox;
866
+ }
867
+ }
868
+ //@}
869
+
870
+ //@}
scripts/1_Core/DayZ/proto/EnMath.c ADDED
@@ -0,0 +1,704 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Math Math library
3
+ * @{
4
+ */
5
+
6
+ class Math
7
+ {
8
+ private void Math() {}
9
+ private void ~Math() {}
10
+
11
+ static const float EULER = 2.7182818284590452353;
12
+ static const float PI = 3.14159265358979;
13
+ static const float PI2 = 6.28318530717958;
14
+ static const float PI_HALF = 1.570796326794;
15
+
16
+ static const float RAD2DEG = 57.2957795130823208768;
17
+ static const float DEG2RAD = 0.01745329251994329577;
18
+
19
+ //! returns the number of bits set in a bitmask i
20
+ proto static int GetNumberOfSetBits(int i);
21
+
22
+ //! returns the the index of n-th bit set in a bit mask counting from the right, for instance, in a mask ..0110 1000 , the 0th set bit(right-most bit set to 1) is at 3th position(starting at 0), 1st bit is at 5th position, 2nd bit is at 6th position etc..
23
+ proto static int GetNthBitSet(int value, int n);
24
+
25
+ /**
26
+ \brief Returns a random \p int number between and min [inclusive] and max [exclusive].
27
+ \param min \p int Range starts [inclusive]
28
+ \param max \p int Range ends [exclusive]
29
+ \return \p int - Random number in range
30
+ @code
31
+ Print( Math.RandomInt(0, 1) ); // only 0
32
+ Print( Math.RandomInt(0, 2) ); // 0 or 1
33
+
34
+ >> 0
35
+ >> 1
36
+ @endcode
37
+ */
38
+ proto static int RandomInt(int min, int max);
39
+
40
+ /**
41
+ \brief Returns a random \p int number between and min [inclusive] and max [inclusive].
42
+ \param min \p int Range starts [inclusive]
43
+ \param max \p int Range ends [inclusive]
44
+ \return \p int - Random number in range
45
+ @code
46
+ Print( Math.RandomIntInclusive(0, 1) ); // 0 or 1
47
+ Print( Math.RandomIntInclusive(0, 2) ); // 0, 1, 2
48
+
49
+ >> 1
50
+ >> 2
51
+ @endcode
52
+ */
53
+
54
+ static int RandomIntInclusive(int min, int max)
55
+ {
56
+ return Math.RandomInt(min, max+1);
57
+ }
58
+
59
+ /**
60
+ \brief Returns a random \p bool .
61
+ \return \p bool - Random bool either 0 or 1
62
+ @code
63
+ Print( Math.RandomBool() );
64
+ Print( Math.RandomBool() );
65
+ Print( Math.RandomBool() );
66
+
67
+ >> true
68
+ >> true
69
+ >> false
70
+ @endcode
71
+ */
72
+
73
+ static bool RandomBool()
74
+ {
75
+ return RandomIntInclusive(0,1);
76
+ }
77
+
78
+ /**
79
+ \brief Returns a random \p float number between and min[inclusive] and max[exclusive].
80
+ \param min \p float Range starts [inclusive]
81
+ \param max \p float Range ends [exclusive]
82
+ \return \p float - Random number in range
83
+ @code
84
+ Print( Math.RandomFloat(0,1) );
85
+ Print( Math.RandomFloat(0,2) );
86
+
87
+ >> 0.597561
88
+ >> 1.936456
89
+ @endcode
90
+ */
91
+ proto static float RandomFloat(float min, float max);
92
+
93
+ /**
94
+ \brief Returns a random \p float number between and min [inclusive] and max [inclusive].
95
+ \param min \p float Range starts [inclusive]
96
+ \param max \p float Range ends [inclusive]
97
+ \return \p float - Random number in range
98
+ @code
99
+ Print( Math.RandomFloatInclusive(0, 1) ); // 0.0 .. 1.0
100
+ Print( Math.RandomFloatInclusive(1, 2) ); // 1.0 .. 2.0
101
+
102
+ >> 0.3
103
+ >> 2.0
104
+ @endcode
105
+ */
106
+ static float RandomFloatInclusive(float min, float max)
107
+ {
108
+ int max_range = Math.Pow(2, 30); //max range
109
+ int random_int = Math.RandomInt(0, max_range);
110
+ float rand_float = (float)random_int / (float)max_range;
111
+ float range = max - min;
112
+
113
+ return min + (rand_float * range); //rand float
114
+ }
115
+
116
+ /**
117
+ \brief Returns a random \p float number between and min [inclusive] and max [inclusive].
118
+ \return \p float - Random number in range 0.0 .. 1.0
119
+ @code
120
+ Print( Math.RandomFloat01() ); // 0.0 .. 1.0
121
+
122
+ >> 0.3
123
+ >> 1.0
124
+ @endcode
125
+ */
126
+ static float RandomFloat01()
127
+ {
128
+ return RandomFloatInclusive(0, 1);
129
+ }
130
+
131
+ /**
132
+ \brief Sets the seed for the random number generator.
133
+ \param seed \p int New seed for the random number generator, -1 will use time
134
+ \return \p int - Returns new seed
135
+ @code
136
+ Print( Math.Randomize(5) );
137
+
138
+ >> 5
139
+ @endcode
140
+ */
141
+ proto static int Randomize(int seed);
142
+
143
+ /**
144
+ \brief Normalizes the angle (0...360)
145
+ \param ang \p float Angle for normalizing
146
+ \return \p float - Normalized angle
147
+ @code
148
+ Print( Math.NormalizeAngle(390) );
149
+ Print( Math.NormalizeAngle(-90) );
150
+
151
+ >> 30
152
+ >> 270
153
+ @endcode
154
+ */
155
+ proto static float NormalizeAngle(float ang);
156
+
157
+ /**
158
+ \brief Return relative difference between angles
159
+ \param angle1 \p float
160
+ \param angle2 \p float
161
+ \return \p float Difference between angles (angle1 - angle2)
162
+ @code
163
+ Print( Math.DiffAngle(-45, 45) );
164
+ Print( Math.DiffAngle(90, 80) );
165
+
166
+ >> -90
167
+ >> 10
168
+ @endcode
169
+ */
170
+ proto static float DiffAngle(float angle1, float angle2);
171
+
172
+ /**
173
+ \brief Return power of v ^ power
174
+ \param v \p float Value
175
+ \param power \p float Power
176
+ \return \p float - The result of raising v to the given power
177
+ @code
178
+ Print( Math.Pow(2, 4) ); // (2*2*2*2)=16
179
+
180
+ >> 16
181
+ @endcode
182
+ */
183
+ proto static float Pow(float v, float power);
184
+
185
+ /**
186
+ \brief Returns the floating-point remainder of x/y rounded towards zero
187
+ \param x \p float Value of the quotient numerator
188
+ \param y \p float Value of the quotient denominator
189
+ \return \p float - The remainder of dividing the arguments
190
+ @code
191
+ Print( Math.ModFloat(5.3, 2) );
192
+ Print( Math.ModFloat(18.5, 4.2) );
193
+
194
+ >> 1.3
195
+ >> 1.7
196
+ @endcode
197
+ */
198
+ proto static float ModFloat(float x, float y);
199
+
200
+ /**
201
+ \brief Returns the floating-point remainder of x/y rounded to nearest
202
+ \param x \p float Value of the quotient numerator
203
+ \param y \p float Value of the quotient denominator
204
+ \return \p float - The remainder of dividing the arguments
205
+ @code
206
+ Print( Math.RemainderFloat(5.3, 2) );
207
+ Print( Math.RemainderFloat(18.5, 4.2) );
208
+
209
+ >> -0.7
210
+ >> 1.7
211
+ @endcode
212
+ */
213
+ proto static float RemainderFloat(float x, float y);
214
+
215
+ /**
216
+ \brief Returns absolute value
217
+ \param f \p float Value
218
+ \return \p float - Absolute value
219
+ @code
220
+ Print( Math.AbsFloat(-12.5) );
221
+
222
+ >> 12.5
223
+ @endcode
224
+ */
225
+ proto static float AbsFloat(float f);
226
+
227
+ /**
228
+ \brief Returns absolute value
229
+ \param i \p int Value
230
+ \return \p int - Absolute value
231
+ @code
232
+ Print( Math.AbsInt(-12) );
233
+
234
+ >> 12
235
+ @endcode
236
+ */
237
+ proto static int AbsInt(int i);
238
+
239
+ /**
240
+ \brief Returns sign of given value
241
+ \param f \p float Value
242
+ \return \p float - Sign of given value
243
+ @code
244
+ Print( Math.SignFloat(-12.0) );
245
+ Print( Math.SignFloat(0.0) );
246
+ Print( Math.SignFloat(12.0) );
247
+
248
+ >> -1.0
249
+ >> 0
250
+ >> 1.0
251
+ @endcode
252
+ */
253
+ proto static float SignFloat(float f);
254
+
255
+ /**
256
+ \brief Returns sign of given value
257
+ \param i \p int Value
258
+ \return \p int - Sign of given value
259
+ @code
260
+ Print( Math.SignFloat(-12) );
261
+ Print( Math.SignFloat(0) );
262
+ Print( Math.SignFloat(12) );
263
+
264
+ >> -1
265
+ >> 0
266
+ >> 1
267
+ @endcode
268
+ */
269
+ proto static int SignInt(int i);
270
+
271
+ /**
272
+ \brief Returns squared value
273
+ \param f \p float Value
274
+ \return \p float - Squared value
275
+ @code
276
+ Print( Math.SqrFloat(12.5) );
277
+
278
+ >> 156.25
279
+ @endcode
280
+ */
281
+ proto static float SqrFloat(float f);
282
+
283
+ /**
284
+ \brief Returns squared value
285
+ \param i \p int Value
286
+ \return \p int - Squared value
287
+ @code
288
+ Print( Math.SqrInt(12) );
289
+
290
+ >> 144
291
+ @endcode
292
+ */
293
+ proto static int SqrInt(int i);
294
+
295
+ /**
296
+ \brief Returns square root
297
+ \param val \p float Value
298
+ \return \p float - Square of value
299
+ @code
300
+ Print( Math.Sqrt(25));
301
+
302
+ >> 5
303
+ @endcode
304
+ */
305
+ proto static float Sqrt(float val);
306
+
307
+ /**
308
+ \brief Returns the binary (base-2) logarithm of x.
309
+ \param x \p float Value whose logarithm is calculated.
310
+ \return \p float The binary logarithm of x: log2x.
311
+ \n If x is negative, it causes a domain error:
312
+ \n If x is zero, it may cause a pole error (depending on the library implementation).
313
+ @code
314
+ Print( Math.Log2(1.0) );
315
+
316
+ >> 0.0
317
+ @endcode
318
+ */
319
+ proto static float Log2(float x);
320
+
321
+ /**
322
+ \brief Returns sinus of angle in radians
323
+ \param angle \p float Angle in radians
324
+ \return \p float - Sinus of angle
325
+ @code
326
+ Print( Math.Sin(0.785398) ); // (45)
327
+
328
+ >> 0.707107
329
+ @endcode
330
+ */
331
+ proto static float Sin(float angle);
332
+
333
+ /**
334
+ \brief Returns cosinus of angle in radians
335
+ \param angle \p float Angle in radians
336
+ \return \p float - Cosinus of angle
337
+ @code
338
+ Print( Math.Cos(0.785398) ); // (45)
339
+
340
+ >> 0.707107
341
+ @endcode
342
+ */
343
+ proto static float Cos(float angle);
344
+
345
+ /**
346
+ \brief Returns tangent of angle in radians
347
+ \param angle \p float Angle in radians
348
+ \return \p float - Tangens of angle
349
+ @code
350
+ Print( Math.Tan(0.785398) ); // (45)
351
+
352
+ >> 1
353
+ @endcode
354
+ */
355
+ proto static float Tan(float angle);
356
+
357
+ /**
358
+ \brief Returns angle in radians from sinus
359
+ \param s \p float Sinus
360
+ \return \p float - Angle in radians
361
+ @code
362
+ Print( Math.Asin(0.707107) ); // (sinus 45)
363
+
364
+ >> 0.785398
365
+ @endcode
366
+ */
367
+ proto static float Asin(float s);
368
+
369
+ /**
370
+ \brief Returns angle in radians from cosinus
371
+ \param c \p float Cosinus
372
+ \return \p float - Angle in radians
373
+ @code
374
+ Print( Math.Acos(0.707107) ); // (cosinus 45)
375
+
376
+ >> 0.785398
377
+ @endcode
378
+ */
379
+ proto static float Acos(float c);
380
+
381
+ /**
382
+ \brief Returns angle in radians from tangent
383
+ \param x \p float Tangent
384
+ \return \p float - Angle in radians
385
+ */
386
+ proto static float Atan(float x);
387
+
388
+ /**
389
+ \brief Returns angle in radians from tangent
390
+ \param y \p float Tangent
391
+ \param x \p float Tangent
392
+ \return \p float - Angle in radians
393
+ @code
394
+ Print ( Math.Atan2(1, 1) );
395
+
396
+ >> 0.785398
397
+ @endcode
398
+ */
399
+ proto static float Atan2(float y, float x);
400
+
401
+ /**
402
+ \brief Returns mathematical round of value
403
+ \param f \p float Value
404
+ \return \p float - closest whole number to 'f'
405
+ @code
406
+ Print( Math.Round(5.3) );
407
+ Print( Math.Round(5.8) );
408
+
409
+ >> 5
410
+ >> 6
411
+ @endcode
412
+ */
413
+ proto static float Round(float f);
414
+
415
+ /**
416
+ \brief Returns floor of value
417
+ \param f \p float Value
418
+ \return \p float - Floor of value
419
+ @code
420
+ Print( Math.Floor(5.3) );
421
+ Print( Math.Floor(5.8) );
422
+
423
+ >> 5
424
+ >> 5
425
+ @endcode
426
+ */
427
+ proto static float Floor(float f);
428
+
429
+ /**
430
+ \brief Returns ceil of value
431
+ \param f \p float Value
432
+ \return \p float - Ceil of value
433
+ @code
434
+ Print( Math.Ceil(5.3) );
435
+ Print( Math.Ceil(5.8) );
436
+
437
+ >> 6
438
+ >> 6
439
+ @endcode
440
+ */
441
+ proto static float Ceil(float f);
442
+
443
+ /**
444
+ \brief Returns wrap number to specified interval [min, max[
445
+ \param f \p float Value
446
+ \param min \p float Minimum
447
+ \param max \p float Maximum
448
+ \return \p float - number in specified interval [min, max[
449
+ @code
450
+ Print( Math.WrapFloat(9.0, 1.0, 9.0) );
451
+
452
+ >> 1.0
453
+ @endcode
454
+ */
455
+ proto static float WrapFloat(float f, float min, float max);
456
+
457
+ /**
458
+ \brief Returns wrap number to specified interval [min, max]
459
+ \param f \p float Value
460
+ \param min \p float Minimum
461
+ \param max \p float Maximum
462
+ \return \p float - number in specified interval [min, max]
463
+ @code
464
+ Print( Math.WrapFloatInclusive(9.0, 1.0, 9.0) );
465
+
466
+ >> 9.0
467
+ @endcode
468
+ */
469
+ proto static float WrapFloatInclusive(float f, float min, float max);
470
+
471
+ /**
472
+ \brief Returns wrap number to specified interval [0, max[
473
+ \param f \p float Value
474
+ \param max \p float Maximum
475
+ \return \p float - number in specified interval [0, max[
476
+ @code
477
+ Print( Math.WrapFloat0X(9.0, 9.0) );
478
+
479
+ >> 0.0
480
+ @endcode
481
+ */
482
+ proto static float WrapFloat0X(float f, float max);
483
+
484
+ /**
485
+ \brief Returns wrap number to specified interval [0, max]
486
+ \param f \p float Value
487
+ \param max \p float Maximum
488
+ \return \p float - number in specified interval [0, max]
489
+ @code
490
+ Print( Math.WrapFloat0X(9.0, 9.0) );
491
+
492
+ >> 9.0
493
+ @endcode
494
+ */
495
+ proto static float WrapFloat0XInclusive(float f, float max);
496
+
497
+ /**
498
+ \brief Returns wrap number to specified interval [min, max[
499
+ \param i \p int Value
500
+ \param min \p float Minimum
501
+ \param max \p int Maximum
502
+ \return \p int - number in specified interval [min, max[
503
+ @code
504
+ Print( Math.WrapInt(9, 1, 9) );
505
+
506
+ >> 1
507
+ @endcode
508
+ */
509
+ proto static int WrapInt(int i, int min, int max);
510
+
511
+ /**
512
+ \brief Returns wrap number to specified interval [0, max[
513
+ \param i \p int Value
514
+ \param max \p int Maximum
515
+ \return \p int - number in specified interval [0, max[
516
+ @code
517
+ Print( Math.WrapInt0X(9, 9) );
518
+
519
+ >> 0
520
+ @endcode
521
+ */
522
+ proto static int WrapInt0X(int i, int max);
523
+
524
+ /**
525
+ \brief Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'
526
+ \param value \p float Value
527
+ \param min \p float Minimum value
528
+ \param max \p float Maximum value
529
+ \return \p float - Clamped value
530
+ @code
531
+ Print( Math.Clamp(-0.1, 0, 1) );
532
+ Print( Math.Clamp(2, 0, 1) );
533
+ Print( Math.Clamp(0.5, 0, 1) );
534
+
535
+ >> 0
536
+ >> 1
537
+ >> 0.5
538
+ @endcode
539
+ */
540
+ proto static float Clamp(float value, float min, float max);
541
+
542
+ /**
543
+ \brief Returns smaller of two given values
544
+ \param x \p float Value
545
+ \param y \p float Value
546
+ \return \p float - min value
547
+ @code
548
+ Print( Math.Min(5.3, 2.8) );
549
+
550
+ >> 2.8
551
+ @endcode
552
+ */
553
+ proto static float Min(float x, float y);
554
+
555
+ /**
556
+ \brief Returns bigger of two given values
557
+ \param x \p float Value
558
+ \param y \p float Value
559
+ \return \p float - max value
560
+ @code
561
+ Print( Math.Max(5.3, 2.8) );
562
+
563
+ >> 5.3
564
+ @endcode
565
+ */
566
+ proto static float Max(float x, float y);
567
+
568
+ /**
569
+ \brief Returns if value is between min and max (inclusive)
570
+ \param v \p float Value
571
+ \param min \p float Minimum value
572
+ \param max \p float Maximum value
573
+ \return \p bool - if value is within range [min,max]
574
+ @code
575
+ Print( Math.IsInRange(6.9, 3.6, 9.3) );
576
+
577
+ >> true
578
+ @endcode
579
+ */
580
+ proto static bool IsInRange(float v, float min, float max);
581
+
582
+ /**
583
+ \brief Returns if value is between min and max (inclusive)
584
+ \param v \p int Value
585
+ \param min \p int Minimum value
586
+ \param max \p int Maximum value
587
+ \return \p bool - if value is within range [min,max]
588
+ @code
589
+ Print( Math.IsInRangeInt(6, 3, 9) );
590
+
591
+ >> true
592
+ @endcode
593
+ */
594
+ proto static bool IsInRangeInt(int v, int min, int max);
595
+
596
+ /**
597
+ \brief Linearly interpolates between 'a' and 'b' given 'time'.
598
+ \param a \p float Start
599
+ \param b \p float End
600
+ \param time \p float Time [value needs to be between 0..1 for correct results, no auto clamp applied]
601
+ \return \p float - The interpolated result between the two float values.
602
+ @code
603
+ Print( Math.Lerp(3, 7, 0.5) );
604
+
605
+ >> 5
606
+ @endcode
607
+ */
608
+ proto static float Lerp(float a, float b, float time);
609
+
610
+ /**
611
+ \brief Calculates the linear value that produces the interpolant value within the range [a, b], it's an inverse of Lerp.
612
+ \param a \p float Start
613
+ \param b \p float End
614
+ \param value \p float value
615
+ \return \p float - the time given the position between 'a' and 'b' given 'value', there is no clamp on 'value', to stay between [0..1] use 'value' between 'a' and 'b'
616
+ @code
617
+ Print( Math.InverseLerp(3, 7, 5) );
618
+
619
+ >> 0.5
620
+ @endcode
621
+ */
622
+ proto static float InverseLerp(float a, float b, float value);
623
+
624
+ /**
625
+ \brief Returns area of a right triangle
626
+ \param s \p float Length of adjacent leg
627
+ \param a \p float Angle of corner bordering adjacent which is not the right corner (in radians)
628
+ \return \p float - Area
629
+ */
630
+ proto static float AreaOfRightTriangle(float s, float a);
631
+
632
+ /**
633
+ \brief Returns hypotenus of a right triangle
634
+ \param s \p float Length of adjacent leg
635
+ \param a \p float Angle of corner bordering adjacent which is not the right corner (in radians)
636
+ \return \p float - hypotenus
637
+ */
638
+ proto static float HypotenuseOfRightTriangle(float s, float a);
639
+
640
+ /**
641
+ \brief Returns if point is inside circle
642
+ \param c \p vector Center of circle ([0] and [2] will be used, as a circle is 2D)
643
+ \param r \p float Radius of circle
644
+ \param p \p vector Point ([0] and [2] will be used, as a circle is 2D)
645
+ \return \p bool - True when point is in circle
646
+ */
647
+ proto static bool IsPointInCircle(vector c, float r, vector p);
648
+
649
+ /**
650
+ \brief Returns if point is inside rectangle
651
+ \param mi \p vector Minimums of rectangle ([0] and [2] will be used, as a rectangle is 2D)
652
+ \param ma \p vector Maximums of rectangle ([0] and [2] will be used, as a rectangle is 2D)
653
+ \param p \p vector Point ([0] and [2] will be used, as a rectangle is 2D)
654
+ \return \p bool - True when point is in rectangle
655
+ */
656
+ proto static bool IsPointInRectangle(vector mi, vector ma, vector p);
657
+
658
+ //--------------------------------------------------------------------------
659
+ //-------------------------------- filters ---------------------------------
660
+ //--------------------------------------------------------------------------
661
+
662
+ /**
663
+ \brief Does the CD smoothing function - easy in | easy out / S shaped smoothing
664
+ \param val \p actual value
665
+ \param target \p value we are reaching for -> Target
666
+ \param velocity \p float[1] - array of ONE member - some kind of memory and actual accel/decel rate, need to be zeroed when filter is about to be reset
667
+ \param smoothTime \p smoothing parameter, 0.1 .. 0.4 are resonable values, 0.1 is sharp, 0.4 is very smooth
668
+ \param maxVelocity \p maximal value change when multiplied by dt
669
+ \param dt \p delta time
670
+
671
+ \return \p float smoothed/filtered value
672
+
673
+ @code
674
+ val = EnfMath.SmoothCD(val, varTarget, valVelocity, 0.3, 1000, dt);
675
+ @endcode
676
+ */
677
+
678
+ proto static float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt);
679
+
680
+ //! occurences values above '12' will cause Factorial to overflow int.
681
+ static float Poisson(float mean, int occurences)
682
+ {
683
+ return Pow(mean, occurences) * Pow(EULER,-mean) / Factorial(occurences);
684
+ }
685
+
686
+ //! values above '12' will cause int overflow
687
+ static int Factorial(int val)
688
+ {
689
+ if (val > 12)
690
+ {
691
+ ErrorEx("Values above '12' cause int overflow! Returning '1'");
692
+ return 1;
693
+ }
694
+
695
+ int res = 1;
696
+ while (val > 1)
697
+ {
698
+ res *= val--;
699
+ }
700
+ return res;
701
+ }
702
+ };
703
+
704
+ //@}
scripts/1_Core/DayZ/proto/EnMath3D.c ADDED
@@ -0,0 +1,474 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Math3DAPI Math3D library
3
+ * @{
4
+ */
5
+
6
+ /**
7
+ \brief Vector constructor from components
8
+ \param x \p float x component
9
+ \param y \p float y component
10
+ \param z \p float z component
11
+ \return \p vector resulting vector
12
+ @code
13
+ Print( Vector(1, 2, 3) );
14
+
15
+ >> <1,2,3>
16
+ @endcode
17
+ */
18
+ proto native vector Vector(float x, float y, float z);
19
+
20
+ enum ECurveType
21
+ {
22
+ CatmullRom,
23
+ NaturalCubic,
24
+ UniformCubic
25
+ };
26
+
27
+ class Math3D
28
+ {
29
+ private void Math3D() {}
30
+ private void ~Math3D() {}
31
+
32
+ //-----------------------------------------------------------------
33
+ proto static vector ClipLine(vector start, vector end, vector norm, float d);
34
+
35
+ /**
36
+ \brief Tests whether ray is intersecting sphere.
37
+ \param raybase \p vector Start of ray
38
+ \param raycos \p vector End of ray
39
+ \param center \p vector Center of sphere
40
+ \param radius \p float Radius of sphere
41
+ \return \p float -1 when not intersecting, else the fraction of ray
42
+ */
43
+ proto static float IntersectRaySphere(vector raybase, vector raycos, vector center, float radius);
44
+
45
+ /**
46
+ \brief Tests whether ray is intersecting axis aligned box.
47
+ \param start \p vector Start of ray
48
+ \param end \p vector End of ray
49
+ \param mins \p vector Minimums of bound box
50
+ \param maxs \p vector Maximums of bound box
51
+ \return \p float -1 when not intersecting, else the fraction of ray
52
+ */
53
+ proto static float IntersectRayBox(vector start, vector end, vector mins, vector maxs);
54
+
55
+ /**
56
+ \brief Tests whether sphere is intersecting axis aligned box.
57
+ \param origin \p vector Origin of sphere
58
+ \param radius \p float Radius of sphere
59
+ \param mins \p vector Minimums of bound box
60
+ \param maxs \p vector Maximums of bound box
61
+ \return \p bool True when intersects
62
+ */
63
+ proto static bool IntersectSphereBox(vector origin, float radius, vector mins, vector maxs);
64
+
65
+ /**
66
+ \brief Tests whether sphere is intersecting cone.
67
+ \param origin \p vector Origin of sphere
68
+ \param radius \p float Radius of sphere
69
+ \param conepos \p vector Position of top of cone
70
+ \param axis \p vector Orientation of cone in direction from top to bottom
71
+ \param angle \p float Angle of cone in radians
72
+ \return \p bool True when sphere is intersecting cone
73
+ */
74
+ proto static bool IntersectSphereCone(vector origin, float radius, vector conepos, vector axis, float angle);
75
+
76
+ /**
77
+ \brief Tests whether sphere is fully inside cone.
78
+ \param origin \p vector Origin of sphere
79
+ \param radius \p float Radius of sphere
80
+ \param conepos \p vector Position of top of cone
81
+ \param axis \p vector Orientation of cone in direction from top to bottom
82
+ \param angle \p float Angle of cone in radians
83
+ \return \p bool True when sphere is fully inside cone
84
+ */
85
+ proto static bool IntersectWholeSphereCone(vector origin, float radius, vector conepos, vector axis, float angle);
86
+
87
+ /**
88
+ \brief Tests whether cylinder is intersecting oriented box.
89
+ \param mins \p vector Minimums of bound box
90
+ \param maxs \p vector Maximums of bound box
91
+ \param obbMat \p vector Transform of box
92
+ \param cylMat \p vector Transform of cylinder
93
+ \param cylinderRadius \p float Radius of cylinder
94
+ \param cylinderHeight \p float Height of cylinder
95
+ \return \p bool True when cylinder is intersecting oriented box
96
+ */
97
+ proto static bool IntersectCylinderOBB(vector mins, vector maxs, vector obbMat[4], vector cylMat[4], float cylinderRadius, float cylinderHeight);
98
+
99
+ /**
100
+ \brief Tests whether ray is intersecting cylinder.
101
+ \param rayStart \p vector Start of ray
102
+ \param rayEnd \p vector End of ray
103
+ \param center \p vector Center of cylinder
104
+ \param radius \p float Radius of cylinder
105
+ \param height \p float Height of cylinder
106
+ \return \p bool True when ray is intersecting cylinder
107
+ */
108
+ proto static bool IntersectRayCylinder(vector rayStart, vector rayEnd, vector center, float radius, float height);
109
+
110
+ /**
111
+ \brief Creates rotation matrix from angles
112
+ \param ang \p vector which contains angles
113
+ \param[out] mat \p vector created rotation matrix
114
+ @code
115
+ vector mat[3];
116
+ YawPitchRollMatrix( "70 15 45", mat );
117
+ Print( mat );
118
+
119
+ >> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>
120
+ @endcode
121
+ */
122
+ proto static void YawPitchRollMatrix(vector ang, out vector mat[3]);
123
+
124
+ /**
125
+ \brief Creates rotation matrix from direction and up vector
126
+ \param dir \p vector direction vector
127
+ \param up \p vector up vector
128
+ \param[out] mat \p vector[4] created rotation matrix
129
+ @code
130
+ vector mat[4];
131
+ vector dir = "1 0 1";
132
+ vector up = "0 1 0";
133
+ DirectionAndUpMatrix( dir, up, mat );
134
+ Print( mat );
135
+
136
+ >> <0.707107,0,-0.707107>,<0,1,0>,<0.707107,0,0.707107>,<0,0,0>
137
+ @endcode
138
+ */
139
+ proto static void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4]);
140
+
141
+ /**
142
+ \brief Transforms matrix
143
+ \param mat0 \p vector[4] first matrix
144
+ \param mat1 \p vector[4] second matrix
145
+ \param[out] res \p vector[4] result of first and second matrix multiplication
146
+ @code
147
+ vector mat0[4] = { "2 0 0 0", "0 3 0 0", "0 1 0 0", "0 0 0 1" }; // scale matrix
148
+ vector mat1[4] = { "1 0 0 0", "0 1 0 0", "0 1 0 0", "2 4 1 3" }; // translation matrix
149
+ vector res[4];
150
+ Math3D.MatrixMultiply4(mat0, mat1, res)
151
+ Print( res );
152
+
153
+ >> <2,0,0>,<0,3,0>,<0,3,0>,<4,13,0>
154
+ @endcode
155
+ */
156
+ proto static void MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4]);
157
+
158
+ /**
159
+ \brief Transforms rotation matrix
160
+ \param mat0 \p vector[3] first matrix
161
+ \param mat1 \p vector[3] second matrix
162
+ \param[out] res \p vector[3] result of first and second matrix multiplication
163
+ @code
164
+ vector mat0[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
165
+ vector mat1[3] = { "1 0.4 0", "0 1 0", "0 1.3 2.7" }; // rotation matrix
166
+ vector res[3];
167
+ Math3D.MatrixMultiply3(mat0, mat1, res)
168
+ Print( res );
169
+
170
+ >> <1.54,3.02,0>,<0.1,1.3,0>,<0.13,1.69,2.7>
171
+ @endcode
172
+ */
173
+ proto static void MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3]);
174
+
175
+ /**
176
+ \brief Invert-transforms matrix
177
+ \param mat0 \p vector[4] first matrix
178
+ \param mat1 \p vector[4] second matrix
179
+ \param[out] res \p vector[4] inverse result of first and second matrix multiplication
180
+ @code
181
+ vector mat0[4] = { "2 0 0", "0 3 0", "0 0 1", "0 0 0" }; // scale matrix
182
+ vector mat1[4] = { "1 0 0", "0 1 0", "0 0 1", "2 4 1" }; // translation matrix
183
+ vector res[4];
184
+ Math3D.MatrixInvMultiply4(mat0, mat1, res)
185
+ Print( res );
186
+
187
+ >> <2,0,0>,<0,3,1>,<0,3,1>,<4,12,4>
188
+ @endcode
189
+ */
190
+ proto static void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4]);
191
+
192
+ /**
193
+ \brief Invert-transforms rotation matrix
194
+ \param mat0 \p vector[3] first matrix
195
+ \param mat1 \p vector[3] second matrix
196
+ \param[out] res \p vector[3] result of first and second matrix multiplication
197
+ @code
198
+ vector mat0[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
199
+ vector mat1[3] = { "1 0.4 0", "0 1 0", "0 1.3 2.7" }; // rotation matrix
200
+ vector res[3];
201
+ Math3D.MatrixInvMultiply3(mat0, mat1, res)
202
+ Print( res );
203
+
204
+ >> <2.5,0.62,0>,<2.5,1.3,0>,<3.25,1.69,2.7>
205
+ @endcode
206
+ */
207
+ proto static void MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3]);
208
+
209
+ /**
210
+ \brief Orthogonalizes matrix
211
+ \param[it] mat \p matrix which should be orthogonalized
212
+ */
213
+ proto static void MatrixOrthogonalize4(vector mat[4]);
214
+
215
+ /**
216
+ \brief Orthogonalizes matrix
217
+ \param[it] mat \p matrix which should be orthogonalized
218
+ */
219
+ proto static void MatrixOrthogonalize3(vector mat[3]);
220
+
221
+ /**
222
+ \brief Creates identity matrix
223
+ \param[out] mat \p created identity matrix
224
+ @code
225
+ vector mat[4];
226
+ Math3D.MatrixIdentity4( mat );
227
+ Print( mat );
228
+
229
+ >> <1,0,0>,<0,1,0>,<0,0,1>,<0,0,0>
230
+ @endcode
231
+ */
232
+
233
+ static void MatrixIdentity4(out vector mat[4])
234
+ {
235
+ mat[0] = "1 0 0";
236
+ mat[1] = "0 1 0";
237
+ mat[2] = "0 0 1";
238
+ mat[3] = vector.Zero;
239
+ }
240
+
241
+ /**
242
+ \brief Creates identity matrix
243
+ \param[out] mat \p created identity matrix
244
+ @code
245
+ vector mat[3];
246
+ Math3D.MatrixIdentity3( mat );
247
+ Print( mat );
248
+
249
+ >> <1,0,0>,<0,1,0>,<0,0,1>
250
+ @endcode
251
+ */
252
+ static void MatrixIdentity3(out vector mat[3])
253
+ {
254
+ mat[0] = "1 0 0";
255
+ mat[1] = "0 1 0";
256
+ mat[2] = "0 0 1";
257
+ }
258
+
259
+ /**
260
+ \brief Creates scale matrix
261
+ \param scale \p scale coeficient
262
+ \param[out] mat \p created scale matrix
263
+ @code
264
+ vector mat[3];
265
+ Math3D.ScaleMatrix( 2.5, mat );
266
+ Print( mat );
267
+
268
+ >> <2.5,0,0>,<0,2.5,0>,<0,0,2.5>
269
+ @endcode
270
+ */
271
+ static void ScaleMatrix(float scale, out vector mat[3])
272
+ {
273
+ vector v0, v1, v2;
274
+ v0[0] = scale;
275
+ v1[1] = scale;
276
+ v2[2] = scale;
277
+ mat[0] = v0;
278
+ mat[1] = v1;
279
+ mat[2] = v2;
280
+ }
281
+
282
+ /**
283
+ \brief Creates identity quaternion
284
+ \param[out] q \p float[4] created identity quaternion
285
+ @code
286
+ float q[4];
287
+ Math3D.QuatIdentity( q );
288
+ Print( q );
289
+
290
+ >> {0,0,0,1}
291
+ @endcode
292
+ */
293
+ static void QuatIdentity(out float q[4])
294
+ {
295
+ q[0] = 0;
296
+ q[1] = 0;
297
+ q[2] = 0;
298
+ q[3] = 1;
299
+ }
300
+
301
+ /**
302
+ \brief Copies quaternion
303
+ \param s \p float[4] quaternion to copy
304
+ \param[out] d \p float[4] created quaternion copy
305
+ @code
306
+ float s[4] = { 2, 3, 4, 1 };
307
+ float d[4];
308
+ Math3D.QuatCopy( s, d );
309
+ Print( d );
310
+
311
+ >> {2,3,4,1}
312
+ @endcode
313
+ */
314
+ static void QuatCopy(float s[4], out float d[4])
315
+ {
316
+ d[0] = s[0];
317
+ d[1] = s[1];
318
+ d[2] = s[2];
319
+ d[3] = s[3];
320
+ }
321
+
322
+ /**
323
+ \brief Converts rotation matrix to quaternion
324
+ \param mat \p vector[3] rotation matrix
325
+ \param[out] d \p float[4] created quaternion copy
326
+ @code
327
+ vector mat[3];
328
+ vector rot = "70 15 45";
329
+ rot.RotationMatrixFromAngles( mat );
330
+ float d[4];
331
+ Math3D.MatrixToQuat( mat, d );
332
+ Print( d );
333
+
334
+ >> {0.241626,0.566299,-0.118838,0.778973}
335
+ @endcode
336
+ */
337
+ proto static void MatrixToQuat(vector mat[3], out float d[4]);
338
+
339
+
340
+ //! Converts quaternion to rotation matrix
341
+ proto static void QuatToMatrix(float q[4], out vector mat[3]);
342
+
343
+ /**
344
+ \brief Returns angles of rotation matrix
345
+ \param mat \p vector[3] rotation matrix
346
+ \return \p vector roll, pitch, yaw angles
347
+ @code
348
+ vector mat[3];
349
+ Math3D.RollPitchYawMatrix( "70 15 45", mat );
350
+ vector ang = Math3D.MatrixToAngles( mat );
351
+ Print( ang );
352
+
353
+ >> <70,15,-45>
354
+ @endcode
355
+ */
356
+ proto static vector MatrixToAngles(vector mat[3]);
357
+
358
+ /**
359
+ \brief Linear interpolation between q1 and q2 with weight 'frac' (0...1)
360
+ \param[out] qout \p float[4] result quaternion
361
+ \param q1 \p float[4] first quaternion
362
+ \param q2 \p float[4] second quaternion
363
+ \param frac \p float interpolation weight
364
+ @code
365
+ float q1[4] = { 1, 1, 1, 1 };
366
+ float q2[4] = { 2, 2, 2, 1 };
367
+ float qout[4];
368
+ Math3D.QuatLerp( qout, q1, q2, 0.5 );
369
+ Print( qout );
370
+
371
+ >> {1.5,1.5,1.5,1}
372
+ @endcode
373
+ */
374
+ proto static void QuatLerp(out float qout[4], float q1[4], float q2[4], float frac);
375
+
376
+ /**
377
+ \brief Multiplies quaternions
378
+ \param[out] qout \p float[4] result quaternion
379
+ \param q1 \p float[4] first quaternion
380
+ \param q2 \p float[4] second quaternion
381
+ @code
382
+ float q1[4] = { 1, 2, 3, 1 };
383
+ float q2[4] = { 2, 2, 2, 1 };
384
+ float qout[4];
385
+ Math3D.QuatMultiply( qout, q1, q2 );
386
+ Print( qout );
387
+
388
+ >> {2,4,6,1}
389
+ @endcode
390
+ */
391
+ proto static void QuatMultiply(out float qout[4], float q1[4], float q2[4]);
392
+
393
+ //! Returns Angles vector from quaternion
394
+ proto static vector QuatToAngles(float q[4]);
395
+
396
+ /**
397
+ \brief Returns 1, when bounding boxes intersects
398
+ \param mins1 \p vector minimum point of first bounding box
399
+ \param maxs1 \p vector maximum point of first bounding box
400
+ \param mins2 \p vector minimum point of second bounding box
401
+ \param maxs2 \p vector maximum point of second bounding box
402
+ \return \p int 1 if boundig boxes intersects, otherwise 0
403
+ @code
404
+ vector mins1 = "1 1 1";
405
+ vector maxs1 = "3 3 3";
406
+ vector mins2 = "2 2 2";
407
+ vector maxs2 = "4 4 4";
408
+ Print( Math3D.CheckBoundBox(mins1, maxs1, mins2, maxs2) );
409
+
410
+ >> 1
411
+ @endcode
412
+ */
413
+ proto static int CheckBoundBox(vector mins1, vector maxs1, vector mins2, vector maxs2);
414
+
415
+ /**
416
+ \brief Returns randon normalized direction
417
+ \return \p vector
418
+ @code
419
+ Print( Math3D.GetRandomDir() );
420
+
421
+ >>vector ret = 0x0000000007c1a1c0 {<0.422565,0,-0.906333>}
422
+ @endcode
423
+ */
424
+ static vector GetRandomDir()
425
+ {
426
+ float x = Math.RandomFloatInclusive(-1, 1);
427
+ float y = Math.RandomFloatInclusive(-1, 1);
428
+ float z = Math.RandomFloatInclusive(-1, 1);
429
+
430
+ return Vector(x, y, z).Normalized();
431
+ }
432
+
433
+
434
+ /**
435
+ \brief Computes curve
436
+ \return \p vector
437
+ @code
438
+ auto points = new array<vector>();
439
+ points.Insert( Vector( 0, 0, 0) );
440
+ points.Insert( Vector( 5, 0, 0) );
441
+ points.Insert( Vector( 8, 3, 0) );
442
+ points.Insert( Vector( 6, 1, 0) );
443
+
444
+ float t = 0.5;
445
+ vector result = Math3D.Curve(ECurveType.CatmullRom, t, points);
446
+ @endcode
447
+ */
448
+ proto static native vector Curve(ECurveType type, float param, notnull array<vector> points);
449
+
450
+
451
+ /**
452
+ \brief Point on line beg .. end nearest to pos
453
+ \return \p vector
454
+ */
455
+ proto static vector NearestPoint(vector beg, vector end, vector pos);
456
+
457
+ /**
458
+ \brief Angle that a target is from the direction of an origin
459
+ \return \p float Angle in radians
460
+ */
461
+ proto static float AngleFromPosition(vector origin, vector originDir, vector target);
462
+
463
+ /**
464
+ \brief Calculates the points of a right 2D cone in 3D space
465
+ \param origin \p vector Origin of cone
466
+ \param length \p float Length of the cone
467
+ \param halfAngle \p float Half of the angle of the cone in radians
468
+ \param angleOffset \p float Angle offset of the cone in radians (handy for rotating it along with something in the world)
469
+ \param[out] leftPoint \p vector Left point of the cone
470
+ \param[out] rightPoint \p vector Right point of the cone
471
+ */
472
+ proto static void ConePoints(vector origin, float length, float halfAngle, float angleOffset, out vector leftPoint, out vector rightPoint);
473
+ };
474
+ //@}
scripts/1_Core/DayZ/proto/EnPhysics.c ADDED
@@ -0,0 +1,327 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Physics Physics system
3
+ * @{
4
+ */
5
+
6
+ typedef int[] dGeom;
7
+ typedef int[] dJoint;
8
+ typedef int[] dBlock;
9
+
10
+ proto native int dGetNumDynamicBodies(notnull IEntity worldEnt);
11
+ proto native IEntity dGetDynamicBody(notnull IEntity worldEnt, int index);
12
+ proto native void dSetInteractionLayer(notnull IEntity worldEntity, int mask1, int mask2, bool enable);
13
+ proto native bool dGetInteractionLayer(notnull IEntity worldEntity, int mask1, int mask2);
14
+
15
+ //!Gets global gravity
16
+ proto native vector dGetGravity(notnull IEntity worldEntity);
17
+ //!Changes global gravity
18
+ proto native void dSetGravity(notnull IEntity worldEntity, vector g);
19
+ //!Changes fixed time-slice. Default is 1/40, thus simulation runs on 40fps. With smaller values, there is more precise simulation
20
+ proto native void dSetTimeSlice(notnull IEntity worldEntity, float timeSlice);
21
+
22
+ /**
23
+ * \defgroup RigidBody RigidBody API
24
+ * @{
25
+ */
26
+
27
+ //proto native int dMaterialClone(string target, string source, int material_index)
28
+ //proto native int dMaterialGetType(string source)
29
+ //proto native int dMaterialSetType(string source, int material_index)
30
+
31
+ class PhysicsGeomDef: Managed
32
+ {
33
+ string Name;
34
+ dGeom Geometry;
35
+ vector Frame[4] = {Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1), Vector(0, 0, 0)};
36
+ int ParentNode = -1;
37
+ string MaterialName;
38
+ int LayerMask; //<Bit mask of layers we are in
39
+
40
+
41
+ void PhysicsGeomDef(string name, dGeom geom, string materialName, int layerMask)
42
+ {
43
+ Name = name;
44
+ Geometry = geom;
45
+ MaterialName = materialName;
46
+ LayerMask = layerMask;
47
+ }
48
+ };
49
+
50
+ /*!
51
+ Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
52
+ \param geoms array of custom made geometries
53
+ @code
54
+ autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
55
+ dBodyCreateStaticEx(this, geoms);
56
+ @endcode
57
+ */
58
+ proto bool dBodyCreateStaticEx(notnull IEntity ent, PhysicsGeomDef geoms[]);
59
+ proto bool dBodyCreateGhostEx(notnull IEntity ent, PhysicsGeomDef geoms[]);
60
+
61
+ /*!
62
+ Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
63
+ \param centerOfMass Offset from object-pivot to center of mass
64
+ \param mass Body mass
65
+ \param geoms array of custom made geometries
66
+ @code
67
+ autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
68
+ dBodyCreateDynamicEx(this, center, 1.0, geoms);
69
+ @endcode
70
+ */
71
+ proto bool dBodyCreateDynamicEx(notnull IEntity ent, vector centerOfMass, float mass, PhysicsGeomDef geoms[]);
72
+
73
+ //!Destroys attached physics body
74
+ proto native void dBodyDestroy(notnull IEntity ent);
75
+
76
+ //!Has the entity attached physics body?
77
+ proto native bool dBodyIsSet(notnull IEntity ent);
78
+
79
+ proto native void dBodySetInteractionLayer(notnull IEntity ent, int mask);
80
+ proto native int dBodyGetInteractionLayer(notnull IEntity ent);
81
+ proto native void dBodySetGeomInteractionLayer(notnull IEntity ent, int index, int mask);
82
+ proto native int dBodyGetGeomInteractionLayer(notnull IEntity ent, int index);
83
+
84
+ //! state of a rigidbody
85
+ enum ActiveState
86
+ {
87
+ ACTIVE,
88
+ INACTIVE,
89
+ ALWAYS_ACTIVE
90
+ };
91
+
92
+ proto native void dBodyActive(notnull IEntity ent, ActiveState activeState);
93
+ proto native void dBodyDynamic(notnull IEntity ent, bool dynamic);
94
+ proto native bool dBodyIsDynamic(notnull IEntity ent);
95
+
96
+ proto native bool dBodyIsActive(notnull IEntity ent);
97
+ proto native bool dBodyEnableGravity(notnull IEntity ent, bool enable);
98
+ proto native void dBodySetDamping(notnull IEntity ent, float linearDamping, float angularDamping);
99
+ proto native void dBodySetSleepingTreshold(notnull IEntity body, float linearTreshold, float angularTreshold);
100
+
101
+ proto native bool dBodyIsSolid(notnull IEntity ent);
102
+ proto native void dBodySetSolid(notnull IEntity ent, bool solid);
103
+
104
+ /*!
105
+ If both maxMotion and shapeCastRadius is >=0 then the continuous collision detection is enabled.
106
+ If you want to disable it, use -1
107
+ \param maxMotion max motion threshold when sphere-cast is performed, to find time of impact. It should be
108
+ little bit less than size of the geometry to catch the situation when tunelling can happen
109
+ \param sphereCastRadius The radius of the largest possible sphere, that is completelly inside the body geometry.
110
+ */
111
+ proto native void dBodyEnableCCD(notnull IEntity body, float maxMotion, float sphereCastRadius);
112
+ /*!
113
+ Sets scale factor for all impulses/velocities/forces. Default is <1,1,1>. Zero any axis if you want to do 2D physics
114
+ */
115
+ proto native void dBodySetLinearFactor(notnull IEntity body, vector linearFactor);
116
+
117
+ //!returns center of mass offset
118
+ proto native vector dBodyGetCenterOfMass(notnull IEntity body);
119
+
120
+ /**
121
+ \brief Returns linear velocity
122
+ \param ent \p IEntity entity which origin will be set
123
+ \param mat \p vector[4] matrix to be set
124
+ \return \p vector linear velocity
125
+ @code
126
+ Man player = g_Game.GetPlayer();
127
+ Print( GetVelocity(player) );
128
+
129
+ >> <0,0,0>
130
+ @endcode
131
+ */
132
+ proto native vector GetVelocity(notnull IEntity ent);
133
+
134
+ /**
135
+ \brief Sets linear velocity (for Rigid bodies)
136
+ \param ent \p entity which velocity will be set
137
+ \param vel \p velocity vector to be set
138
+ */
139
+ proto native void SetVelocity(notnull IEntity ent, vector vel);
140
+
141
+ /**
142
+ \brief Disables collisions between two entities
143
+ */
144
+ proto native dBlock dBodyCollisionBlock(notnull IEntity ent1, notnull IEntity ent2);
145
+ proto native void dBodyRemoveBlock(notnull IEntity worldEntity, dBlock block);
146
+
147
+ proto native void dBodySetInertiaTensorV(notnull IEntity body, vector v);
148
+ proto native void dBodySetInertiaTensorM(notnull IEntity body, vector m[3]);
149
+
150
+ proto native float dBodyGetMass(notnull IEntity ent);
151
+ proto native void dBodySetMass(notnull IEntity body, float mass);
152
+
153
+ proto native void dBodyApplyTorqueImpulse(notnull IEntity ent, vector torqueImpulse);
154
+ proto native vector dBodyGetInvInertiaDiagLocal(notnull IEntity ent);
155
+ proto native float dBodyComputeImpulseDenominator(notnull IEntity ent, vector position, vector normal);
156
+ proto native float dBodyComputeAngularImpulseDenominator(notnull IEntity ent, vector axis);
157
+ proto native vector dBodyGetLocalInertia(notnull IEntity ent);
158
+
159
+ proto void dBodyGetInvInertiaTensorWorld(notnull IEntity body, out vector inertiaTensorWS[3]);
160
+
161
+ /**
162
+ \brief Applies impuls on a pos position in world coordinates
163
+ */
164
+ proto void dBodyApplyImpulseAt(notnull IEntity body, vector impulse, vector pos);
165
+
166
+ /**
167
+ \brief Applies impuls on a rigidbody (origin)
168
+ */
169
+ proto void dBodyApplyImpulse(notnull IEntity body, vector impulse);
170
+
171
+ /**
172
+ \brief Applies constant force on a rigidbody (origin)
173
+ */
174
+ proto void dBodyApplyForce(notnull IEntity body, vector force);
175
+
176
+ /**
177
+ \brief Applies constant force on a position
178
+ */
179
+ proto void dBodyApplyForceAt(notnull IEntity body, vector pos, vector force);
180
+
181
+ proto native void dBodyApplyTorque(notnull IEntity body, vector torque);
182
+
183
+ /**
184
+ \brief Gets angular velocity for a rigidbody
185
+ */
186
+ proto vector dBodyGetAngularVelocity(notnull IEntity body);
187
+
188
+ /**
189
+ \brief Changed an angular velocity
190
+ \param body \p Rigid body
191
+ \param angvel \p Angular velocity, rotation around x, y and z axis (not yaw/pitch/roll)
192
+ */
193
+ proto void dBodySetAngularVelocity(notnull IEntity body, vector angvel);
194
+
195
+ /**
196
+ \brief Sets target transformation. If timeslice == dt (simulation step delta time), it will happen in next step, otherwise in time = timeslice
197
+ */
198
+ proto native void dBodySetTargetMatrix(notnull IEntity body, vector matrix[4], float timeslice);
199
+ proto native float dBodyGetKineticEnergy(notnull IEntity body);
200
+
201
+ proto native vector dBodyGetVelocityAt(notnull IEntity body, vector globalpos);
202
+ //@}
203
+
204
+ /**
205
+ * \defgroup Geometry Geometry API definition
206
+ * @{
207
+ */
208
+
209
+ //! Creates box geometry
210
+ proto native dGeom dGeomCreateBox(vector size);
211
+
212
+ //! Creates sphere geometry
213
+ proto native dGeom dGeomCreateSphere(float radius);
214
+
215
+ //! Creates capsule geometry
216
+ proto native dGeom dGeomCreateCapsule(float radius, vector extent);
217
+
218
+ //! Creates cylinder geometry
219
+ proto native dGeom dGeomCreateCylinder(float radius, vector extent);
220
+
221
+ //! Destroys geometry
222
+ proto native void dGeomDestroy(dGeom geom);
223
+
224
+ //proto native int dBodyAddGeom(notnull IEntity body, dGeom geom, vector frame[4], string material, int interactionLayer);
225
+ // find a geometry by its name and returns its index or -1 if the geometry wasn't found
226
+ proto native int dBodyGetGeom(notnull IEntity ent, string name);
227
+ // returns number of geometries of the entity
228
+ proto native int dBodyGetNumGeoms(notnull IEntity ent);
229
+ //@}
230
+
231
+ /**
232
+ * \defgroup Constraints Constraints API definition
233
+ * @{
234
+ */
235
+
236
+ proto native dJoint dJointCreateHinge(notnull IEntity ent1, notnull IEntity ent2, vector point1, vector axis1, vector point2, vector axis2, bool block, float breakThreshold);
237
+ proto native dJoint dJointCreateHinge2(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);
238
+ proto native dJoint dJointCreateSlider(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);
239
+ proto native dJoint dJointCreateBallSocket(notnull IEntity ent1, notnull IEntity ent2, vector point1, vector point2, bool block, float breakThreshold);
240
+ proto native dJoint dJointCreateFixed(notnull IEntity ent1, notnull IEntity ent2, vector point1, vector point2, bool block, float breakThreshold);
241
+ proto native dJoint dJointCreateConeTwist(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);
242
+ proto native dJoint dJointCreate6DOF(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);
243
+ proto native dJoint dJointCreate6DOFSpring(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);
244
+ proto native void dJointDestroy(dJoint joint);
245
+
246
+ //only hinge joint
247
+ proto native void dJointHingeSetLimits(dJoint joint, float low, float high, float softness, float biasFactor, float relaxationFactor);
248
+ proto native void dJointHingeSetAxis(dJoint joint, vector axis);
249
+ proto native void dJointHingeSetMotorTargetAngle(dJoint joint, float angle, float dt, float maxImpulse);
250
+
251
+ //only cone-twist joint
252
+ proto native void dJointConeTwistSetAngularOnly(dJoint joint, bool angularOnly);
253
+ // setLimit(), a few notes:
254
+ // _softness:
255
+ // 0->1, recommend ~0.8->1.
256
+ // describes % of limits where movement is free.
257
+ // beyond this softness %, the limit is gradually enforced until the "hard" (1.0) limit is reached.
258
+ // _biasFactor:
259
+ // 0->1?, recommend 0.3 +/-0.3 or so.
260
+ // strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.
261
+ // __relaxationFactor:
262
+ // 0->1, recommend to stay near 1.
263
+ // the lower the value, the less the constraint will fight velocities which violate the angular limits.
264
+ proto native void dJointConeTwistSetLimit(dJoint joint, int limitIndex, float limitValue);
265
+ proto native void dJointConeTwistSetLimits(dJoint joint, float _swingSpan1, float _swingSpan2, float _twistSpan, float _softness, float _biasFactor, float _relaxationFactor);
266
+
267
+ //only 6DOF & 6DOFSpring.
268
+ /*!
269
+ - free means upper < lower,
270
+ - locked means upper == lower
271
+ - limited means upper > lower
272
+ - axis: first 3 are linear, next 3 are angular
273
+ */
274
+ proto native void dJoint6DOFSetLinearLimits(dJoint joint, vector linearLower, vector linearUpper);
275
+ proto native void dJoint6DOFSetAngularLimits(dJoint joint, vector angularLower, vector angularUpper);
276
+ proto native void dJoint6DOFSetLimit(dJoint joint, int axis, float lo, float hi);
277
+
278
+ //when stiffness == -1 && damping == -1, spring is disabled
279
+ proto native void dJoint6DOFSpringSetSpring(dJoint joint, int axis, float stiffness, float damping);
280
+
281
+ //only slider joint
282
+ proto native void dJointSliderSetLinearLimits(dJoint joint, float lowerLimit, float upperLimit);
283
+ proto native void dJointSliderSetAngularLimits(dJoint joint, float lowerLimit, float upperLimit);
284
+ proto native void dJointSliderSetDirLinear(dJoint joint, float softness, float restitution, float damping);
285
+ proto native void dJointSliderSetDirAngular(dJoint joint, float softness, float restitution, float damping);
286
+ proto native void dJointSliderSetLimLinear(dJoint joint, float softness, float restitution, float damping);
287
+ proto native void dJointSliderSetLimAngular(dJoint joint, float softness, float restitution, float damping);
288
+ proto native void dJointSliderSetOrthoLinear(dJoint joint, float softness, float restitution, float damping);
289
+ proto native void dJointSliderSetOrthoAngular(dJoint joint, float softness, float restitution, float damping);
290
+ //if force == 0, motor is off
291
+ proto native void dJointSliderSetLinearMotor(dJoint joint, float velocity, float force);
292
+ proto native void dJointSliderSetAngularMotor(dJoint joint, float velocity, float force);
293
+ proto native float dJointSliderGetLinearPos(dJoint joint);
294
+ proto native float dJointSliderGetAngularPos(dJoint joint);
295
+ //@}
296
+
297
+ //-----------------------------------------------------------------
298
+ typedef int[] dMaterial;
299
+
300
+ class Contact
301
+ {
302
+ private void Contact() {}
303
+ private void ~Contact() {}
304
+
305
+ dMaterial Material1;
306
+ dMaterial Material2;
307
+ int MaterialIndex1;
308
+ int MaterialIndex2;
309
+ int Index1;
310
+ int Index2;
311
+
312
+ float PenetrationDepth;
313
+
314
+ float Impulse;
315
+ float RelativeNormalVelocityBefore;
316
+ float RelativeNormalVelocityAfter;
317
+
318
+ vector Normal;
319
+ vector Position;
320
+ vector RelativeVelocityBefore;
321
+ vector RelativeVelocityAfter;
322
+
323
+ proto native vector GetNormalImpulse();
324
+ proto native float GetRelativeVelocityBefore(vector vel);
325
+ proto native float GetRelativeVelocityAfter(vector vel);
326
+ };
327
+ //@}
scripts/1_Core/DayZ/proto/EnProfiler.c ADDED
@@ -0,0 +1,762 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Profiler Enforce Script profiling API
3
+ * \warning Only available on developer and diag builds
4
+ * @{
5
+ */
6
+
7
+ //! Flags that influences the behaviour of the EnProfiler API, applied through ...Flags functions
8
+ enum EnProfilerFlags
9
+ {
10
+ //! No flags
11
+ NONE,
12
+ //! When present, will reset [PD] on sorting, otherwise will accumulate on top of it
13
+ RESET,
14
+ //! Whether to profile child modules
15
+ RECURSIVE,
16
+ //! All flags enabled
17
+ ALL
18
+ };
19
+
20
+ //! Current base scripted modules
21
+ enum EnProfilerModule
22
+ {
23
+ //! 1_Core
24
+ CORE,
25
+ //! 2_GameLib
26
+ GAMELIB,
27
+ //! 3_Game
28
+ GAME,
29
+ //! 4_World
30
+ WORLD,
31
+ //! 5_Mission
32
+ MISSION,
33
+ //! init.c
34
+ MISSION_CUSTOM,
35
+ //! Can be returned from some methods
36
+ ERROR,
37
+ };
38
+
39
+ /**
40
+ *\brief There are 3 states which can be toggled that governs whether script profiling is enabled or not
41
+ * \note The reason for this is because when it is enabled in debug menu, or through this API without 'immediate', it will only be enabled the next frame
42
+ */
43
+ enum EnProfilerEnabledFlags
44
+ {
45
+ //! No flags, has value 0, so will count as false in conditions
46
+ NONE,
47
+ //! Script profiling UI is enabled in WIN+ALT debug menu, when this is true, it will override SCRP
48
+ DIAG,
49
+ //! It has been set to being always enabled through EnProfiler (SCRipt Profiler)
50
+ SCRP,
51
+ //! Whether profiling is currently truly happening (SCRipt Context)
52
+ SCRC,
53
+ };
54
+
55
+ typedef Param2<float, typename> EnProfilerTimeClassPair;
56
+ typedef Param2<int, typename> EnProfilerCountClassPair;
57
+
58
+ typedef Param2<float, string> EnProfilerTimeFuncPair;
59
+ typedef Param2<int, string> EnProfilerCountFuncPair;
60
+
61
+ /**
62
+ *\brief Set of methods for accessing script profiling data
63
+ * \note To enable profiling on game launch, use parameter "-profile"
64
+ * \note Any mention of "[DM]" in this context will mean the WIN+ALT debug menu
65
+ * \note Any mention of "[CI]" in this context will mean Class Instances count
66
+ * \note Any mention of "[SR]" in this context will mean a Session Reset (See ResetSession for more information)
67
+ * \note Any mention of "[SD]" in this context will mean a Sorted Data, which is the data which supplies Get...Per... functions (the ones that give an array)
68
+ * \note Any mention of "[PD]" in this context will mean a Profiling Data, which is the time, count and allocation information which is stored on the class/func itself
69
+ * \warning [PD] is only calculated AFTER a function call is finished, there is no continuous timer running
70
+ * \note 'proto' methods are not tracked, but will contribute to a script methods total time
71
+ */
72
+ class EnProfiler
73
+ {
74
+ /**
75
+ \brief Enable the gathering of script profiling data
76
+ \note DEFAULT: disabled (unless launched with "-profile", then it is default enabled)
77
+ \note This is separate from the one in [DM], so toggling it in [DM] will not affect this, and toggling it here will not affect [DM]
78
+ \note It will ignore the call if trying to set the current state, except when "immediate" is used
79
+ \param enable \p bool Whether to enable or disable, if it was previously not enabled, it will cause [SR]
80
+ \note Disabling does not cause [SR], so all data will stay intact
81
+ \param immediate \p bool When true will instantly start/stop profiling, otherwise it will apply it at the end of the frame (to have one stable point in time)
82
+ \warning Keep in mind that when using immediate, it will not be the data of the entire frame, which can skew data if not kept in mind
83
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
84
+
85
+ @code
86
+ // Simple enable, will start profiling the next frame
87
+ // Will cause [SR] if !IsEnabledP() before this call
88
+ EnProfiler.Enable(true);
89
+
90
+ // Immediate enable, will start profiling immediately
91
+ // Will cause [SR] if !IsEnabledP() before this call
92
+ EnProfiler.Enable(true, true);
93
+
94
+ // Immediate disable, will stop profiling immediately
95
+ // Disabling will never cause [SR], preserving data
96
+ EnProfiler.Enable(false, true);
97
+
98
+ // Simple disable, will not profile the next frame (but still finish profiling the current one)
99
+ // Disabling will never cause [SR], preserving data
100
+ EnProfiler.Enable(false);
101
+ @endcode
102
+ */
103
+ static proto void Enable(bool enable, bool immediate = false, bool sessionReset = true);
104
+
105
+ /**
106
+ \brief Return if script profiling is enabled
107
+ \note Helper methods below
108
+ \return \p int Flags regarding the current state
109
+
110
+ @code
111
+ int isScriptProfilingEnabled = EnProfiler.IsEnabled();
112
+ @endcode
113
+ */
114
+ static proto int IsEnabled();
115
+
116
+ /**
117
+ \brief Return if script profiling is enabled through [DM]
118
+ \return \p bool Whether script profiling is enabled through [DM]
119
+
120
+ @code
121
+ bool isScriptProfilingDiagEnabled = EnProfiler.IsEnabledD();
122
+ @endcode
123
+ */
124
+ static bool IsEnabledD()
125
+ {
126
+ return (IsEnabled() & EnProfilerEnabledFlags.DIAG);
127
+ }
128
+
129
+ /**
130
+ \brief Return if script profiling is enabled through EnProfiler
131
+ \note When using "-profile" launch parameter, it will enable it through EnProfiler, so this will return true
132
+ \return \p bool Whether script profiling is enabled through script profiler
133
+
134
+ @code
135
+ bool isScriptProfilingToggleEnabled = EnProfiler.IsEnabledP();
136
+ @endcode
137
+ */
138
+ static bool IsEnabledP()
139
+ {
140
+ return (IsEnabled() & EnProfilerEnabledFlags.SCRP);
141
+ }
142
+
143
+ /**
144
+ \brief Return if script profiling is actually turned on inside of the script context
145
+ \note When using "-profile" launch parameter, it will enable it through EnProfiler, so this will return true
146
+ \return \p bool Whether script is being profiled as of this moment
147
+
148
+ @code
149
+ bool isScriptProfilingEnabled = EnProfiler.IsEnabledC();
150
+ @endcode
151
+ */
152
+ static bool IsEnabledC()
153
+ {
154
+ return (IsEnabled() & EnProfilerEnabledFlags.SCRC);
155
+ }
156
+
157
+ /**
158
+ \brief The internal sorting that happens at the end of the frame (so it is NOT necessary to call this manually) to supply Get...Per... functions
159
+ \note This will clear the previous [SD] and sort the [PD] currently available at this moment
160
+ \note Flags apply to this
161
+ \warning Keep in mind that EnProfilerFlags.RESET will clear all [PD] after this is called
162
+
163
+ @code
164
+ // Sorting all the currently available [PD], populating [SD]
165
+ EnProfiler.SortData();
166
+
167
+ // If flag EnProfilerFlags.RESET is enabled, then this will return 0 now even if it has been called, as [PD] has been cleared
168
+ // This goes for any Get...Of... function (Except for [CI], the counter persists)
169
+ EnProfiler.GetTimeOfFunc("Sleep", EnProfilerTests, true);
170
+ @endcode
171
+ */
172
+ static proto void SortData();
173
+
174
+ /**
175
+ \brief Perform [SR], clearing SessionFrame, ProfiledSessionFrames, [SD] and [PD] (except for [CI])
176
+ \note Can also be triggered by a variety of other functions in this API
177
+ \note When triggered by the other functions, it will call with fullReset = false
178
+ \param fullReset \p bool Whether to clear [PD] of all modules, when false it will only clear the [PD] according to current settings
179
+
180
+ @code
181
+ // Considering the settings: SetFlags(EnProfilerFlags.NONE) and SetModule(EnProfilerModule.GAME)
182
+ // The following call will only clear [PD] of 3_Game
183
+ EnProfiler.ResetSession();
184
+
185
+ // Considering the settings: SetFlags(EnProfilerFlags.RECURSIVE) and SetModule(EnProfilerModule.WORLD)
186
+ // The following call will clear [PD] of 3_Game, 4_World, 5_Mission and their children
187
+ EnProfiler.ResetSession();
188
+
189
+ // The following call resets [PD] across all modules
190
+ EnProfiler.ResetSession(true);
191
+ @endcode
192
+ */
193
+ static proto void ResetSession(bool fullReset = false);
194
+
195
+
196
+
197
+ /** \name EnProfilerFlags
198
+ Set of functions to configure the currently active EnProfilerFlags
199
+ */
200
+ //@{
201
+
202
+ /**
203
+ \brief Override the currently used set of EnProfilerFlags across the API
204
+ \note DEFAULT: EnProfilerFlags.ALL
205
+ \param flags \p int The combination of desired EnProfilerFlags to override the currently used set
206
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
207
+ \return \p int The currently used set of EnProfilerFlags after the function call
208
+
209
+ @code
210
+ // No RESET flag, [PD] will be accumulated across frames
211
+ // No RECURSIVE flag, only the curently profiled module will be sorted
212
+ EnProfiler.SetFlags(EnProfilerFlags.NONE);
213
+
214
+ // RESET flag, [PD] will be reset after sorting
215
+ // No RECURSIVE flag, only the curently profiled module will be sorted
216
+ EnProfiler.SetFlags(EnProfilerFlags.RESET);
217
+
218
+ // RESET flag, [PD] will be reset after sorting
219
+ // RECURSIVE flag, all modules will be sorted
220
+ EnProfiler.SetFlags(EnProfilerFlags.ALL);
221
+ @endcode
222
+ */
223
+ static proto int SetFlags(int flags, bool sessionReset = true);
224
+
225
+ /**
226
+ \brief Get the currently used flags across the API
227
+ \return \p int The currently used set of EnProfilerFlags
228
+
229
+ @code
230
+ int flags = EnProfiler.GetFlags();
231
+
232
+ if (flags & EnProfilerFlags.RECURSIVE)
233
+ {
234
+ Print("Currently profiling all modules.");
235
+ }
236
+ @endcode
237
+ */
238
+ static proto int GetFlags();
239
+
240
+ /**
241
+ \brief Check if the flags are set
242
+ \note Is effectively the same as the code displayed in GetFlags example, but without the bitwise operation
243
+ \param flags \p int The combination of EnProfilerFlags to check if present
244
+ \return \p bool If the flags are set
245
+
246
+ @code
247
+ if (EnProfiler.IsFlagsSet(EnProfilerFlags.ALL))
248
+ {
249
+ Print("Currently all flags are enabled.");
250
+ }
251
+
252
+ if (EnProfiler.IsFlagsSet(EnProfilerFlags.RECURSIVE))
253
+ {
254
+ Print("Currently profiling all modules.");
255
+ }
256
+ @endcode
257
+ */
258
+ static proto bool IsFlagsSet(int flags);
259
+
260
+ /**
261
+ \brief Add flags to the currently used set of EnProfilerFlags across the API
262
+ \note Simply a helper method to quickly add EnProfilerFlags
263
+ \param flags \p int The combination of desired EnProfilerFlags to be added to the currently used set
264
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
265
+ \return \p int The currently used set of EnProfilerFlags after the function call
266
+
267
+ @code
268
+ // In the case where the current set of EnProfilerFlags is EnProfilerFlags.RESET
269
+ EnProfiler.AddFlags(EnProfilerFlags.RECURSIVE);
270
+ // The resulting set of flags now will be EnProfilerFlags.RESET | EnProfilerFlags.RECURSIVE
271
+ // As the above is pretty much the same as the following
272
+ // EnProfiler.SetFlags(EnProfiler.GetFlags() | EnProfilerFlags.RECURSIVE);
273
+ // But a much cleaner and faster alternative (bitwise operations in script is ~10x slower than C++)
274
+ @endcode
275
+ */
276
+ static proto int AddFlags(int flags, bool sessionReset = true);
277
+
278
+ /**
279
+ \brief Remove flags from the currently used set of EnProfilerFlags across the API
280
+ \note Simply a helper method to quickly remove EnProfilerFlags
281
+ \param flags \p int The combination of desired EnProfilerFlags to be added to the currently used set
282
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
283
+ \return \p int The currently used set of EnProfilerFlags after the function call
284
+
285
+ @code
286
+ // In the case where the current set of EnProfilerFlags is EnProfilerFlags.RESET
287
+ EnProfiler.RemoveFlags(EnProfilerFlags.RESET);
288
+ // The resulting set of flags now will be EnProfilerFlags.NONE
289
+ // As the above is pretty much the same as the following
290
+ // EnProfiler.SetFlags(EnProfiler.GetFlags() & ~EnProfilerFlags.RECURSIVE);
291
+ // But a much cleaner and faster alternative (bitwise operations in script is ~10x slower than C++)
292
+ @endcode
293
+ */
294
+ static proto int RemoveFlags(int flags, bool sessionReset = true);
295
+
296
+ /**
297
+ \brief Remove all flags from the currently used set of EnProfilerFlags across the API
298
+ \note Simply a helper method to quickly remove all EnProfilerFlags
299
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
300
+ \return \p int The currently used set of EnProfilerFlags after the function call
301
+
302
+ @code
303
+ // In the case where the current set of EnProfilerFlags is EnProfilerFlags.RESET
304
+ EnProfiler.ClearFlags();
305
+ // The resulting set of flags now will be EnProfilerFlags.NONE
306
+ // As the above is pretty much the same as the following
307
+ // EnProfiler.SetFlags(EnProfilerFlags.NONE);
308
+ // But a much cleaner and implicit alternative
309
+ @endcode
310
+ */
311
+ static proto int ClearFlags(bool sessionReset = true);
312
+
313
+ //@}
314
+
315
+
316
+
317
+ /** \name EnProfilerModule
318
+ Set of functions to configure the currently profiled EnProfilerModule
319
+ */
320
+ //@{
321
+
322
+ /**
323
+ \brief Set the module to be profiled
324
+ \note DEFAULT: EnProfilerModule.CORE
325
+ \note When session reset is enabled, it will only reset the module which it is currently being set to, previous module data will be untouched
326
+ \param module \p EnProfilerModule The module to profile
327
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
328
+
329
+ @code
330
+ EnProfiler.SetModule(EnProfilerModule.WORLD);
331
+ @endcode
332
+ */
333
+ static proto void SetModule(EnProfilerModule module, bool sessionReset = true);
334
+
335
+ /**
336
+ \brief Get the currently profiled module
337
+ \return \p EnProfilerModule The currently profiled module
338
+
339
+ @code
340
+ EnProfilerModule module = EnProfiler.GetModule();
341
+ @endcode
342
+ */
343
+ static proto EnProfilerModule GetModule();
344
+
345
+ /**
346
+ \brief Helper to convert EnProfilerModule to string
347
+ \param module \p EnProfilerModule The module to get the name of
348
+ \return \p string The name of the module
349
+
350
+ @code
351
+ string moduleName = EnProfiler.ModuleToName(EnProfilerModule.GAME);
352
+ @endcode
353
+ */
354
+ static proto owned string ModuleToName(EnProfilerModule module);
355
+
356
+ /**
357
+ \brief Convert string to EnProfilerModule
358
+ \param moduleName \p string The name of the module
359
+ \param module \p EnProfilerModule The enum value of the module or EnProfilerModule.ERROR if not found
360
+ \return \p bool Whether the module was found
361
+
362
+ @code
363
+ // Get the name of the module of the current class
364
+ string nameOfCurrentModule = Type().GetModule();
365
+ EnProfilerModule module;
366
+
367
+ // Convert it to the enum value
368
+ if (EnProfiler.NameToModule(nameOfCurrentModule, module))
369
+ {
370
+ EnProfiler.SetModule(module);
371
+ }
372
+ else
373
+ {
374
+ ErrorEx(string.Format("Could not find EnProfilerModule: %1", nameOfCurrentModule));
375
+ }
376
+ @endcode
377
+ */
378
+ static proto bool NameToModule(string moduleName, out EnProfilerModule module);
379
+
380
+ //@}
381
+
382
+
383
+
384
+ /**
385
+ \brief Set the interval for the [SD] to update
386
+ \note DEFAULT: 0
387
+ \note [DM] has the following values: {0, 5, 10, 20, 30, 50, 60, 120, 144}; When an interval not part of this list is set, [DM] will be set to "CUSTOM_INTERVAL"
388
+ \note Does not affect the gathering of [PD], this will happen continuously as the profiling is enabled
389
+ \note This also delays the [SR] caused by EnProfilerFlags.RESET
390
+ \param interval \p int Amount of frames to wait before [SD] is updated
391
+ \param sessionReset \p bool When set to false, no [SR] will trigger, regardless of situation
392
+
393
+ @code
394
+ // This will make it so that [SD] is updated every 60 frames
395
+ EnProfiler.SetInterval(60);
396
+ @endcode
397
+ */
398
+ static proto void SetInterval(int interval, bool sessionReset = true);
399
+
400
+ /**
401
+ \brief Get the currently set interval
402
+ \return \p int The currently set interval
403
+
404
+ @code
405
+ int currentInterval = EnProfiler.GetInterval();
406
+ @endcode
407
+ */
408
+ static proto int GetInterval();
409
+
410
+
411
+
412
+ /**
413
+ \brief Set the resolution of the fetched Time data
414
+ \note DEFAULT: 100000
415
+ \note [DM] has the following values: {100000, 1000000, 1, 10, 100, 1000, 10000}; These are the only values available, otherwise it will round up to one in the list
416
+ \note Does not affect any data itself, only the fetching and displaying of it (therefore, no [SR] is ever triggered by this method)
417
+ \param resolution \p int The nth resolution of a second
418
+
419
+ @code
420
+ // Have all time being reported in 1 second
421
+ EnProfiler.SetTimeResolution(1);
422
+
423
+ // Have all time being reported in 1000th of a second (ms)
424
+ EnProfiler.SetTimeResolution(1000);
425
+ @endcode
426
+ */
427
+ static proto void SetTimeResolution(int resolution);
428
+
429
+ /**
430
+ \brief Get the currently set time resolution
431
+ \return \p int The currently set resolution
432
+
433
+ @code
434
+ int currentTimeResolution = EnProfiler.GetTimeResolution();
435
+ @endcode
436
+ */
437
+ static proto int GetTimeResolution();
438
+
439
+
440
+
441
+ /**
442
+ \brief Enable/disable returning calculated averages
443
+ \note DEFAULT: false
444
+ \note When EnProfilerFlags.RESET flag is not present, it will divide by the session frame
445
+ \note When an interval is set, it will divide by the interval
446
+ \note Does not affect any data itself, only the fetching and displaying of it (therefore, no [SR] is ever triggered by this method)
447
+ \note [CI] will never be an average, it will always be the current count of the instance (allocations will be the value of how many times an instance is created)
448
+ \param enable \p bool Whether to enable or disable
449
+
450
+ @code
451
+ // For example, take the situation where we only reset every 60 frames
452
+ EnProfiler.AddFlags(EnProfilerFlags.RESET);
453
+ EnProfiler.SetInterval(60);
454
+ EnProfiler.EnableAverage(true);
455
+
456
+ // And a method is called once per frame, gathering the count of that function will be 1
457
+ // Or if a method is called twice per frame, gathering the count of that function will be 2
458
+ // Or if a method is 3 times every 3 frames, gathering the count of that function will be 1
459
+ // ...
460
+ // So you get the average amount of times the method is called per frame, out of the sample of 60 frames
461
+ @endcode
462
+ */
463
+ static proto void EnableAverage(bool enable);
464
+
465
+ /**
466
+ \brief Check if returning of average data is enabled
467
+ \return \p bool Whether returning of average data is enabled
468
+
469
+ @code
470
+ bool isDataAverage = EnProfiler.IsAverage();
471
+ @endcode
472
+ */
473
+ static proto bool IsAverage();
474
+
475
+
476
+
477
+ /**
478
+ \brief Print out [SD] to script log
479
+
480
+ @code
481
+ EnProfiler.Dump();
482
+ @endcode
483
+ */
484
+ static proto void Dump();
485
+
486
+
487
+
488
+ /** \name Frame data
489
+ Set of functions to obtain information about frame counts
490
+ */
491
+ //@{
492
+
493
+ /**
494
+ \brief Get the total amount of frames passed
495
+ \return \p int The total amount of frames passed
496
+
497
+ @code
498
+ int gameFrame = EnProfiler.GetGameFrame();
499
+ @endcode
500
+ */
501
+ static proto int GetGameFrame();
502
+
503
+ /**
504
+ \brief Get the total amount of frames in this profiling session
505
+ \note This will only differ from GetProfiledSessionFrames when there is an Interval set
506
+ \return \p int The total amount of frames in this profiling session
507
+
508
+ @code
509
+ int sessionFrame = EnProfiler.GetSessionFrame();
510
+ @endcode
511
+ */
512
+ static proto int GetSessionFrame();
513
+
514
+ /**
515
+ \brief Get the total amount of frames across all profiling session
516
+ \note This will only differ from GetProfiledFrames when there was an Interval set at some point
517
+ \return \p int The total amount of frames across all profiling session
518
+
519
+ @code
520
+ int totalFrames = EnProfiler.GetTotalFrames();
521
+ @endcode
522
+ */
523
+ static proto int GetTotalFrames();
524
+
525
+ /**
526
+ \brief Get the total amount of frames profiled in this profiling session
527
+ \note This will only differ from GetSessionFrame when there is an Interval set
528
+ \return \p int The total amount of frames profiled in this profiling session
529
+
530
+ @code
531
+ int profiledSessionFrames = EnProfiler.GetProfiledSessionFrames();
532
+ @endcode
533
+ */
534
+ static proto int GetProfiledSessionFrames();
535
+
536
+ /**
537
+ \brief Get the total amount of frames profiled across all profiling session
538
+ \note This will only differ from GetTotalFrames when there was an Interval set at some point
539
+ \return \p int The total amount of frames profiled across all profiling session
540
+
541
+ @code
542
+ int totalProfiledFrames = EnProfiler.GetProfiledFrames();
543
+ @endcode
544
+ */
545
+ static proto int GetProfiledFrames();
546
+
547
+ //@}
548
+
549
+
550
+
551
+ /** \name Sorted data
552
+ Set of functions to obtain [SD]
553
+ \warning Data is appended to the array, it will not clear any previous data already existing in the array
554
+ \note Read SortData as well for more information regarding [SD]
555
+ */
556
+ //@{
557
+
558
+ /**
559
+ \brief Obtain [SD] for Time Per Class
560
+ \param outArr \p array<ref EnProfilerTimeClassPair> Array sorted by time consumed by a class
561
+ \param count \p int The maximum amount of entries wanted
562
+
563
+ @code
564
+ // In this example the array will be filled with the 20 most time intensive classes
565
+ // If there are less than 20 classes which consumed time, it will output that number of classes instead
566
+ array<ref EnProfilerTimeClassPair> timePerClass = {};
567
+ EnProfiler.GetTimePerClass(timePerClass, 20);
568
+
569
+ // In this example the array will be filled with all classes sorted by time
570
+ array<ref EnProfilerTimeClassPair> timePerClass2 = {};
571
+ EnProfiler.GetTimePerClass(timePerClass2);
572
+ @endcode
573
+ */
574
+ static proto void GetTimePerClass(notnull out array<ref EnProfilerTimeClassPair> outArr, int count = int.MAX);
575
+
576
+ /**
577
+ \brief Obtain [SD] for Allocations Per Class
578
+ \param outArr \p array<ref EnProfilerCountClassPair> Array sorted by number of allocations of a class
579
+ \param count \p int The maximum amount of entries wanted
580
+
581
+ @code
582
+ array<ref EnProfilerCountClassPair> allocPerClass = {};
583
+ EnProfiler.GetAllocationsPerClass(allocPerClass, 20);
584
+ @endcode
585
+ */
586
+ static proto void GetAllocationsPerClass(notnull out array<ref EnProfilerCountClassPair> outArr, int count = int.MAX);
587
+
588
+ /**
589
+ \brief Obtain [SD] for Instances Per Class
590
+ \param outArr \p array<ref EnProfilerCountClassPair> Array sorted by number of instances of a class
591
+ \param count \p int The maximum amount of entries wanted
592
+
593
+ @code
594
+ array<ref EnProfilerCountClassPair> instancesPerClass = {};
595
+ EnProfiler.GetInstancesPerClass(instancesPerClass, 20);
596
+ @endcode
597
+ */
598
+ static proto void GetInstancesPerClass(notnull out array<ref EnProfilerCountClassPair> outArr, int count = int.MAX);
599
+
600
+ /**
601
+ \brief Obtain [SD] for Time Per Function
602
+ \param outArr \p array<ref EnProfilerTimeFuncPair> Array sorted by time consumed by a function
603
+ \param count \p int The maximum amount of entries wanted
604
+
605
+ @code
606
+ array<ref EnProfilerTimeFuncPair> timePerFunc = {};
607
+ EnProfiler.GetTimePerFunc(timePerFunc, 20);
608
+ @endcode
609
+ */
610
+ static proto void GetTimePerFunc(notnull out array<ref EnProfilerTimeFuncPair> outArr, int count = int.MAX);
611
+
612
+ /**
613
+ \brief Obtain [SD] for Count Per Function
614
+ \param outArr \p array<ref EnProfilerCountFuncPair> Array sorted by amount of times a function was called
615
+ \param count \p int The maximum amount of entries wanted
616
+
617
+ @code
618
+ array<ref EnProfilerCountFuncPair> countPerFunc = {};
619
+ EnProfiler.GetCountPerFunc(countPerFunc, 20);
620
+ @endcode
621
+ */
622
+ static proto void GetCountPerFunc(notnull out array<ref EnProfilerCountFuncPair> outArr, int count = int.MAX);
623
+
624
+ //@}
625
+
626
+
627
+
628
+ /** \name Specific data
629
+ Set of functions to obtain specific data
630
+ */
631
+ //@{
632
+
633
+ /**
634
+ \brief Obtain [SD] or [PD] regarding the time a specific class consumed
635
+ \param clss \p typename Typename of desired class
636
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
637
+ \return \p float Time consumed by the specified class
638
+
639
+ @code
640
+ // Consider the class
641
+ EPTHelperClass clss = new EPTHelperClass();
642
+
643
+ // Some functions being called here...
644
+
645
+ // Gathering of data can be done through
646
+ float timeOfClass = EnProfiler.GetTimeOfClass(clss.Type(), true);
647
+
648
+ // Or when you have no variable/reference
649
+ float timeOfClass2 = EnProfiler.GetTimeOfClass(StaticGetType(EPTHelperClass), true);
650
+ @endcode
651
+ */
652
+ static proto float GetTimeOfClass(typename clss, bool immediate = false);
653
+
654
+ /**
655
+ \brief Obtain [SD] or [PD] regarding the allocations of a specific class
656
+ \param clss \p typename Typename of desired class
657
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
658
+ \return \p int Allocations of the specified class
659
+
660
+ @code
661
+ int allocationsOfClass = EnProfiler.GetAllocationsOfClass(StaticGetType(EPTHelperClass), true);
662
+ @endcode
663
+ */
664
+ static proto int GetAllocationsOfClass(typename clss, bool immediate = false);
665
+
666
+ /**
667
+ \brief Obtain [SD] or [PD] regarding the [CI] of a specific class
668
+ \param clss \p typename Typename of desired class
669
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
670
+ \return \p int [CI] of the specified class
671
+
672
+ @code
673
+ int instancesOfClass = EnProfiler.GetInstancesOfClass(StaticGetType(EPTHelperClass), true);
674
+ @endcode
675
+ */
676
+ static proto int GetInstancesOfClass(typename clss, bool immediate = false);
677
+
678
+ /**
679
+ \brief Obtain [SD] or [PD] regarding the time consumed by a specific function
680
+ \param funct \p string Function name
681
+ \param clss \p typename Typename of class the function belongs to
682
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
683
+ \return \p float Time consumed by the specified function or -1 when function was not found
684
+
685
+ @code
686
+ float timeOfFunc = EnProfiler.GetTimeOfFunc("StringFormat", StaticGetType(EnProfilerTests), true);
687
+ @endcode
688
+ */
689
+ static proto float GetTimeOfFunc(string funct, typename clss, bool immediate = false);
690
+
691
+ /**
692
+ \brief Obtain [SD] or [PD] regarding the time consumed by a specific global function
693
+ \param funct \p string Function name
694
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
695
+ \return \p float Time consumed by the specified function or -1 when function was not found
696
+
697
+ @code
698
+ float timeOfFunc = EnProfiler.GetTimeOfFuncG("ErrorEx", true);
699
+ @endcode
700
+ */
701
+ static proto float GetTimeOfFuncG(string funct, bool immediate, bool immediate = false);
702
+
703
+ /**
704
+ \brief Obtain [SD] or [PD] regarding the amount of times a specific function was called
705
+ \param funct \p string Function name
706
+ \param clss \p typename Typename of class the function belongs to
707
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
708
+ \return \p int Amount of calls to the specified function or -1 when function was not found
709
+
710
+ @code
711
+ int callCountOfFunc = EnProfiler.GetCountOfFunc("StringFormat", StaticGetType(EnProfilerTests), true);
712
+ @endcode
713
+ */
714
+ static proto int GetCountOfFunc(string funct, typename clss, bool immediate = false);
715
+
716
+ /**
717
+ \brief Obtain [SD] or [PD] regarding the amount of times a specific function was called
718
+ \param funct \p string Function name
719
+ \param immediate \p bool When true, it will pull from [SD], when false it will pull from [PD]
720
+ \return \p int Amount of calls to the specified function or -1 when function was not found
721
+
722
+ @code
723
+ int callCountOfFunc = EnProfiler.GetCountOfFuncG("ErrorEx", true);
724
+ @endcode
725
+ */
726
+ static proto int GetCountOfFuncG(string funct, bool immediate = false);
727
+
728
+ //@}
729
+
730
+
731
+
732
+ /** \name Misc
733
+ Set of helper functions
734
+ */
735
+ //@{
736
+
737
+ /**
738
+ \brief Helper method to ascertain the profiler will record [PD] right after this call
739
+ \return \p bool Whether it was enabled before or not
740
+
741
+ @code
742
+ bool wasEnabled = EnProfiler.RequestImmediateData();
743
+ @endcode
744
+ */
745
+ static bool RequestImmediateData()
746
+ {
747
+ // I only care if it is actually profiling right now, so C
748
+ bool wasEnabled = IsEnabledC();
749
+
750
+ if (!wasEnabled)
751
+ {
752
+ // I want the data, and I want it now, so immediate
753
+ Enable(true, true);
754
+ }
755
+
756
+ return wasEnabled;
757
+ }
758
+
759
+ //@}
760
+ };
761
+
762
+ //@}
scripts/1_Core/DayZ/proto/EnScript.c ADDED
@@ -0,0 +1,1003 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Enforce Enforce script essentials
3
+ * \note \p float ftime; The deltaTime since last frame
4
+ * \note \p float FLT_MAX; The maximum value for float
5
+ * \note \p float FLT_MIN; The minimum value for float
6
+ * @{
7
+ */
8
+
9
+ //! Super root of all classes in Enforce script
10
+ class Class
11
+ {
12
+ /**
13
+ \brief Returns true when instance is of the type, or inherited one.
14
+ \param type Class type
15
+ \returns \p bool true when 'clType' is the same as 'type', or inherited one.
16
+ @code
17
+ if (inst && inst.IsInherited(Widget))
18
+ {
19
+ Print("inst is inherited from Widget class!");
20
+ }
21
+ @endcode
22
+ */
23
+ proto native external bool IsInherited(typename type);
24
+
25
+ /**
26
+ \brief Returns name of class-type
27
+ \param inst Class
28
+ \returns \p string class-type
29
+ @code
30
+ Man player = g_Game.GetPlayer();
31
+ string className = player.ClassName();
32
+ Print(className);
33
+
34
+ >> className = 'Man'
35
+ @endcode
36
+ */
37
+ proto native owned external string ClassName();
38
+
39
+ string GetDebugName() { return ClassName(); }
40
+
41
+ /**
42
+ \brief Returns typename of object's class
43
+ \returns \p typename class-type
44
+ @code
45
+ Man player = g_Game.GetPlayer();
46
+ typename type = player.Type();
47
+ Print(type.ToString());
48
+
49
+ >> 'Man'
50
+ @endcode
51
+ */
52
+ proto native external typename Type();
53
+
54
+ /**
55
+ \brief Returns typename of object's reference
56
+ \returns \p typename class-type
57
+ @code
58
+ EntityAI e;
59
+ Print(e.StaticType());
60
+
61
+ >> 'EntityAI'
62
+ @endcode
63
+ */
64
+ proto external static typename StaticType();
65
+
66
+ /**
67
+ \brief Returns typename of class even without a variable or instance
68
+ \returns \p typename class-type
69
+ @code
70
+ typename eAITypename = StaticGetType(EntityAI);
71
+ @endcode
72
+ */
73
+ static typename StaticGetType(typename t)
74
+ {
75
+ return t;
76
+ }
77
+
78
+ proto external string ToString();
79
+
80
+ /**
81
+ \brief Try to safely down-cast base class to child class.
82
+ \returns down-casted 'from' pointer when cast is successfull (classes are related), or null if casting is invalid
83
+ @code
84
+ // assume that Man inheites from Object
85
+ Object obj = g_Game.GetPlayer();
86
+ Man player = Man.Cast(obj);
87
+
88
+ if (player)
89
+ {
90
+ // horay!
91
+ }
92
+ @endcode
93
+ */
94
+ proto static Class Cast(Class from);
95
+
96
+ /**
97
+ \brief Try to safely down-cast base class to child class.
98
+ \returns \p bool true when 'from' is not null and cast successfull, false when casting is not valid or 'from' is null
99
+ @code
100
+ // assume that Man inheites from Object
101
+ Object obj = g_Game.GetPlayer();
102
+ Man player;
103
+
104
+ if (Class.CastTo(player, obj))
105
+ {
106
+ // horay!
107
+ }
108
+ @endcode
109
+ */
110
+ proto static bool CastTo(out Class to, Class from);
111
+
112
+ //! This function is for internal script usage
113
+ private proto static bool SafeCastType(Class type, out Class to, Class from);
114
+ };
115
+
116
+ //! TODO doc
117
+ class Managed
118
+ {
119
+ };
120
+
121
+ //! TODO doc
122
+ class NonSerialized
123
+ {
124
+ };
125
+
126
+ //! script representation for C++ RTTI types
127
+ typedef int[] TypeID;
128
+
129
+ //! Module containing compiled scripts.
130
+ class ScriptModule
131
+ {
132
+ private void ~ScriptModule();
133
+
134
+ /*!dynamic call of function
135
+ when inst == NULL, it's global function call, otherwise it's method of class
136
+ returns true, when success
137
+ The call creates new thread, so it's legal to use sleep/wait
138
+ */
139
+ proto volatile int Call(Class inst, string function, void parm);
140
+
141
+ /*!dynamic call of function
142
+ when inst == NULL, it's global function call, otherwise it's method of class
143
+ returns true, when success
144
+ The call do not create new thread!!!!
145
+ */
146
+ proto volatile int CallFunction(Class inst, string function, out void returnVal, void parm);
147
+ proto volatile int CallFunctionParams(Class inst, string function, out void returnVal, Class parms);
148
+ proto native void Release();
149
+
150
+ /**
151
+ \brief Do load script and create ScriptModule for it
152
+ \param parentModule Module
153
+ \param scriptFile Script path
154
+ \param listing ??
155
+ \returns \p ScriptModule Loaded scripted module
156
+ @code
157
+ ???
158
+ @endcode
159
+ */
160
+ static proto native ScriptModule LoadScript(ScriptModule parentModule, string scriptFile, bool listing);
161
+ };
162
+
163
+ //main script module (contains script.c and this file)
164
+ //ScriptModule g_Script;
165
+
166
+ class EnScript
167
+ {
168
+ private void EnScript() {}
169
+ private void ~EnScript() {}
170
+
171
+ /**
172
+ \brief Dynamic read of variable value by its name
173
+ \param inst When inst == NULL, it's for global variable, otherwise it's class member
174
+ \param index Is index when variable is array
175
+ \param[out] result Variable must be of the same type!
176
+ \returns \p int true when success
177
+ @code
178
+ float count = 0;
179
+
180
+ bool success = EnScript.GetClassVar(myClass, "m_Counter", 0, count);
181
+ Print(count);
182
+ Print(success);
183
+
184
+ >> count = 5
185
+ >> success = 1
186
+ @endcode
187
+ */
188
+ static proto int GetClassVar(Class inst, string varname,int index, out void result);
189
+
190
+ /**
191
+ \brief Dynamic write to variable by its name
192
+ \param inst when inst == NULL, it's for global variable, otherwise it's class member
193
+ \param varname
194
+ \param index Is index when variable is array
195
+ \param input Input variable must be of the same type!
196
+ \returns \p int Returns true(1) when success
197
+ @code
198
+ Print(myClass.m_Counter);
199
+
200
+ >> m_Counter = 0
201
+
202
+ bool success = EnScript.SetClassVar(myClass, "m_Counter", 0, 5.0);
203
+
204
+ Print(myClass.m_Counter);
205
+ Print(success);
206
+
207
+ >> m_Counter = 5
208
+ >> success = 1
209
+ @endcode
210
+ */
211
+ static proto int SetClassVar(Class inst, string varname, int index, void input);
212
+
213
+ /**
214
+ \brief Sets variable value by value in string
215
+ \param[out] var
216
+ \param value
217
+ \returns int
218
+ @code
219
+ ???
220
+ @endcode
221
+ */
222
+ static proto int SetVar(out void var, string value);
223
+
224
+ /**
225
+ \brief Debug tool for watching certain variable. Invokes debugger whenever is variable used
226
+ \param var Certain variable for watching
227
+ \param flags = 1 means it will break even when not modified
228
+ \return \p void
229
+ */
230
+ static proto void Watch(void var, int flags);
231
+ };
232
+
233
+
234
+
235
+ /**
236
+ \brief Sorts static array of integers(ascendically) / floats(ascendically) / strings(alphabetically)
237
+ \param param_array \p array Array to sort
238
+ \param num \p int How many items will be sorted in array
239
+ \return \p void
240
+ @code
241
+ string arrStr[3] = {"Dog", "Car", "Apple"};
242
+ Sort(arrStr, 2)
243
+ for ( int x = 0; x < 3; x++ )
244
+ {
245
+ Print( arrStr[x] );
246
+ }
247
+
248
+ >> 'Car'
249
+ >> 'Dog'
250
+ >> 'Apple'
251
+ @endcode
252
+ */
253
+ proto void Sort(void param_array[], int num);
254
+ proto void reversearray(void param_array);
255
+ proto void copyarray(void destArray, void srcArray);
256
+
257
+ /**
258
+ \brief Parses one token from input string. Result is put into token string, and type of token is returned. Input string is left-truncated by the resulting token length.
259
+ \param[in,out] input \p string String for parse\ Output is without founded token
260
+ \param[out] token \p string Founded string token
261
+ \return \p int Type of token
262
+ \verbatim
263
+ Token types:
264
+ 0 - error, no token
265
+ 1 - defined token (special characters etc. . / * )
266
+ 2 - quoted string. Quotes are removed -> TODO
267
+ 3 - alphabetic string
268
+ 4 - number
269
+ 5 - end of line -> TODO
270
+ \endverbatim
271
+ @code
272
+ string input = "Hello*World";
273
+ string token1;
274
+ string token2;
275
+
276
+ int result1 = ParseStringEx(input, token1);
277
+ int result2 = ParseStringEx(input, token2);
278
+
279
+ Print( String( "Token1 = '" + token1 + "' Type = " + result1.ToString() ) );
280
+ Print( String( "Token2 = '" + token2 + "' Type = " + result2.ToString() ) );
281
+ Print( input );
282
+
283
+ >> 'Toke1 = 'Hello' Type = 3'
284
+ >> 'Toke1 = '*' Type = 1'
285
+ @endcode
286
+ */
287
+ proto int ParseStringEx(inout string input, string token);
288
+
289
+ /**
290
+ \brief Parses string into array of tokens returns number of tokens
291
+ \param input \p string String for parse
292
+ \param[out] tokens \p array[] Parsed string in array
293
+ \return \p int Number of tokens
294
+ @code
295
+ string token[2];
296
+ int result = ParseString("Hello World", token);
297
+
298
+ for( int i = 0; i < 2; i++ )
299
+ {
300
+ Print(token[i]);
301
+ }
302
+
303
+ >> 'Hello'
304
+ >> 'World'
305
+ @endcode
306
+ */
307
+ proto int ParseString(string input, out string tokens[]);
308
+
309
+ /**
310
+ \brief Kills thread.
311
+ \param owner Can be NULL for global threads.
312
+ \param name Name of the first function on stack
313
+ \return \p int ???
314
+ @code
315
+ ???
316
+ @endcode
317
+ */
318
+ proto native int KillThread(Class owner, string name);
319
+
320
+ /**
321
+ Yiels execution to other threads and then it continues. Obsolete...
322
+ */
323
+ proto volatile void Idle();
324
+
325
+ /**
326
+ \brief Debug function. Returns current function on stack of the thread
327
+ \param owner Can be NULL for global threads
328
+ \param name Name of the first function on stack
329
+ \param backtrace ???
330
+ \param linenumber ???
331
+ \return \p string ???
332
+ @code
333
+ ???
334
+ @endcode
335
+ */
336
+ proto owned string ThreadFunction(Class owner, string name, int backtrace, out int linenumber);
337
+
338
+ //!Helper for passing string expression to functions with void parameter. Example: Print(String("Hello " + var));
339
+ string String(string s)
340
+ {
341
+ return s;
342
+ }
343
+
344
+ //!Helper for printing out string expression. Example: PrintString("Hello " + var);
345
+ void PrintString(string s)
346
+ {
347
+ Print(s);
348
+ }
349
+
350
+ class array<Class T>
351
+ {
352
+ /*!
353
+ O(1) complexity.
354
+ \return Number of elements of the array
355
+ */
356
+ proto native int Count();
357
+ /*!
358
+ Destroyes all elements of the array and sets the Count to 0.
359
+ The underlying memory of the array is not freed.
360
+ */
361
+ proto native void Clear();
362
+ /*!
363
+ Sets n-th element to given value.
364
+ */
365
+ proto void Set(int n, T value);
366
+ /*!
367
+ Tries to find the first occurance of given value in the array.
368
+ \return Index of the first occurance of `value` if found, -1 otherwise
369
+ */
370
+ proto int Find(T value);
371
+ /*!
372
+ \return Element at the index `n`
373
+ */
374
+
375
+ proto T Get(int n);
376
+ /*!
377
+ Inserts element at the end of array.
378
+ \param value
379
+ Element to be inserted
380
+ \return
381
+ Position at which element is inserted
382
+ */
383
+ proto int Insert(T value);
384
+ /*!
385
+ Inserts element at certain position and moves all elements behind
386
+ this position by one.
387
+ \param value
388
+ Element to be inserted
389
+ \param index
390
+ Position at which element is inserted. Must be less than Array::GetCardinality()
391
+ \return
392
+ Number of elements after insertion
393
+ */
394
+ proto int InsertAt(T value, int index);
395
+ /**
396
+ \brief Inserts all elements from array
397
+ \param from \p array<T> array from which all elements will be added
398
+ @code
399
+ TStringArray arr1 = new TStringArray;
400
+ arr1.Insert( "Dave" );
401
+ arr1.Insert( "Mark" );
402
+ arr1.Insert( "John" );
403
+
404
+ TStringArray arr2 = new TStringArray;
405
+ arr2.Insert( "Sarah" );
406
+ arr2.Insert( "Cate" );
407
+
408
+ arr1.InsertAll(arr2);
409
+
410
+ for ( int i = 0; i < arr1.Count(); i++ )
411
+ {
412
+ Print( arr1.Get(i) );
413
+ }
414
+
415
+ delete arr2;
416
+ delete arr1;
417
+
418
+ >> "Dave"
419
+ >> "Mark"
420
+ >> "John"
421
+ >> "Sarah"
422
+ >> "Cate"
423
+ @endcode
424
+ */
425
+ void InsertAll(notnull array<T> from)
426
+ {
427
+ for ( int i = 0; i < from.Count(); i++ )
428
+ {
429
+ Insert( from.Get(i) );
430
+ }
431
+ }
432
+ /*!
433
+ Removes element from array. The empty position is replaced by
434
+ last element, so removal is quite fast but do not retain order.
435
+ \param index
436
+ Index of element to be removed
437
+ */
438
+ proto native void Remove(int index);
439
+ /*!
440
+ Removes element from array, but retain all elements ordered. It's
441
+ slower than Remove
442
+ \param index
443
+ Index of element to be removed
444
+ */
445
+ proto native void RemoveOrdered(int index);
446
+ /*!
447
+ Resizes the array to given size.
448
+ If the `newSize` is lower than current Count overflowing objects are destroyed.
449
+ If the `newSize` is higher than current Count missing elements are initialized to zero (null).
450
+ */
451
+ proto native void Resize(int newSize);
452
+
453
+ /*!
454
+ Resizes the array to given size internally.
455
+ Is used for optimization purposes when the approx. size is known beforehand
456
+ */
457
+ proto native void Reserve(int newSize);
458
+
459
+ /*!
460
+ Swaps the contents of this and `other` arrays.
461
+ Does not involve copying of the elements.
462
+ */
463
+ proto native void Swap(notnull array<T> other);
464
+
465
+ /*!
466
+ Sorts elements of array, depends on underlaying type.
467
+ */
468
+ proto native void Sort(bool reverse = false);
469
+ /*!
470
+ Copes contents of `from` array to this array.
471
+ \return How many elements were copied
472
+ */
473
+
474
+ proto int Copy(notnull array<T> from);
475
+ proto int Init(T init[]);
476
+
477
+ void RemoveItem(T value)
478
+ {
479
+ int remove_index = Find(value);
480
+
481
+ if ( remove_index >= 0 )
482
+ {
483
+ RemoveOrdered(remove_index);
484
+ }
485
+ }
486
+
487
+ void RemoveItemUnOrdered(T value)
488
+ {
489
+ int remove_index = Find(value);
490
+
491
+ if ( remove_index >= 0 )
492
+ {
493
+ Remove(remove_index);
494
+ }
495
+ }
496
+
497
+ bool IsValidIndex( int index )
498
+ {
499
+ return ( index > -1 && index < Count() );
500
+ }
501
+
502
+ /*
503
+ T GetChecked( int index )
504
+ {
505
+ if( IsValidIndex( index ) )
506
+ return Get( index );
507
+ else
508
+ return null;
509
+ }
510
+ */
511
+
512
+ /**
513
+ \brief Print all elements in array
514
+ \return \p void
515
+ @code
516
+ my_array.Debug();
517
+
518
+ >> "One"
519
+ >> "Two"
520
+ >> "Three"
521
+ @endcode
522
+ */
523
+ void Debug()
524
+ {
525
+ Print(string.Format("Array count: %1", Count()));
526
+ for (int i = 0; i < Count(); i++)
527
+ {
528
+ T item = Get(i);
529
+ Print(string.Format("[%1] => %2", i, item));
530
+ }
531
+ }
532
+
533
+ /**
534
+ \brief Returns a random index of array. If Count is 0, return index is -1 .
535
+ \return \p int Random index of array
536
+ @code
537
+ Print( my_array.GetRandomIndex() );
538
+
539
+ >> 2
540
+ @endcode
541
+ */
542
+ int GetRandomIndex()
543
+ {
544
+ if ( Count() > 0 )
545
+ {
546
+ return Math.RandomInt(0, Count());
547
+ }
548
+
549
+ return -1;
550
+ }
551
+
552
+ /**
553
+ \brief Returns a random element of array
554
+ \return \p int Random element of array
555
+ @code
556
+ Print( my_array.GetRandomElement() );
557
+
558
+ >> "Three"
559
+ @endcode
560
+ */
561
+ T GetRandomElement()
562
+ {
563
+ return Get(GetRandomIndex());
564
+ }
565
+
566
+ void SwapItems(int item1_index, int item2_index)
567
+ {
568
+ T item1 = Get(item1_index);
569
+ Set(item1_index, Get(item2_index));
570
+ Set(item2_index, item1);
571
+ }
572
+
573
+ void InsertArray(array<T> other)
574
+ {
575
+ for (int i = 0; i < other.Count(); i++)
576
+ {
577
+ T item = other.Get(i);
578
+ Insert(item);
579
+ }
580
+ }
581
+
582
+ void Invert()
583
+ {
584
+ int left = 0;
585
+ int right = Count() - 1;
586
+ if (right > 0)
587
+ {
588
+ while (left < right)
589
+ {
590
+ T temp = Get(left);
591
+ Set(left++, Get(right));
592
+ Set(right--, temp);
593
+ }
594
+ }
595
+ }
596
+
597
+ /**
598
+ \brief Returns a index in array moved by specific number
599
+ \return \p int Moved index in this array
600
+ @code
601
+ Print( "Count: "+ my_array.Count() );
602
+ Print( "Moved 1:"+ my_array.MoveIndex(2, 1) );
603
+ Print( "Moved 3:"+ my_array.MoveIndex(2, 2) );
604
+
605
+ >> "Count: 4"
606
+ >> "Moved index 2 by 1: 3";
607
+ >> "Moved index 2 by 2: 0";
608
+ @endcode
609
+ */
610
+ int MoveIndex(int curr_index, int move_number)
611
+ {
612
+ int count = Count();
613
+ int new_index = curr_index;
614
+
615
+ if ( move_number > 0 )
616
+ {
617
+ new_index = curr_index + move_number;
618
+ }
619
+
620
+ if ( move_number < 0 )
621
+ {
622
+ new_index = curr_index - move_number;
623
+
624
+ if ( new_index < 0 )
625
+ {
626
+ if ( new_index <= -count )
627
+ {
628
+ new_index = (new_index % count);
629
+ }
630
+
631
+ new_index = new_index + count;
632
+ }
633
+ }
634
+
635
+ if ( new_index >= count )
636
+ {
637
+ new_index = (new_index % count);
638
+ }
639
+
640
+ // move_number is 0
641
+ return new_index;
642
+ }
643
+
644
+ void ShuffleArray()
645
+ {
646
+ for (int i = 0; i < Count(); i++)
647
+ {
648
+ SwapItems(i,GetRandomIndex());
649
+ }
650
+ }
651
+
652
+ /**
653
+ \brief Returns an index where 2 arrays start to differ from each other
654
+ \return \p int Index from where arrays differ
655
+ @code
656
+ array<int> arr1 = {0,1,2,3};
657
+ array<int> arr2 = {0,1,3,2};
658
+ int differsAt = arr1.DifferentAtPosition(arr2);
659
+ Print(differsAt);
660
+
661
+ >> 2
662
+ @endcode
663
+ */
664
+ int DifferentAtPosition(array<T> pOtherArray)
665
+ {
666
+ if (Count() != pOtherArray.Count())
667
+ {
668
+ ErrorEx("arrays are not the same size");
669
+ return -1;
670
+ }
671
+
672
+ for (int i = 0; i < pOtherArray.Count(); ++i)
673
+ {
674
+ if (Get(i) != pOtherArray.Get(i))
675
+ {
676
+ return i;
677
+ }
678
+ }
679
+
680
+ return -1;
681
+ }
682
+ };
683
+
684
+ //force these to compile so we can link C++ methods to them
685
+ typedef array<string> TStringArray;
686
+ typedef array<float> TFloatArray;
687
+ typedef array<int> TIntArray;
688
+ typedef array<bool> TBoolArray;
689
+ typedef array<Class> TClassArray;
690
+ typedef array<Managed> TManagedArray;
691
+ typedef array<ref Managed> TManagedRefArray;
692
+ typedef array<vector> TVectorArray;
693
+ typedef array<typename> TTypenameArray;
694
+
695
+ class set<Class T>
696
+ {
697
+ proto native int Count();
698
+ proto native void Clear();
699
+ /*!
700
+ Tries to find the first occurance of given value in the set.
701
+ \return Index of the first occurance of `value` if found, -1 otherwise
702
+ */
703
+ proto int Find(T value);
704
+ proto T Get(int n);
705
+ /*!
706
+ Inserts element at the end of array.
707
+ \param value
708
+ Element to be inserted
709
+ \return
710
+ Position at which element is inserted
711
+ */
712
+ proto int Insert(T value);
713
+ /*!
714
+ Inserts element at certain position and moves all elements behind
715
+ this position by one.
716
+ \param value
717
+ Element to be inserted
718
+ \param index
719
+ Position at which element is inserted. Must be less than Array::GetCardinality()
720
+ \return
721
+ Number of elements after insertion
722
+ */
723
+ proto int InsertAt(T value, int index);
724
+ /*!
725
+ Removes element from array, but retain all elements ordered.
726
+ \param index
727
+ Index of element to be removed
728
+ */
729
+ proto native void Remove(int index);
730
+ proto int Copy(set<T> from);
731
+ proto native void Swap(set<T> other);
732
+ proto int Init(T init[]);
733
+
734
+ void InsertSet(set<T> other)
735
+ {
736
+ int count = other.Count();
737
+ for (int i = 0; i < count; i++)
738
+ {
739
+ T item = other[i];
740
+ Insert(item);
741
+ }
742
+ }
743
+
744
+ void RemoveItem(T value)
745
+ {
746
+ int remove_index = Find(value);
747
+ if (remove_index >= 0)
748
+ {
749
+ Remove(remove_index);
750
+ }
751
+ }
752
+
753
+ void RemoveItems(set<T> other)
754
+ {
755
+ int count = other.Count();
756
+ for (int i = 0; i < count; i++)
757
+ {
758
+ T item = other[i];
759
+ RemoveItem(item);
760
+ }
761
+ }
762
+
763
+ void Debug()
764
+ {
765
+ Print(string.Format("Set count: %1", Count()));
766
+ for (int i = 0; i < Count(); i++)
767
+ {
768
+ T item = Get(i);
769
+ Print(string.Format("[%1] => %2", i, item));
770
+ }
771
+ }
772
+ };
773
+
774
+ //force these to compile so we can link C++ methods to them
775
+ typedef set<string> TStringSet;
776
+ typedef set<float> TFloatSet;
777
+ typedef set<int> TIntSet;
778
+ typedef set<Class> TClassSet;
779
+ typedef set<Managed> TManagedSet;
780
+ typedef set<ref Managed> TManagedRefSet;
781
+ typedef set<typename> TTypenameSet;
782
+
783
+ typedef int MapIterator;
784
+ /**
785
+ \brief Associative array template
786
+ \n usage:
787
+ @code
788
+ autoptr map<string, int> prg_count = new map<string, int>;
789
+
790
+ // fill
791
+ project_locations.Insert("dayz", 10);
792
+ project_locations.Insert("arma", 20);
793
+ project_locations.Insert("tkom", 1);
794
+
795
+ Print(project_locations.Get("arma")); // prints '20'
796
+
797
+ @endcode
798
+
799
+ */
800
+ class map<Class TKey,Class TValue>
801
+ {
802
+ /*!
803
+ \return
804
+ The number of elements in the hashmap.
805
+ */
806
+ proto native int Count();
807
+
808
+ /*!
809
+ Clears the hash map.
810
+ */
811
+ proto native void Clear();
812
+ /*!
813
+ Search for an element with the given key.
814
+
815
+ \param key
816
+ The key of the element to find
817
+ \return
818
+ Pointer to element data if found, NULL otherwise.
819
+ */
820
+ proto TValue Get(TKey key);
821
+ /*!
822
+ Search for an element with the given key.
823
+
824
+ \param key
825
+ The key of the element to find
826
+ \param val
827
+ result is stored to val
828
+ \return
829
+ returns True if given key exist.
830
+ */
831
+ proto bool Find(TKey key, out TValue val);
832
+ /*!
833
+ Return the i:th element in the map.
834
+ Note: This operation is O(n) complexity. Use with care!
835
+
836
+ \param index
837
+ The position of the element in the map
838
+ \return
839
+ The element on the i:th position
840
+ */
841
+ proto TValue GetElement(int index);
842
+ /*!
843
+ Return the i:th element key in the map.
844
+ Note: This operation is O(n) complexity. Use with care!
845
+
846
+ \param i
847
+ The position of the element key in the map
848
+ \return
849
+ Return key of i-th element
850
+ */
851
+ proto TKey GetKey(int i);
852
+ /*!
853
+ Sets value of element with given key. If element with key not exists, it is created.
854
+ Note: creating new elements is faster using Insert function.
855
+ */
856
+ proto void Set(TKey key, TValue value);
857
+ /*!
858
+ Removes element with given key.
859
+ */
860
+ proto void Remove(TKey key);
861
+ /*!
862
+ Removes i:th element with given key.
863
+ Note: This operation is O(n) complexity. Use with care!
864
+ \param i
865
+ The position of the element key in the map
866
+ */
867
+ proto void RemoveElement(int i);
868
+ /*!
869
+ Returns if map contains element with given key.
870
+ */
871
+ proto bool Contains(TKey key);
872
+ /*!
873
+ Insert new element into hash map.
874
+
875
+ \param key
876
+ Key of element to be inserted.
877
+ \param value
878
+ Data of element to be inserted.
879
+ */
880
+ proto bool Insert(TKey key, TValue value);
881
+ proto int Copy(map<TKey,TValue> from);
882
+
883
+ array<TKey> GetKeyArray()
884
+ {
885
+ array<TKey> keys = new array<TKey>;
886
+ for (int i = 0; i < Count(); i++)
887
+ {
888
+ keys.Insert( GetKey( i ) );
889
+ }
890
+ return keys;
891
+ }
892
+
893
+ array<TValue> GetValueArray()
894
+ {
895
+ array<TValue> elements = new array<TValue>;
896
+ for (int i = 0; i < Count(); i++)
897
+ {
898
+ elements.Insert( GetElement( i ) );
899
+ }
900
+ return elements;
901
+ }
902
+
903
+ bool ReplaceKey(TKey old_key, TKey new_key)
904
+ {
905
+ if (Contains(old_key))
906
+ {
907
+ Set(new_key, Get(old_key));
908
+ Remove(old_key);
909
+ return true;
910
+ }
911
+ return false;
912
+ }
913
+
914
+ TKey GetKeyByValue(TValue value)
915
+ {
916
+ TKey ret;
917
+ for (int i = 0; i < Count(); i++)
918
+ {
919
+ if (GetElement(i) == value)
920
+ {
921
+ ret = GetKey(i);
922
+ break;
923
+ }
924
+ }
925
+
926
+ return ret;
927
+ }
928
+
929
+ bool GetKeyByValueChecked(TValue value, out TKey key)
930
+ {
931
+ for (int i = 0; i < Count(); i++)
932
+ {
933
+ if (GetElement(i) == value)
934
+ {
935
+ key = GetKey(i);
936
+ return true;
937
+ }
938
+ }
939
+ return false;
940
+ }
941
+
942
+ proto native MapIterator Begin();
943
+ proto native MapIterator End();
944
+ proto native MapIterator Next(MapIterator it);
945
+ proto TKey GetIteratorKey(MapIterator it);
946
+ proto TValue GetIteratorElement(MapIterator it);
947
+ };
948
+
949
+ typedef map<int, float> TIntFloatMap;
950
+ typedef map<int, int> TIntIntMap;
951
+ typedef map<int, string> TIntStringMap;
952
+ typedef map<int, Class> TIntClassMap;
953
+ typedef map<int, Managed> TIntManagedMap;
954
+ typedef map<int, ref Managed> TIntManagedRefMap;
955
+ typedef map<int, typename> TIntTypenameMap;
956
+ typedef map<int, vector> TIntVectorMap;
957
+
958
+ typedef map<string, float> TStringFloatMap;
959
+ typedef map<string, int> TStringIntMap;
960
+ typedef map<string, string> TStringStringMap;
961
+ typedef map<string, Class> TStringClassMap;
962
+ typedef map<string, Managed> TStringManagedMap;
963
+ typedef map<string, ref Managed> TStringManagedRefMap;
964
+ typedef map<string, typename> TStringTypenameMap;
965
+ typedef map<string, vector> TStringVectorMap;
966
+
967
+ typedef map<Class, float> TClassFloatMap;
968
+ typedef map<Class, int> TClassIntMap;
969
+ typedef map<Class, string> TClassStringMap;
970
+ typedef map<Class, Class> TClassClassMap;
971
+ typedef map<Class, Managed> TClassManagedMap;
972
+ typedef map<Class, ref Managed> TClassManagedRefMap;
973
+ typedef map<Class, typename> TClassTypenameMap;
974
+ typedef map<Class, vector> TClassVectorMap;
975
+
976
+ typedef map<typename, float> TTypeNameFloatMap;
977
+ typedef map<typename, int> TTypeNameIntMap;
978
+ typedef map<typename, string> TTypeNameStringMap;
979
+ typedef map<typename, Class> TTypeNameClassMap;
980
+ typedef map<typename, Managed> TTypeNameManagedMap;
981
+ typedef map<typename, ref Managed> TTypeNameManagedRefMap;
982
+ typedef map<typename, typename> TTypeNameTypenameMap;
983
+ typedef map<typename, vector> TTypeNameVectorMap;
984
+
985
+ typedef map<Managed, float> TManagedFloatMap;
986
+ typedef map<Managed, int> TManagedIntMap;
987
+ typedef map<Managed, string> TManagedStringMap;
988
+ typedef map<Managed, Class> TManagedClassMap;
989
+ typedef map<Managed, Managed> TManagedManagedMap;
990
+ typedef map<Managed, ref Managed> TManagedManagedRefMap;
991
+ typedef map<Managed, typename> TManagedTypenameMap;
992
+ typedef map<Managed, vector> TManagedVectorMap;
993
+
994
+ typedef map<ref Managed, float> TManagedRefFloatMap;
995
+ typedef map<ref Managed, int> TManagedRefIntMap;
996
+ typedef map<ref Managed, string> TManagedRefStringMap;
997
+ typedef map<ref Managed, Class> TManagedRefClassMap;
998
+ typedef map<ref Managed, Managed> TManagedRefManagedMap;
999
+ typedef map<ref Managed, ref Managed> TManagedRefManagedRefMap;
1000
+ typedef map<ref Managed, typename> TManagedRefTypenameMap;
1001
+ typedef map<ref Managed, vector> TManagedRefVectorMap;
1002
+
1003
+ //@}
scripts/1_Core/DayZ/proto/EnString.c ADDED
@@ -0,0 +1,529 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Strings Strings
3
+ * @{
4
+ */
5
+ class string
6
+ {
7
+ static const string Empty;
8
+
9
+ /**
10
+ \brief Converts string to integer
11
+ \return \p int - Converted \p string.
12
+ @code
13
+ string str = "56";
14
+ int i = str.ToInt();
15
+ Print(i);
16
+
17
+ >> i = 56
18
+ @endcode
19
+ */
20
+ proto native int ToInt();
21
+
22
+ /**
23
+ \brief Converts string to integer
24
+ \return \p int - Converted \p string.
25
+ @code
26
+ string str = "0xFF";
27
+ int i = str.HexToInt();
28
+ Print(i);
29
+
30
+ >> i = 255
31
+ @endcode
32
+ */
33
+ proto native int HexToInt();
34
+
35
+ /**
36
+ \brief Converts string to float
37
+ \return \p float - Converted \p string \p in float.
38
+ @code
39
+ string str = "56.6";
40
+ float f = str.ToFloat();
41
+ Print(f);
42
+
43
+ >> f = 56.6
44
+ @endcode
45
+ */
46
+ proto native float ToFloat();
47
+
48
+ /**
49
+ \brief Returns a vector from a string
50
+ \return \p vector Converted s as vector
51
+ @code
52
+ string str = "1 0 1";
53
+ vector v = str.ToVector();
54
+ Print(v);
55
+
56
+ >> v = <1,0,1>
57
+ @endcode
58
+ */
59
+ proto vector ToVector();
60
+
61
+
62
+ /**
63
+ \brief Convert beautified string into a vector
64
+ \param vec \p beautified string
65
+ \return \p vector resulting vector
66
+ */
67
+ vector BeautifiedToVector()
68
+ {
69
+ string copy = value;
70
+ copy.Replace("<", "");
71
+ copy.Replace(">", "");
72
+ copy.Replace(",", " ");
73
+ return copy.ToVector();
74
+ }
75
+ /**
76
+ \brief Converts string's first character to ASCII code
77
+ \param str String for convert to ASCII code
78
+ \return \p ascii code \p int.
79
+ @code
80
+ int ascii = "M".ToAscii();
81
+ Print(ascii);
82
+
83
+ >> ascii = 77
84
+ @endcode
85
+ */
86
+ proto native int ToAscii();
87
+
88
+ /**
89
+ \brief Returns internal type representation. Can be used in runtime, or cached in variables and used for faster inheritance checking
90
+ \returns \p typename Type of class
91
+ @code
92
+ ???
93
+ @endcode
94
+ */
95
+ proto native typename ToType();
96
+
97
+ //! Return string representation of variable
98
+ static proto string ToString(void var, bool type = false, bool name = false, bool quotes = true);
99
+
100
+ /**
101
+ \brief Substring of 'str' from 'start' position 'len' number of characters
102
+ \param start Position in \p str
103
+ \param len Count of characters
104
+ \return \p string - Substring of \p str
105
+ @code
106
+ string str = "Hello World";
107
+ string strSub = str.Substring(2, 5);
108
+ Print(strSub);
109
+
110
+ >> strSub = llo W
111
+ @endcode
112
+ */
113
+ proto string Substring(int start, int len);
114
+
115
+ //! Inverted SubString. This deletes everything in between position_start and position_end.
116
+ string SubstringInverted( string string_to_split, int position_start, int position_end )
117
+ {
118
+ string first_half = string_to_split.Substring(0, position_start);
119
+ string second_half = string_to_split.Substring( position_end, string_to_split.Length() - position_end );
120
+ string result = first_half + second_half;
121
+ return result;
122
+ }
123
+
124
+ /**
125
+ \brief Substring of 'str' from 'startChar' position 'len' number of characters for UTF8 strings with multibyte chars
126
+ \param startChar Position in \p str.
127
+ \param len Count of characters
128
+ \return \p string - Substring of \p str with \p startChar character and \p len characters
129
+ @code
130
+ string str = "こんにちは世界";
131
+ string strSub = str.SubstringUtf8(2, 4);
132
+ Print(strSub);
133
+
134
+ >> strSub = にちは世
135
+ @endcode
136
+ */
137
+ proto string SubstringUtf8(int startChar, int len);
138
+
139
+ /**
140
+ \brief Replace all occurrances of 'sample' in 'str' by 'replace'
141
+ \param sample string to search in \p str
142
+ \param replace string which replace \p sample in \p str
143
+ \return \p int - number of occurrances of 'sample' in 'str'
144
+ @code
145
+ string test = "If the length of the C string in source is less than num, only the content up to the terminating null-character is copied.";
146
+ Print(test);
147
+ int count = test.Replace("the", "*");
148
+ Print(count);
149
+ Print(test);
150
+
151
+ >> string test = 'If the length of the C string in source is less than num, only the content up to the terminating null-character is copied.';
152
+ >> int count = 4
153
+ >> string test = 'If * length of * C string in source is less than num, only * content up to * terminating null-character is copied.'
154
+ @endcode
155
+ */
156
+ proto int Replace(string sample, string replace);
157
+
158
+ /**
159
+ \brief Changes string to lowercase. Returns length
160
+ \return \p int - Length of changed string
161
+ @code
162
+ string str = "Hello World";
163
+ int i = str.ToLower();
164
+ Print(str);
165
+ Print(i);
166
+
167
+ >> str = hello world
168
+ >> i = 11
169
+ @endcode
170
+ */
171
+ proto int ToLower();
172
+
173
+ /**
174
+ \brief Changes string to uppercase. Returns length
175
+ \return \p int - Length of changed string
176
+ @code
177
+ string str = "Hello World";
178
+ int i = str.ToUpper();
179
+ Print(str);
180
+ Print(i);
181
+
182
+ >> str = HELLO WORLD
183
+ >> i = 11
184
+ @endcode
185
+ */
186
+ proto int ToUpper();
187
+
188
+ /**
189
+ \brief Returns length of string
190
+ \return \p int - Length of string
191
+ @code
192
+ string str = "Hello World";
193
+ int i = str.Length();
194
+ Print(i);
195
+
196
+ >> i = 11
197
+ @endcode
198
+ */
199
+ proto native int Length();
200
+
201
+ /**
202
+ \brief Returns number of characters in UTF8 string
203
+ \return \p int - Number of characters in UTF8 string
204
+ @code
205
+ string str = "こんにちは世界";
206
+ int i = str.LengthUtf8();
207
+ Print(i);
208
+
209
+ >> i = 7
210
+ @endcode
211
+ */
212
+ proto native int LengthUtf8();
213
+
214
+ /**
215
+ \brief Returns hash of string
216
+ \return \p int - Hash of string
217
+ @code
218
+ string str = "Hello World";
219
+ int hash = str.Hash();
220
+ Print(hash);
221
+ @endcode
222
+ */
223
+ proto native int Hash();
224
+
225
+ /**
226
+ \brief Finds 'sample' in 'str'. Returns -1 when not found
227
+ \param sample \p string Finding string
228
+ \return \p int - Returns position where \p sample starts, or -1 when \p sample not found
229
+ @code
230
+ string str = "Hello World";
231
+ Print( str.IndexOf( "H" ) );
232
+ Print( str.IndexOf( "W" ) );
233
+ Print( str.IndexOf( "Q" ) );
234
+
235
+ >> 0
236
+ >> 6
237
+ >> -1
238
+ @endcode
239
+ */
240
+ proto native int IndexOf(string sample);
241
+
242
+ /**
243
+ \brief Finds last 'sample' in 'str'. Returns -1 when not found
244
+ \param sample \p string Finding string
245
+ \return \p int - Returns position where \p sample starts, or -1 when \p sample not found
246
+ @code
247
+ string str = "Hello World";
248
+ Print( str.IndexOf( "l" ) );
249
+
250
+ >> 9
251
+ @endcode
252
+ */
253
+ proto native int LastIndexOf(string sample);
254
+
255
+ /**
256
+ \brief Finds 'sample' in 'str' from 'start' position. Returns -1 when not found
257
+ \param start \p int Start from position
258
+ \param sample \p string Finding string expression
259
+ \return \p int - Length of string \p s
260
+ @code
261
+ string str = "Hello World";
262
+ Print( str.IndexOfFrom( 3, "H" ) );
263
+ Print( str.IndexOfFrom( 3, "W" ) );
264
+ Print( str.IndexOfFrom( 3, "Q" ) );
265
+
266
+ >> -1
267
+ >> 6
268
+ >> -1
269
+ @endcode
270
+ */
271
+ proto native int IndexOfFrom(int start, string sample);
272
+
273
+ /**
274
+ \brief Returns true if sample is substring of string
275
+ \param sample \p string Finding string expression
276
+ \return \p bool true if sample is substring of string
277
+ @code
278
+ string str = "Hello World";
279
+ Print( str.IndexOfFrom( 3, "Hello" ) );
280
+ Print( str.IndexOfFrom( 3, "Mexico" ) );
281
+
282
+ >> true
283
+ >> false
284
+ @endcode
285
+ */
286
+ bool Contains(string sample)
287
+ {
288
+ return value.IndexOf(sample) != -1;
289
+ }
290
+
291
+ /**
292
+ \brief Returns trimmed string with removed leading and trailing whitespaces
293
+ \return \p string - Trimmed string
294
+ @code
295
+ string str = " Hello World "
296
+ Print( str );
297
+ Print( str.Trim() );
298
+
299
+ >> ' Hello World '
300
+ >> 'Hello World'
301
+ @endcode
302
+
303
+ */
304
+ proto string Trim();
305
+
306
+ /**
307
+ \brief Removes leading and trailing whitespaces in string. Returns length
308
+ \return \p int - Count of chars
309
+ @code
310
+ string str = " Hello World ";
311
+ int i = str.TrimInPlace();
312
+ Print(str);
313
+ Print(i);
314
+
315
+ >> str = 'Hello World'
316
+ >> i = 11
317
+ @endcode
318
+ */
319
+ proto int TrimInPlace();
320
+
321
+ /**
322
+ \brief Parses one token from input string. Result is put into token string, and type of token is returned. Input string is left-truncated by the resulting token length.
323
+ \param[out] token \p string Founded string token
324
+ \return \p int Type of token
325
+ \verbatim
326
+ Token types:
327
+ 0 - error, no token
328
+ 1 - defined token (special characters etc. . / * )
329
+ 2 - quoted string. Quotes are removed -> TODO
330
+ 3 - alphabetic string
331
+ 4 - number
332
+ 5 - end of line -> TODO
333
+ \endverbatim
334
+ @code
335
+ string input = "Hello*World";
336
+ string token1;
337
+ string token2;
338
+
339
+ int result1 = input.ParseStringEx(token1);
340
+ int result2 = input.ParseStringEx(token2);
341
+
342
+ Print( "Token1 = '" + token1 + "' Type = " + result1.ToString() ) );
343
+ Print( "Token2 = '" + token2 + "' Type = " + result2.ToString() ) );
344
+
345
+ >> 'Toke1 = 'Hello' Type = 3'
346
+ >> 'Toke1 = '*' Type = 1'
347
+ @endcode
348
+ */
349
+ proto int ParseStringEx(out string token);
350
+
351
+ /**
352
+ \brief Parses string into array of tokens returns number of tokens
353
+ \param[out] tokens \p array[] Parsed string in array
354
+ \return \p int Number of tokens
355
+ @code
356
+ string token[2];
357
+ string str = "Hello World";
358
+ int result = str.ParseString(token);
359
+
360
+ for (int i = 0; i < 2; i++)
361
+ {
362
+ Print(token[i]);
363
+ }
364
+
365
+ >> 'Hello'
366
+ >> 'World'
367
+ @endcode
368
+ */
369
+ proto int ParseString(out string tokens[]);
370
+
371
+ /**
372
+ \brief Splits string into array of strings separated by 'sample'
373
+ \param sample \p string Strings separator
374
+ \return \p TStringArray Array with strings
375
+ @code
376
+ string example = "The quick brown fox jumps over the lazy dog";
377
+ TStringArray strs = new TStringArray;
378
+ example.Split(" ", strs);
379
+
380
+ for (int i = 0; i < strs.Count(); i++)
381
+ {
382
+ Print(strs.Get(i));
383
+ }
384
+
385
+ >> 'The'
386
+ >> 'quick'
387
+ >> 'brown'
388
+ >> 'fox'
389
+ >> 'jumps'
390
+ >> 'over'
391
+ >> 'the'
392
+ >> 'lazy'
393
+ >> 'dog'
394
+ @endcode
395
+ */
396
+ void Split(string sample, out array<string> output)
397
+ {
398
+ int txt_len = 0;
399
+ int sep_pos = -1;
400
+ int nxt_sep_pos = 0;
401
+ string text = "";
402
+
403
+ bool line_end = false;
404
+ while (line_end == false)
405
+ {
406
+ sep_pos = sep_pos + txt_len + 1;
407
+ nxt_sep_pos = value.IndexOfFrom(sep_pos, sample);
408
+ if ( nxt_sep_pos == -1 )
409
+ {
410
+ nxt_sep_pos = value.Length();
411
+ line_end = true;
412
+ }
413
+
414
+ txt_len = nxt_sep_pos - sep_pos;
415
+ if ( txt_len > 0 )
416
+ {
417
+ text = value.Substring(sep_pos, txt_len);
418
+ output.Insert(text);
419
+ }
420
+ }
421
+ }
422
+
423
+ // !Joins array of strings into a single string, separated by 'separator'. Inverse of Split
424
+ static string Join(string separator, notnull TStringArray tokens)
425
+ {
426
+ string output;
427
+ foreach (int i, string s: tokens)
428
+ {
429
+ if (i != 0)
430
+ output += separator;
431
+ output += s;
432
+ }
433
+ return output;
434
+ }
435
+
436
+ /**
437
+ \brief Gets n-th character from string
438
+ \param index character index
439
+ \return \p string character on index-th position in string
440
+ \warning VME When index less than 0 or greater than string length
441
+ @code
442
+ string str = "Hello World";
443
+ Print( str[4] ); // Print( str.Get(4) );
444
+
445
+ >> 'o'
446
+ @endcode
447
+ */
448
+ proto string Get(int index);
449
+
450
+ /**
451
+ \brief Sets the n-th character in string with the input, replacing previous value
452
+ \param index index to be replaced
453
+ \param input single non-terminated character value to replace with
454
+ \warning VME When index less than 0 or greater than string length
455
+ \warning (Diag) VME When string is empty or greater than length of 1
456
+ (Retail) Calls 'string.Insert' except it replaces only the initial character
457
+ @code
458
+ string str = "Hello World";
459
+ str[4] = "O";
460
+ Print( str );
461
+
462
+ >> 'HellO World'
463
+ @endcode
464
+
465
+ @code
466
+ string str = "Hello World";
467
+ str[6] = "Test ";
468
+ Print( str );
469
+
470
+ >> 'Hello Test orld'
471
+ @endcode
472
+ */
473
+ proto void Set(int index, string input);
474
+
475
+ #ifdef DIAG_DEVELOPER
476
+ /**
477
+ \brief Do not use. Re-implemented for verification of new function due to design of previous function allowing for unexpected behavior that modders may depend on.
478
+ \see string.Set warnings for handling existing mods in Retail
479
+ @code
480
+ string str = "Hello World";
481
+ str.OldSet(6, "Test ");
482
+ Print( str );
483
+
484
+ >> 'Hello Test orld'
485
+ @endcode
486
+ */
487
+ void OldSet(int n, string _value)
488
+ {
489
+ string pre = value.Substring(0, n);
490
+ n += 1;
491
+ int length = value.Length() - n;
492
+ string post = value.Substring(n, length);
493
+ value = pre + _value + post;
494
+ }
495
+ #endif
496
+
497
+ /**
498
+ \brief Inserts a string into the n-th index, increasing the string length by the size of the input
499
+ \param index index to insert at
500
+ \param input string value to insert with
501
+ \warning VME When index less than 0 or greater than string length
502
+ \warning VME When string is empty
503
+ @code
504
+ string str = "Hello World";
505
+ str.Insert(6, "Test ");
506
+ Print( str );
507
+
508
+ >> 'Hello Test World'
509
+ @endcode
510
+ */
511
+ proto void Insert(int index, string input);
512
+
513
+ /**
514
+ \brief Gets n-th character from string
515
+ \param index character index
516
+ \return \p string character on index-th position in string
517
+ @code
518
+ int a = 5;
519
+ float b = 5.99;
520
+ string c = "beta";
521
+ string test = string.Format("Ahoj %1 = %3 , %2", a, b, c);
522
+ Print(test);
523
+ >> 'Ahoj 5 = 'beta' , 5.99'
524
+ @endcode
525
+ */
526
+ static proto string Format(string fmt, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
527
+ };
528
+
529
+ //@}
scripts/1_Core/DayZ/proto/EnSystem.c ADDED
@@ -0,0 +1,534 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup System System
3
+ * @{
4
+ */
5
+
6
+ /**
7
+ \brief Returns world time
8
+ \param[out] hour \p int Hour
9
+ \param[out] minute \p int Minute
10
+ \param[out] second \p int Second
11
+ \return \p void
12
+ @code
13
+ int hour = 0;
14
+ int minute = 0;
15
+ int second = 0;
16
+
17
+ GetHourMinuteSecondUTC(hour, minute, second);
18
+
19
+ Print(hour);
20
+ Print(minute);
21
+ Print(second);
22
+
23
+ >> hour = 16
24
+ >> minute = 38
25
+ >> second = 7
26
+ @endcode
27
+ */
28
+ proto void GetHourMinuteSecond(out int hour, out int minute, out int second);
29
+
30
+ /**
31
+ \brief Returns world date
32
+ \param[out] year \p int Year
33
+ \param[out] month \p int Month
34
+ \param[out] day \p int Day
35
+ \return \p void
36
+ @code
37
+ int year = 0;
38
+ int month = 0;
39
+ int day = 0;
40
+
41
+ GetYearMonthDay(year, month, day);
42
+
43
+ Print(year);
44
+ Print(month);
45
+ Print(day);
46
+
47
+ >> year = 2015
48
+ >> month = 3
49
+ >> day = 24
50
+ @endcode
51
+ */
52
+ proto void GetYearMonthDay(out int year, out int month, out int day);
53
+
54
+ /**
55
+ \brief Returns UTC world time
56
+ \param[out] hour \p int Hour
57
+ \param[out] minute \p int Minute
58
+ \param[out] second \p int Second
59
+ \return \p void
60
+ @code
61
+ int hour = 0;
62
+ int minute = 0;
63
+ int second = 0;
64
+
65
+ GetHourMinuteSecondUTC(hour, minute, second);
66
+
67
+ Print(hour);
68
+ Print(minute);
69
+ Print(second);
70
+
71
+ >> hour = 15
72
+ >> minute = 38
73
+ >> second = 7
74
+ @endcode
75
+ */
76
+ proto void GetHourMinuteSecondUTC(out int hour, out int minute, out int second);
77
+
78
+ /**
79
+ \brief Returns UTC world date
80
+ \param[out] year \p int Year
81
+ \param[out] month \p int Month
82
+ \param[out] day \p int Day
83
+ \return \p void
84
+ @code
85
+ int year = 0;
86
+ int month = 0;
87
+ int day = 0;
88
+
89
+ GetYearMonthDayUTC(year, month, day);
90
+
91
+ Print(year);
92
+ Print(month);
93
+ Print(day);
94
+
95
+ >> year = 2015
96
+ >> month = 3
97
+ >> day = 24
98
+ @endcode
99
+ */
100
+ proto void GetYearMonthDayUTC(out int year, out int month, out int day);
101
+
102
+ proto string GetProfileName();
103
+ proto string GetMachineName();
104
+
105
+ //! performance counter. Returns number of CPU ticks between 'prev' and 'now'
106
+ proto native int TickCount(int prev);
107
+
108
+ /**
109
+ \brief Switches memory validation (huge slowdown! Use with care only for certain section of code!)
110
+ \param enable \p bool Enable
111
+ \return \p void
112
+ @code
113
+ ???
114
+ @endcode
115
+ */
116
+ proto native void MemoryValidation(bool enable);
117
+
118
+ /**
119
+ \brief Returns command line argument
120
+ \param name of a command line argument
121
+ \param val \p string value of the param or empty string if the param hasn't been found
122
+ \return True if param is present, False if hasn't been found
123
+ @code
124
+ string param;
125
+ GetCLIParam("world", param); // return a value when program executed with param -world something
126
+ @endcode
127
+ */
128
+ proto bool GetCLIParam(string param, out string val);
129
+
130
+ /**
131
+ \brief Returns if command line argument is present
132
+ \param name of a command line argument
133
+ \return True if param is present, False if hasn't been found
134
+ @code
135
+ if (IsCLIParam("verbose")) // Prints "something" when program executed with param -verbose
136
+ {
137
+ Print("something");
138
+ }
139
+ @endcode
140
+ */
141
+ proto native bool IsCLIParam(string param);
142
+
143
+ #ifdef ENF_DONE
144
+
145
+ //! developer tool - start video grabber
146
+ proto native void StartVideo(string name);
147
+ //! developer tool - stop video grabber
148
+ proto native void StopVideo();
149
+ #endif
150
+
151
+
152
+ /**
153
+ * \defgroup Keyboard Keyboard input API
154
+ * @{
155
+ */
156
+ enum KeyCode
157
+ {
158
+ KC_ESCAPE,
159
+ KC_1,
160
+ KC_2,
161
+ KC_3,
162
+ KC_4,
163
+ KC_5,
164
+ KC_6,
165
+ KC_7,
166
+ KC_8,
167
+ KC_9,
168
+ KC_0,
169
+ KC_MINUS, ///< - on main keyboard
170
+ KC_EQUALS,
171
+ KC_BACK, ///< backspace
172
+ KC_TAB,
173
+ KC_Q,
174
+ KC_W,
175
+ KC_E,
176
+ KC_R,
177
+ KC_T,
178
+ KC_Y,
179
+ KC_U,
180
+ KC_I,
181
+ KC_O,
182
+ KC_P,
183
+ KC_LBRACKET,
184
+ KC_RBRACKET,
185
+ KC_RETURN, ///< Enter on main keyboard
186
+ KC_LCONTROL,
187
+ KC_A,
188
+ KC_S,
189
+ KC_D,
190
+ KC_F,
191
+ KC_G,
192
+ KC_H,
193
+ KC_J,
194
+ KC_K,
195
+ KC_L,
196
+ KC_SEMICOLON,
197
+ KC_APOSTROPHE,
198
+ KC_GRAVE, ///< accent grave
199
+ KC_LSHIFT,
200
+ KC_BACKSLASH,
201
+ KC_Z,
202
+ KC_X,
203
+ KC_C,
204
+ KC_V,
205
+ KC_B,
206
+ KC_N,
207
+ KC_M,
208
+ KC_COMMA,
209
+ KC_PERIOD, ///< . on main keyboard
210
+ KC_SLASH, ///< / on main keyboard
211
+ KC_RSHIFT,
212
+ KC_MULTIPLY, ///< * on numeric keypad
213
+ KC_LMENU, ///< left Alt
214
+ KC_SPACE,
215
+ KC_CAPITAL,
216
+ KC_F1,
217
+ KC_F2,
218
+ KC_F3,
219
+ KC_F4,
220
+ KC_F5,
221
+ KC_F6,
222
+ KC_F7,
223
+ KC_F8,
224
+ KC_F9,
225
+ KC_F10,
226
+ KC_NUMLOCK,
227
+ KC_SCROLL, ///< Scroll Lock
228
+ KC_NUMPAD7,
229
+ KC_NUMPAD8,
230
+ KC_NUMPAD9,
231
+ KC_SUBTRACT, ///< - on numeric keypad
232
+ KC_NUMPAD4,
233
+ KC_NUMPAD5,
234
+ KC_NUMPAD6,
235
+ KC_ADD, ///< + on numeric keypad
236
+ KC_NUMPAD1,
237
+ KC_NUMPAD2,
238
+ KC_NUMPAD3,
239
+ KC_NUMPAD0,
240
+ KC_DECIMAL, ///< . on numeric keypad
241
+ KC_OEM_102, ///< < > | on UK/Germany keyboards
242
+ KC_F11,
243
+ KC_F12,
244
+ KC_NUMPADEQUALS, ///< = on numeric keypad (NEC PC98)
245
+ KC_PREVTRACK, ///< Previous Track (DIKC_CIRCUMFLEX on Japanese keyboard)
246
+ KC_AT, ///< (NEC PC98)
247
+ KC_COLON, ///< (NEC PC98)
248
+ KC_UNDERLINE, ///< (NEC PC98)
249
+ KC_STOP, ///< (NEC PC98)
250
+ KC_AX, ///< (Japan AX)
251
+ KC_UNLABELED, ///< (J3100)
252
+ KC_NEXTTRACK, ///< Next Track
253
+ KC_NUMPADENTER, ///< Enter on numeric keypad
254
+ KC_RCONTROL,
255
+ KC_MUTE, ///< Mute
256
+ KC_CALCULATOR, ///< Calculator
257
+ KC_PLAYPAUSE, ///< Play / Pause
258
+ KC_MEDIASTOP, ///< Media Stop
259
+ KC_VOLUMEDOWN, ///< Volume -
260
+ KC_VOLUMEUP, ///< Volume +
261
+ KC_WEBHOME, ///< Web home
262
+ KC_NUMPADCOMMA, ///< , on numeric keypad (NEC PC98)
263
+ KC_DIVIDE, ///< / on numeric keypad
264
+ KC_SYSRQ,
265
+ KC_RMENU, ///< right Alt
266
+ KC_PAUSE, ///< Pause
267
+ KC_HOME, ///< Home on arrow keypad
268
+ KC_UP, ///< UpArrow on arrow keypad
269
+ KC_PRIOR, ///< PgUp on arrow keypad
270
+ KC_LEFT, ///< LeftArrow on arrow keypad
271
+ KC_RIGHT, ///< RightArrow on arrow keypad
272
+ KC_END, ///< End on arrow keypad
273
+ KC_DOWN, ///< DownArrow on arrow keypad
274
+ KC_NEXT, ///< PgDn on arrow keypad
275
+ KC_INSERT, ///< Insert on arrow keypad
276
+ KC_DELETE, ///< Delete on arrow keypad
277
+ KC_LWIN, ///< Left Windows key
278
+ KC_RWIN, ///< Right Windows key
279
+ KC_APPS, ///< AppMenu key
280
+ KC_POWER, ///< System Power
281
+ KC_SLEEP, ///< System Sleep
282
+ KC_WAKE, ///< System Wake
283
+ KC_MEDIASELECT ///< Media Select
284
+ };
285
+
286
+ /*!
287
+ Gets key state
288
+ \param key Key code
289
+ \returns 0 when not pressed, 15. bit set when pressed, 0.-14. bit pressed count
290
+ */
291
+ proto native int KeyState(KeyCode key);
292
+
293
+ /*!
294
+ Clears the key state.
295
+ Call this function if you want to overcome autorepeating in reporting key state. If called, the KeyState returns pressed only after the key is released and pressed again.
296
+ */
297
+ proto native void ClearKey(KeyCode key);
298
+ /** @}*/
299
+
300
+ //! returns index of defined key in InputDevice by its name
301
+ //proto native int GetDefKey(string name);
302
+ //proto native int DefKeyState(int defkey, bool clear);
303
+
304
+
305
+ /**
306
+ * \defgroup Mouse Mouse API
307
+ * @{
308
+ */
309
+
310
+ enum MouseState
311
+ {
312
+ LEFT,
313
+ RIGHT,
314
+ MIDDLE,
315
+ X,
316
+ Y,
317
+ WHEEL
318
+ };
319
+ //const int MB_PRESSED_MASK
320
+
321
+ /*!
322
+ Returns state of mouse button. It's combination of number of release/pressed edges and mask MB_PRESSED_MASK
323
+ that is set when button is pressed.
324
+ If you want just to check if button is pressed, use this: if(GetMouseState(MouseState.LEFT) & MB_PRESSED_MASK)) Print("left button pressed");
325
+ */
326
+ proto native int GetMouseState(MouseState index);
327
+
328
+ // Gets current mouse position
329
+ proto void GetMousePos(out int x, out int y);
330
+ // Gets current screen size (resolution)
331
+ proto void GetScreenSize(out int x, out int y);
332
+
333
+ /** @}*/
334
+
335
+ /**
336
+ * \defgroup Gamepad API
337
+ * @{
338
+ */
339
+
340
+ enum GamepadButton
341
+ {
342
+ BUTTON_NONE,
343
+ MENU,
344
+ VIEW,
345
+ A,
346
+ B,
347
+ X,
348
+ Y,
349
+ PAD_UP,
350
+ PAD_DOWN,
351
+ PAD_LEFT,
352
+ PAD_RIGHT,
353
+ SHOULDER_LEFT,
354
+ SHOULDER_RIGHT,
355
+ THUMB_LEFT,
356
+ THUMB_RIGHT
357
+ };
358
+
359
+ enum GamepadAxis
360
+ {
361
+ LEFT_THUMB_HORIZONTAL,
362
+ LEFT_THUMB_VERTICAL,
363
+ RIGHT_THUMB_HORIZONTAL,
364
+ RIGHT_THUMB_VERTICAL,
365
+ LEFT_TRIGGER,
366
+ RIGHT_TRIGGER,
367
+ };
368
+
369
+ //! return if the button is pressed or not
370
+ proto native int GetGamepadButton(GamepadButton button);
371
+ //! return value in gamepad axis <-1000; 1000>
372
+ proto native float GetGamepadAxis(GamepadAxis axis);
373
+
374
+ /** @}*/
375
+
376
+ //----------------------------------------------
377
+ /**
378
+ * \defgroup File FileIO API
379
+ * @{
380
+ */
381
+
382
+ enum FileMode
383
+ {
384
+ READ,
385
+ WRITE,
386
+ APPEND
387
+ };
388
+
389
+ typedef int[] ParseHandle;
390
+ typedef int[] FileHandle;
391
+
392
+ proto native ParseHandle BeginParse(string filename);
393
+ proto int ParseLine(ParseHandle tp, int num, string tokens[]);
394
+ proto native void EndParse(ParseHandle file);
395
+
396
+ //!Check existence of file
397
+ proto bool FileExist(string name);
398
+
399
+ /**
400
+ \brief Opens File
401
+ @param name of a file to open, (you can use filesystem prefixes ('$profile','$saves','$mission'). For accessing profile dir use '$profile', e.g. '$profile:myfilename.txt')
402
+ @param mode constants FileMode.WRITE, FileMode.READ or FileMode.APPEND flag can be used
403
+ \return file handle ID or 0 if fails
404
+ \n usage :
405
+ @code
406
+ FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
407
+ //FileHandle file = OpenFile("$profile:testiik.txt", FileMode.APPEND);
408
+ if (file != 0)
409
+ {
410
+ FPrintln(file, "line1");
411
+ FPrintln(file, "line2");
412
+ FPrintln(file, "line3");
413
+ CloseFile(file);
414
+ }
415
+ @endcode
416
+ */
417
+ proto FileHandle OpenFile(string name, FileMode mode);
418
+
419
+ /**
420
+ Reads raw data from file.
421
+ \param param_array Receiving array for the data. Valid types are int[] or string
422
+ \param length Length of data
423
+ \returns number of read bytes
424
+ */
425
+ proto int ReadFile(FileHandle file, void param_array, int length);
426
+
427
+ /**
428
+ \brief Close the File
429
+ @param file File handle ID of a opened file
430
+ \return void
431
+ \n usage :
432
+ @code
433
+ FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
434
+ if (file != 0)
435
+ {
436
+ FPrintln(file, "line1");
437
+ FPrintln(file, "line2");
438
+ FPrintln(file, "line3");
439
+ CloseFile(file);
440
+ }
441
+ @endcode
442
+ */
443
+ proto void CloseFile(FileHandle file);
444
+
445
+ /**
446
+ \brief Write to file
447
+ @param file File handle ID of a opened file
448
+ @param var Value to write
449
+ \return void
450
+ \n usage :
451
+ @code
452
+ FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
453
+ if (file != 0)
454
+ {
455
+ FPrint(file, "A");
456
+ FPrint(file, "B");
457
+ FPrint(file, "C");
458
+ CloseFile(file);
459
+ }
460
+ @endcode
461
+ */
462
+ proto void FPrint(FileHandle file, void var);
463
+
464
+ /**
465
+ \brief Write to file and add new line
466
+ @param file File handle ID of a opened file
467
+ @param var Value to write
468
+ \return void
469
+ \n usage :
470
+ @code
471
+ FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
472
+ if (file != 0)
473
+ {
474
+ FPrintln(file, "line1");
475
+ FPrintln(file, "line2");
476
+ FPrintln(file, "line3");
477
+ CloseFile(file);
478
+ }
479
+ @endcode
480
+ */
481
+ proto void FPrintln(FileHandle file, void var);
482
+
483
+ /**
484
+ \brief Get line from file, every next call of this function returns next line
485
+ @param file File handle ID of a opened file
486
+ @param var Value to write
487
+ \return int Count of chars or -1 if is not any for read (end of file is EMPTY line)
488
+ \n usage :
489
+ @code
490
+ FileHandle file_handle = OpenFile("$profile:testiik.txt", FileMode.READ);
491
+ string line_content;
492
+
493
+ while ( FGets( file_handle, line_content ) > 0 )
494
+ {
495
+ Print(line_content);
496
+ }
497
+
498
+ CloseFile(file_handle);
499
+ @endcode
500
+ */
501
+ proto int FGets(FileHandle file, string var);
502
+
503
+ typedef int[] FindFileHandle;
504
+
505
+ enum FileAttr
506
+ {
507
+ DIRECTORY, ///<File is directory
508
+ HIDDEN, ///<File is hidden
509
+ READONLY, ///<File is read-only
510
+ INVALID ///<Invalid file
511
+ };
512
+
513
+ enum FindFileFlags
514
+ {
515
+ DIRECTORIES, ///<Looks for files in fs directories only.
516
+ ARCHIVES, ///<Looks for files in archive only. (.pak)
517
+ ALL ///<Looks in archives and fs directories.
518
+ }
519
+
520
+ proto FindFileHandle FindFile(string pattern, out string fileName, out FileAttr fileAttributes, FindFileFlags flags);
521
+ proto bool FindNextFile(FindFileHandle handle, out string fileName, out FileAttr fileAttributes);
522
+ proto native void CloseFindFile(FindFileHandle handle);
523
+
524
+ //!Makes a directory
525
+ proto native bool MakeDirectory(string name);
526
+
527
+ //!delete file. Works only on "$profile:" and "$saves:" locations
528
+ proto native bool DeleteFile(string name);
529
+
530
+ //! copy file. destName must be "$profile:" or "$saves:" location
531
+ proto native bool CopyFile(string sourceName, string destName);
532
+ /** @}*/
533
+
534
+ //@}
scripts/1_Core/DayZ/proto/EnVRDevice.c ADDED
@@ -0,0 +1,281 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ /**
4
+ * \defgroup VRDeviceAPI generic and platform specific devices
5
+ * @{
6
+ */
7
+
8
+ enum VRDeviceType
9
+ {
10
+ DEVICE_TYPE_OCULUS,
11
+ DEVICE_TYPE_PS4
12
+ }
13
+
14
+ enum VRStatus
15
+ {
16
+ VR_STATUS_UNKNOWN, //< Unknown state, probably uninitialized.
17
+ VR_STATUS_VISIBLE, //< The HMD is being used for rendering.
18
+ VR_STATUS_PRESENT, //< The HMD port is open.
19
+ VR_STATUS_MOUNTED, //< The HMD is mounted on users head.
20
+ VR_STATUS_DISPLAY_LOST, //< The HMD was present and disappeared.
21
+ VR_STATUS_SHOULD_QUIT, //< Application requested exit.
22
+ VR_STATUS_SHOULD_RECENTER, //< The HMD Recenter request event was triggered.
23
+ VR_STATUS_TRACKED, //< The tracking data for the HMD are up to date.
24
+ VR_STATUS_CALIBRATING, //< The HMD is being calibrated.
25
+ }
26
+
27
+ enum VRHandEnum
28
+ {
29
+ VR_HAND_LEFT, //< HMD controller left hand.
30
+ VR_HAND_RIGHT //< HMD controller right hand.
31
+ }
32
+
33
+ enum VREye
34
+ {
35
+ VR_EYE_LEFT, // HMD left eye.
36
+ VR_EYE_RIGHT // HMD right eye.
37
+ }
38
+
39
+ /*!
40
+ VRDevice interface common for all VR implementations.
41
+
42
+ DO NOT INHERIT FROM THIS CLASS!
43
+ */
44
+ class VRDevice : Managed
45
+ {
46
+ /*!
47
+ \brief returns VRDevice instance.
48
+ \return device instance.
49
+ */
50
+ proto native static VRDevice GetInstance();
51
+
52
+ /*!
53
+ \brief returns status flags.
54
+
55
+ \return current device state flags.
56
+ */
57
+ proto native VRStatus GetStatusFlags();
58
+ /*!
59
+ \brief returns device name.
60
+ \return device brand name.
61
+ */
62
+ proto native owned string GetName();
63
+ /*!
64
+ \brief returns device type.
65
+ \return device type enum.
66
+ */
67
+ proto native VRDeviceType GetDeviceType();
68
+ /*!
69
+ \brief Forces immediate head recenter.
70
+
71
+ Uses the current scene position and orientation
72
+ as the new camera origin.
73
+ */
74
+ proto native void RecenterHeadTracking();
75
+ /*!
76
+ \brief returns HMD head position .
77
+ \return position in world space.
78
+ */
79
+ proto native vector GetHeadPosition();
80
+ /*!
81
+ \brief returns HMD head orientation.
82
+ \return Euler angles in device space. (Yaw, Pitch, Roll)
83
+ */
84
+ proto native vector GetHeadOrientation();
85
+ /*!
86
+ \brief returns HMD controller's position.
87
+
88
+ \param hand left/right hand enum.
89
+ \return position in world space.
90
+ */
91
+ proto native vector GetHandPosition(VRHand hand);
92
+ /*!
93
+ \brief returns HMD controller's orientation.
94
+
95
+ \param hand left/right hand enum.
96
+ \return Euler angles in device space. (Yaw, Pitch, Roll)
97
+ */
98
+ proto native vector GetHandOrientation(VRHand hand);
99
+ /*!
100
+ \brief returns HMD Eye's position.
101
+
102
+ \param eye left/right eye enum.
103
+ \return position in world space.
104
+ */
105
+ proto native vector GetEyePosition(VREye eye);
106
+ /*!
107
+ \brief returns HMD Eye's orientation.
108
+
109
+ \param eye left/right eye enum.
110
+ \return Euler angles in device space. (Yaw, Pitch, Roll)
111
+ */
112
+ proto native vector GetEyeOrientation(VREye eye);
113
+ /*!
114
+ \brief Sets up current vr scale.
115
+
116
+ All translations will get scaled by this value.
117
+ With higher scale values will the world around look smaller.
118
+
119
+ "Warning: The tracking errors will render more visible with high scale."
120
+ \param scale the scale amount.
121
+ */
122
+ proto native void SetScale(float scale);
123
+ /*!
124
+ \brief returns current vr scale.
125
+ \return the scale amount.
126
+ */
127
+ proto native float GetScale();
128
+
129
+ /*!
130
+ \brief returns current FOV's tangent values.
131
+
132
+ In VR mode the FOV should be asymmetric.
133
+ \returns tangent values of asymetric FOV.
134
+ */
135
+ proto external void GetEyeFOV(VREye eye, out float leftTan, out float rightTan, out float upTan, out float downTan);
136
+ };
137
+
138
+ enum PSVrHeadRecenterFlagsEnum
139
+ {
140
+ VR_RECENTER_POSITION,
141
+ VR_RECENTER_ORIENTATION
142
+ }
143
+
144
+ enum PSVrBrightnessRiskEnum
145
+ {
146
+ VR_BRIGHTNESS_RISK_LOW,
147
+ VR_BRIGHTNESS_RISK_HIGH,
148
+ VR_BRIGHTNESS_RISK_MAX
149
+ }
150
+
151
+ enum PSVrTrackingQualityEnum
152
+ {
153
+ VR_TRACKING_QUALITY_NONE,
154
+ VR_TRACKING_QUALITY_NOT_VISIBLE,
155
+ VR_TRACKING_QUALITY_PARTIAL,
156
+ VR_TRACKING_QUALITY_FULL
157
+ }
158
+
159
+ enum PSVrDialogStatusEnum
160
+ {
161
+ VR_DIALOG_UNKNOWN,
162
+ VR_DIALOG_OK,
163
+ VR_DIALOG_CANCELED,
164
+ VR_DIALOG_RUNNING
165
+ }
166
+
167
+ /*!
168
+ PS4 specific VR interface.
169
+ */
170
+ class VRDevice_PS4 : VRDevice
171
+ {
172
+ /*!
173
+ \brief Switches VR device into 2D "theater" mode.
174
+
175
+ Don't forget to set appropriate FOV.
176
+
177
+ At the moment the device uses the render targets of the
178
+ left eye. These render targets are 8:9 and we are still rendering
179
+ both eyes. If the feature gets used in a actual gameplay we can
180
+ extend it to separate set of 16:9 render targets.
181
+
182
+ \param enabled enable/disable flag.
183
+ */
184
+ proto native void Set2D(bool enabled);
185
+ /*!
186
+ \brief Pops up HMD service dialog.
187
+ \return true when dialog was opened and his state was resolved as OK.
188
+ */
189
+ proto native bool ShowHmdServiceDialog();
190
+ /*!
191
+ \brief Pops up HMD setup dialog.
192
+ \return true when dialog was opened and closed successfully.
193
+ */
194
+ proto native bool ShowHmdSetupDialog();
195
+ /*!
196
+ \brief Returns current setup dialog state.
197
+ \return dialog state enum.
198
+ */
199
+ proto native PSVrDialogStatusEnum GetSetupDialogStatus();
200
+ /*!
201
+ \brief Returns current service dialog state.
202
+ \return dialog state enum.
203
+ */
204
+ proto native PSVrDialogStatusEnum GetServiceDialogStatus();
205
+
206
+ /*!
207
+ \brief HMD recentering hint flags setup.
208
+ */
209
+ proto native void SetRecenterHeadFlags(PSVrHeadRecenterFlagsEnum flags);
210
+ /*!
211
+ \brief Returns HMD recentering flags.
212
+ \return recentering enum.
213
+ */
214
+ proto native PSVrHeadRecenterFlagsEnum GetRecenterHeadFlags();
215
+ /*!
216
+ \brief Returns the eye offset in device space.
217
+ \return 3D position centered around device space center.
218
+ */
219
+ proto native vector GetEyeOffset(VREye eye);
220
+ /*!
221
+ \brief Sets up the minimal displayable color.
222
+
223
+ Setup this value when smears start appearing in
224
+ dark environments.
225
+ */
226
+ proto native void SetMinOutputColor(int color);
227
+ /*!
228
+ \brief Per eye FOV setup.
229
+
230
+ Keep in mind that changing the values from device presets
231
+ may cause user discomfort.
232
+ */
233
+ proto native void SetEyeFOV(VREye eye, float leftTan, float rightTan, float upTan, float downTan);
234
+ /*!
235
+ \brief Resets the FOV settings to device preset value.
236
+ */
237
+ proto native void ResetToDeviceFOV(VREye eye);
238
+ /*!
239
+ \brief Sets up the render target size multiplier.
240
+
241
+ Set this value before the device gets initialized.
242
+ */
243
+ proto native void SetOversamplingFactor(float factor);
244
+ /*!
245
+ \brief Returns HMD tracking status.
246
+ \param bRisk tracked scene brightness risk.
247
+ \param posQuality precision of the HMD position.
248
+ \param orQuality precision of tthe HMD orientation.
249
+ \return false when the HMD port is not open.
250
+ */
251
+ proto bool GetHmdTrackingStatus( out PSVrBrightnessRiskEnum bRisk,
252
+ out PSVrTrackingQualityEnum posQuality,
253
+ out PSVrTrackingQualityEnum orQuality);
254
+ /*!
255
+ \brief Returns Move controller tracking status.
256
+
257
+ \param hand identifier of the contoller.
258
+ \param bRisk tracked scene brightness risk.
259
+ \param posQuality precision of the controllers position.
260
+ \param orQuality precision of the controllers orientation.
261
+ \return false when the Move port is not open.
262
+ */
263
+ proto bool GetMoveTrackingStatus( VRHand hand,
264
+ out PSVrBrightnessRiskEnum bRisk,
265
+ out PSVrTrackingQualityEnum posQuality,
266
+ out PSVrTrackingQualityEnum orQuality);
267
+ }
268
+
269
+ /*!
270
+ Oculus specific VR interface.
271
+ */
272
+ class Oculus : VRDevice
273
+ {
274
+ // TODO:
275
+ }
276
+
277
+ /*
278
+ * @}
279
+ */
280
+
281
+ #endif
scripts/1_Core/DayZ/proto/EnVisual.c ADDED
@@ -0,0 +1,244 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup Visual Visual objects
3
+ * @{
4
+ */
5
+
6
+ //! Loads object from data, or gets it from cache. Object must be released when not used
7
+ proto native vobject GetObject(string name);
8
+
9
+ /*!
10
+ Release object. When there are not any other references, object is stored into cache and ready to be victed if necessary.
11
+ \param object Object handle
12
+ \param flag If RF_RELEASE is used, the object is evicted immediatelly, if not used by anyone else
13
+ */
14
+ proto native void ReleaseObject(vobject object, int flag = 0);
15
+
16
+ //! Returns number of frames, if the object is animation
17
+ proto native int GetNumAnimFrames(vobject anim);
18
+
19
+ //! Returns name of visual object
20
+ proto string vtoa(vobject vobj);
21
+
22
+ /**
23
+ * \defgroup MeshObject Mesh object (XOB)
24
+ * @{
25
+ */
26
+
27
+ proto int GetObjectMaterials(vobject object, string materials[]);
28
+
29
+ // dynamic model creation (for dynamic aabb triggers)
30
+ //proto void CreateModel(IEntity ent, vector mins, vector maxs);
31
+ //proto void RemoveModel(IEntity ent);
32
+
33
+ //! Dynamic MeshObject
34
+ proto vobject CreateXOB(int nsurfaces, int nverts[], int numindices[], string materials[]);
35
+ proto void UpdateVertsEx(notnull IEntity ent, int surf, vector verts[], float uv[]);
36
+ proto void UpdateIndices(vobject obj, int surf, int indices[]);
37
+
38
+ proto native void SetBone(notnull IEntity ent, int bone, vector angles, vector trans, float scale);
39
+ proto native bool SetBoneMatrix(notnull IEntity ent, int bone, vector mat[4]);
40
+ proto native void SetBoneGlobal(notnull IEntity ent, int bone, vector mat[4]);
41
+ proto native bool GetBoneMatrix(notnull IEntity ent, int bone, vector mat[4]);
42
+ proto native bool GetBoneLocalMatrix(notnull IEntity ent, int bone, vector mat[4]);
43
+
44
+ proto native void SetAnimFrame(notnull IEntity ent, int slot, float frame);
45
+
46
+ //! BoneMask == NULL means that all bits are set
47
+ //! WARNING: Non-managed, needs manual delete call, should not be ref'd
48
+ class BoneMask
49
+ {
50
+ int Mask[8]
51
+ }
52
+
53
+ enum AnimFlags
54
+ {
55
+ //! animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called
56
+ ONCE,
57
+ /*! defaultne zustava animace pri prehravani a AF_ONCE po skonceni na posledni frame "zamrzla", dokud neni nahrazena jinou,
58
+ nebo neni kanal vynulovan. Pokud se nastavi AF_BLENDOUT, postara se engine o vyhozeni animace sam a pro preblendovani pouzije hodnotu
59
+ blendout. Pokud je odchycen EOnAnimEnd a byla zmenena animace na jinou, nebo byl kanal rucne vynulovan, tak se tato
60
+ funkcnost neprovede. */
61
+ BLENDOUT,
62
+
63
+ //! animation waits on the first frame. Frame is set by calling SetFrame()
64
+ USER,
65
+
66
+ //! forces animation to start from begining (including blending)
67
+ RESET,
68
+
69
+ /*! defaul framerate is from anim.def. If it is missing, parametr fps applies
70
+ It is possible to use fps parameter even when the framerate is defined in the anim.def, is using this flag
71
+ */
72
+ FORCEFPS,
73
+
74
+ //! EntityEvent.ANIMEND will not be called
75
+ NOANIMEND,
76
+
77
+ //! Animhooks will not be called
78
+ NOANIMHOOKS
79
+ };
80
+
81
+ proto native void SetAnimSlot(notnull IEntity ent, int slot, vobject anim, float blendin, float blendout, BoneMask mask, int fps, AnimFlags flags);
82
+
83
+ // changes a mask and does the blending if the blendin is set
84
+ proto native void ChangeAnimSlotMask(notnull IEntity ent, int slot, float blendin, BoneMask mask);
85
+
86
+ // changes animation framerate to fps param
87
+ proto native void ChangeAnimSlotFPS(notnull IEntity ent, int slot, int fps);
88
+
89
+ // set mask for a channel. There are 12 chanels and mask is using first for bits 0..3
90
+ proto native void SetAnimMask(notnull IEntity ent, int mask);
91
+
92
+ // clears chanal mask, return bits which were cleared
93
+ proto native int ClearAnimMask(notnull IEntity ent, int mask);
94
+
95
+ //vrati nastavene bity tech kanalu, ktere maji nastavenou animaci, nejsou na konci
96
+ // a pro ktere byla nastavena vstupni maska.
97
+ //Je tim mozno se dotazat na stav vice slotu najednou
98
+ proto native int IsAnimSlotPlaying(notnull IEntity ent, int mask);
99
+ //mask - 16bitu, pro 16 anim slotu. Maximalni hodnota je tedy 0xffff!
100
+
101
+ //sets how much this morph affect object
102
+ proto native bool SetMorphState(notnull IEntity ent, string morph, float value);
103
+ //morph name
104
+ //value 0...1
105
+ //@}
106
+
107
+
108
+ /**
109
+ * \defgroup ParticleEffect Particle effect API
110
+ * @{
111
+ */
112
+
113
+ enum EmitorParam
114
+ {
115
+ //! Vector3 R/W
116
+ CONEANGLE,
117
+
118
+ //! Vector3 R/W
119
+ EMITOFFSET,
120
+
121
+ //! Float R/W
122
+ VELOCITY,
123
+
124
+ //! Float R/W
125
+ VELOCITY_RND,
126
+
127
+ //! Float R/W
128
+ AVELOCITY,
129
+
130
+ //! Float R/W
131
+ SIZE,
132
+
133
+ //! Float R/W
134
+ STRETCH,
135
+
136
+ //! begin with random rotation. Bool R/W
137
+ RANDOM_ANGLE,
138
+
139
+ //! rotate in random direction. Bool R/W
140
+ RANDOM_ROT,
141
+
142
+ //! Float R/W
143
+ AIR_RESISTANCE,
144
+
145
+ //! Float R/W
146
+ AIR_RESISTANCE_RND,
147
+
148
+ //! Float R/W
149
+ GRAVITY_SCALE,
150
+
151
+ //! Float R/W
152
+ GRAVITY_SCALE_RND,
153
+
154
+ //! Float R/W
155
+ BIRTH_RATE,
156
+
157
+ //! Float R/W
158
+ BIRTH_RATE_RND,
159
+
160
+ //! Float R/W
161
+ LIFETIME,
162
+
163
+ //! Float R/W
164
+ LIFETIME_RND,
165
+
166
+ //! Bool R/W
167
+ LIFETIME_BY_ANIM,
168
+
169
+ //! Bool R/W
170
+ ANIM_ONCE,
171
+
172
+ //! Bool R/W
173
+ RAND_FRAME,
174
+
175
+ //! efector's total time. Float R/W
176
+ EFFECT_TIME,
177
+
178
+ //! should efector repeate after time up? Bool R/W
179
+ REPEAT,
180
+
181
+ //! current efector's time. Float R/W
182
+ CURRENT_TIME,
183
+
184
+ //! number of active particles. Int R
185
+ ACTIVE_PARTICLES,
186
+
187
+ //! Bool R/W
188
+ SORT,
189
+
190
+ //! Bool R/W
191
+ WIND,
192
+
193
+ //! Float R/W
194
+ SPRING
195
+ };
196
+
197
+ // return total count of active particles in all emitors
198
+ // internally does a sum
199
+ // HasActiveParticles is better when just needing to check if there are any active
200
+ proto native int GetParticleCount(notnull IEntity ent);
201
+
202
+ // return if there are any active particles
203
+ proto bool HasActiveParticle(notnull IEntity ent);
204
+
205
+ int ParticleGetCount(IEntity ent)
206
+ {
207
+ return GetParticleCount(ent);
208
+ }
209
+
210
+ bool ParticleHasActive(IEntity ent)
211
+ {
212
+ return HasActiveParticle(ent);
213
+ }
214
+
215
+ // gets name of defined emitors in a particle effect
216
+ // return number of emitors and their names in an array (max defines max. emitors to return)
217
+ proto int GetParticleEmitors(notnull IEntity ent, out string emitors[], int max);
218
+
219
+ // return number of emitors
220
+ proto int GetParticleEmitorCount(notnull IEntity ent);
221
+
222
+ // sets a parametr of the particle emitor
223
+ // if the emitor == - 1, it sets the parameter for all emitors
224
+ proto void SetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, void value);
225
+
226
+ //gets parameter of particle emitor
227
+ proto void GetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, out void value);
228
+
229
+ //gets original parameter of particle emitor
230
+ proto void GetParticleParmOriginal(notnull IEntity ent, int emitor, EmitorParam parameter, out void value);
231
+
232
+ //Force-changes particle emitor position to the current one.
233
+ //Used for sudden changes of particle position to avoid spreading emitted
234
+ //particles between previous and the new one position
235
+ proto native void ResetParticlePosition(notnull IEntity ent);
236
+
237
+ //Restart particle effect to its default state. This means no
238
+ //particles, timer reset and so on. Usefull for implementing
239
+ //particle cache.
240
+ proto native void RestartParticle(notnull IEntity ent);
241
+ //@}
242
+
243
+
244
+ //@}
scripts/1_Core/DayZ/proto/EnWidgets.c ADDED
@@ -0,0 +1,712 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * \defgroup WidgetAPI Widget UI system
3
+ * @{
4
+ */
5
+
6
+ #ifdef DOXYGEN
7
+ /** @name WidgetType
8
+ * Following WidgetType constants are available to script
9
+ */
10
+ ///@{
11
+
12
+ //!Single-line text. See enf::TextWidget
13
+ TextWidgetTypeID,
14
+ //!Multi-line text. See enf::MultilineTextWidget
15
+ MultilineTextWidgetTypeID,
16
+ //!Multi-line edit box. See enf::MultilineTextWidget
17
+ MultilineEditBoxWidgetTypeID,
18
+ //!Multi-line text with images in text. See enf::RichTextWidget
19
+ RichTextWidgetTypeID,
20
+ //! Render target for enf::BaseWorld. See enf::RenderTargetWidget
21
+ RenderTargetWidgetTypeID,
22
+ //! Picture, or multiple picture. See enf::ImageWidget
23
+ ImageWidgetTypeID,
24
+ //!Console. See enf::ConsoleWidget
25
+ ConsoleWidgetTypeID,
26
+ //!Video player. See enf::VideoWidget
27
+ VideoWidgetTypeID,
28
+ //! Texture used as render target for children widgets. See enf::RTTextureWidget
29
+ RTTextureWidgetTypeID,
30
+ //! Dummy frame, used as hierarchy node and clipper
31
+ FrameWidgetTypeID,
32
+ //! Dummy frame, used for embedding another layout and as hierarchy node and clipper
33
+ EmbededWidgetTypeID,
34
+ ButtonWidgetTypeID,
35
+ CheckBoxWidgetTypeID,
36
+ WindowWidgetTypeID,
37
+ ComboBoxWidgetTypeID,
38
+ SimpleProgressBarWidgetTypeID,
39
+ ProgressBarWidgetTypeID,
40
+ SliderWidgetTypeID,
41
+ BaseListboxWidgetTypeID,
42
+ TextListboxWidgetTypeID,
43
+ GenericListboxWidgetTypeID,
44
+ EditBoxWidgetTypeID,
45
+ PasswordEditBoxWidgetTypeID,
46
+ WorkspaceWidgetTypeID,
47
+ GridSpacerWidgetTypeID,
48
+ WrapSpacerWidgetTypeID,
49
+ ScrollWidgetTypeID,
50
+ ///@}
51
+ #else
52
+ typedef TypeID WidgetType;
53
+ #endif
54
+
55
+ typedef TypeID EventType;
56
+
57
+ enum WidgetFlags
58
+ {
59
+ SOURCEALPHA, //< takes alpha from texture * alpha from color. If not set, considers texture as non-transparent and transparency is set only by color
60
+ BLEND, //< texture is blended with a surface base on alpha
61
+ ADDITIVE, //< texture is added to a surface based on alpha
62
+ VISIBLE, //<Widget is visible - ShowWidget(w, true)
63
+ NOWRAP, //< Do not do texture wrapping
64
+ CENTER, //< Centers TextWidgetTypeID
65
+ VCENTER, //< Centers TextWidgetTypeID verticaly
66
+ HEXACTPOS,
67
+ VEXACTPOS,
68
+ EXACTPOS, //< Uses physical resolution (g_iWidth, h_iHeight)
69
+ HEXACTSIZE, //< Uses physical resolution (g_iWidth)
70
+ VEXACTSIZE, //< Uses physical resolution (h_iHeight)
71
+ EXACTSIZE, //< Uses physical resolution
72
+ NOFILTER, //< no texture filtering (no blur)
73
+ RALIGN, //< Right alignment TextWidgetTypeID
74
+ STRETCH, //< Stretch texture to a full size
75
+ FLIPU, //< Flips texture in U axis
76
+ FLIPV, //< Flips texture in V axis
77
+ CUSTOMUV, //< ignores STRETCH/FLIPU/FLIPV and take custom UV set by SetWidgetUV()
78
+ IGNOREPOINTER,
79
+ DISABLED,
80
+ NOFOCUS,
81
+ CLIPCHILDREN,
82
+ RENDER_ALWAYS,
83
+ NOCLEAR,
84
+ DRAGGABLE
85
+ };
86
+
87
+ //------------------------------------------
88
+ enum WidgetAlignment
89
+ {
90
+ WA_LEFT = 0,
91
+ WA_RIGHT = 1,
92
+ WA_CENTER = 2,
93
+ WA_TOP = 0,
94
+ WA_BOTTOM = 1,
95
+ }
96
+
97
+ //------------------------------------------
98
+ //! Defined in code
99
+ /*enum LinebreakOverrideMode
100
+ {
101
+ LINEBREAK_DEFAULT,
102
+ LINEBREAK_WESTERN,
103
+ LINEBREAK_ASIAN
104
+ };*/
105
+
106
+ //------------------------------------------
107
+ class Widget: Managed
108
+ {
109
+ proto void ~Widget();
110
+ proto private void Widget();
111
+
112
+ proto static string TranslateString(string stringId);
113
+
114
+ //! Set global LV of widgets, value between [-15, 0], default: 0, lower value is less bright
115
+ proto static void SetLV(float lv);
116
+ //! Set global LV of the text in widgets, value between [-15, 0], default: 0, lower value is less bright
117
+ proto static void SetTextLV(float lv);
118
+ //! Set global lighting of objects in widgets, value between [0, 1], default: 1, lower value is less bright
119
+ proto static void SetObjectLighting(float lighting);
120
+
121
+ proto native owned string GetName();
122
+ proto native void SetName(string name);
123
+ proto native owned string GetTypeName();
124
+ proto native WidgetType GetTypeID();
125
+ proto native void Show(bool show, bool immedUpdate = true);
126
+ proto native void Enable(bool enable);
127
+ proto native int GetFlags();
128
+ proto native int SetFlags(int flags, bool immedUpdate = true);
129
+ proto native int GetSort();
130
+ proto native void SetSort(int sort, bool immedUpdate = true);
131
+ proto native int ClearFlags(int flags, bool immedUpdate = true);
132
+ proto native bool IsControlClass();
133
+ proto native owned string GetStyleName();
134
+ proto void GetUserData(out Class data);
135
+ proto native void SetUserData(Class data);
136
+ proto native int GetUserID();
137
+ proto native void SetUserID(int id);
138
+ proto native bool IsVisible();
139
+ proto native bool IsVisibleHierarchy();
140
+ proto native void SetPos(float x, float y, bool immedUpdate = true);
141
+ proto native void SetSize(float w, float h, bool immedUpdate = true);
142
+ proto native void SetScreenPos(float x, float y, bool immedUpdate = true);
143
+ proto native void SetScreenSize(float w, float h, bool immedUpdate = true);
144
+ proto native void SetColor(int color);
145
+ proto native int GetColor();
146
+ proto native void SetRotation(float roll, float pitch, float yaw, bool immedUpdate = true);
147
+ //! returns rotation of widget in order roll, pitch, yaw
148
+ proto native vector GetRotation();
149
+ proto native void SetAlpha(float alpha);
150
+ proto native float GetAlpha();
151
+ proto void GetPos(out float x, out float y);
152
+ proto void GetSize(out float width, out float height);
153
+ proto void GetScreenPos(out float x, out float y);
154
+ proto void GetScreenSize(out float width, out float height);
155
+
156
+ proto native void SetTransform(vector mat[4], bool immedUpdate = true);
157
+
158
+ proto native Widget GetParent();
159
+ proto native Widget GetChildren();
160
+ proto native Widget GetSibling();
161
+ proto native void AddChild(Widget child, bool immedUpdate = true);
162
+ proto native void RemoveChild(Widget child);
163
+
164
+ proto native volatile void Update();
165
+
166
+ proto void GetScript(out Class data);
167
+
168
+ proto native Widget FindWidget(string pathname); //find Widget by path. e.g FindWidget("widget1.widget2.widget3.mywidget")
169
+ proto native Widget FindAnyWidget(string pathname); //find Widget by name e.g. FindWidget("widget1")
170
+ proto native Widget FindAnyWidgetById(int user_id); //find Widget by userID
171
+
172
+ proto native void SetHandler(ScriptedWidgetEventHandler eventHandler);
173
+ proto native void Unlink(); //destroys widget and all its children
174
+ };
175
+
176
+ class WorkspaceWidget: Widget
177
+ {
178
+ //!Create widgets by \ref WidgetType
179
+ proto native external Widget CreateWidget(WidgetType type, int left, int top, int width, int height, WidgetFlags flags, int color, int sort, Widget parentWidget = NULL);
180
+ //!Create widgets from *.layout file
181
+ proto native external Widget CreateWidgets(string layout, Widget parentWidget = NULL, bool immedUpdate = true);
182
+ };
183
+
184
+ proto native Widget GetWidgetUnderCursor();
185
+ proto native Widget CancelWidgetDragging();
186
+ proto native Widget GetDragWidget();
187
+ proto native void ReportMouse(int mousex, int mousey, Widget rootWidget);
188
+
189
+ class TextWidget extends Widget
190
+ {
191
+ proto native void SetTextSpacing(int horiz, int vert);
192
+ //! set text exact size. Exact Text flag must be enabled. 0 equals original size.
193
+ proto native void SetTextExactSize(int size);
194
+ proto native void SetTextOffset(int left, int top);
195
+ proto native void SetText(string text, bool immedUpdate = true);
196
+ proto native void SetOutline(int outlineSize, int argb = 0xFF000000);
197
+ proto native int GetOutlineSize();
198
+ proto native int GetOutlineColor();
199
+ proto native void SetShadow(int shadowSize, int shadowARGB = 0xFF000000, float shadowOpacity = 1, float shadowOffsetX = 0, float shadowOffsetY = 0);
200
+ proto native int GetShadowSize();
201
+ proto native int GetShadowColor();
202
+ proto native float GetShadowOpacity();
203
+ proto void GetShadowOffset(out float sx, out float sy);
204
+ proto native void SetItalic(bool italic);
205
+ proto native bool GetItalic();
206
+ proto native void SetBold(bool bold);
207
+ proto native bool GetBold();
208
+
209
+ //! Returns text size in pixels
210
+ proto void GetTextSize(out int sx, out int sy);
211
+ proto void SetTextFormat(string text, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
212
+
213
+ //! Get text proportion - ratio between button height and button text height in interval <0,1>
214
+ proto native float GetTextProportion();
215
+ //! Set text proportion - ratio between button height and button text height in interval <0,1>
216
+ proto native void SetTextProportion(float val);
217
+ };
218
+
219
+ class MultilineTextWidget extends TextWidget
220
+ {
221
+ proto native float SetLineBreakingOverride(int mode);
222
+ };
223
+
224
+ class RichTextWidget extends TextWidget
225
+ {
226
+ proto native float GetContentHeight();
227
+ proto native float GetContentOffset();
228
+ proto native void SetContentOffset(float offset, bool snapToLine = false);
229
+ proto native void ElideText(int line, float maxWidth, string str);
230
+ proto native int GetNumLines();
231
+ proto native void SetLinesVisibility(int lineFrom, int lineTo, bool visible);
232
+ proto native float GetLineWidth(int line);
233
+ proto native float SetLineBreakingOverride(int mode);
234
+ };
235
+
236
+ class RenderTargetWidget extends Widget
237
+ {
238
+ //!when period > 1 then every n-th frame will be rendered. Offset is initial counter.
239
+ proto native void SetRefresh(int period, int offset);
240
+ proto native void SetResolutionScale(float xscale, float ycale);
241
+ };
242
+
243
+ class RTTextureWidget extends Widget
244
+ {
245
+ };
246
+
247
+ class ImageWidget extends Widget
248
+ {
249
+ /*!
250
+ Loads image. When image of this 'num' is already loaded, then is replaced
251
+ by new one.
252
+ \param num Number of image (0...7)
253
+ \param name Name of image file
254
+ \param noCache Do not cache the texture
255
+ \return True when image is loaded, false otherwise
256
+ */
257
+ proto native bool LoadImageFile(int num, string name, bool noCache = false);
258
+ proto native void SetImageTexture(int image, RTTextureWidget texture);
259
+ //! returns size of image
260
+ proto void GetImageSize(int image, out int sx, out int sy);
261
+
262
+ /*!
263
+ Switches to another image, if it's loaded
264
+ \param num Number of image.
265
+ \return True when there is such image, false otherwise.
266
+ */
267
+ proto native bool SetImage(int num);
268
+ //!Returns active image
269
+ proto native int GetImage();
270
+ /*!
271
+ When WF_CUSTOMUV is set, we can supply our own UV coords instead of computed ones.
272
+ \param uv
273
+ Pointer to array of at least 8 floats (4 corners * 2 floats for u/v)
274
+ */
275
+ proto native void SetUV(float uv[4][2]);
276
+
277
+ /*!
278
+ Loads texture as mask used for alpha masking.
279
+ \param resource Resource name of the texture to load
280
+ \return True if texture was successfully loaded, false otherwise
281
+ */
282
+ proto native bool LoadMaskTexture(string resource);
283
+
284
+ /*!
285
+ Progress determines which alpha values are opaque using the mask. For progress x,
286
+ pixels with alpha in mask < x will be opaque and alpha in mask > x will be transparent.
287
+ For smooth transition see GetMaskTransitionWidth.
288
+ \return Progress from 0 to 1 representing alpha range which is visible in the mask
289
+ */
290
+ proto native float GetMaskProgress();
291
+
292
+ /*!
293
+ See GetMaskProgress for explanation.
294
+ \param value Expected in range [0; 1]
295
+ */
296
+ proto native void SetMaskProgress(float value);
297
+
298
+ /*!
299
+ Transition width 0.1 and progress 0.2 mean that values in mask lower than progress will be opaque.
300
+ Values higher than (progress + width) will be transparent and values between progress and (progress + width)
301
+ will be smoothly transitioned.
302
+ \return Width of the alpha mask transition representing softness of the transition.
303
+ */
304
+ proto native float GetMaskTransitionWidth();
305
+
306
+ /*!
307
+ See GetMaskTransitionWidth for transition width explanation.
308
+ \param value Expected in range [0; 1]
309
+ */
310
+ proto native void SetMaskTransitionWidth(float value);
311
+ };
312
+
313
+ class MultilineEditBoxWidget extends TextWidget
314
+ {
315
+ proto native int GetLinesCount();
316
+ proto native int GetCarriageLine();
317
+ proto native int GetCarriagePos();
318
+ proto void GetText(out string text);
319
+ proto native void SetLine(int line, string text);
320
+ proto void GetLine(int line, out string text);
321
+ };
322
+
323
+ class UIWidget extends Widget
324
+ {
325
+ proto native void SetTextColor(int color);
326
+ proto native void SetTextOutline(int outlineSize, int argb = 0xFF000000);
327
+ proto native int GetTextOutlineSize();
328
+ proto native int GetTextOutlineColor();
329
+ proto native void SetTextShadow(int shadowSize, int shadowARGB = 0xFF000000, float shadowOpacity = 1.0, float shadowOffsetX = 0.0, float shadowOffsetY = 0.0);
330
+ proto native int GetTextShadowSize();
331
+ proto native int GetTextShadowColor();
332
+ proto native float GetTextShadowOpacity();
333
+ proto native float GetTextShadowOffsetX();
334
+ proto native float GetTextShadowOffsetY();
335
+ proto native void SetTextItalic(bool italic);
336
+ proto native bool GetTextItalic();
337
+ proto native void SetTextBold(bool bold);
338
+ proto native bool GetTextBold();
339
+ };
340
+
341
+ class CanvasWidget extends Widget
342
+ {
343
+ proto native void DrawLine(float x1, float y1, float x2, float y2, float width, int color);
344
+ proto native void Clear();
345
+ };
346
+
347
+ class EditBoxWidget extends UIWidget
348
+ {
349
+ proto string GetText();
350
+ proto native void SetText(string str);
351
+ };
352
+
353
+ class PasswordEditBoxWidget extends EditBoxWidget
354
+ {
355
+ proto native void SetHideText(bool hide);
356
+ };
357
+
358
+ class SliderWidget extends UIWidget
359
+ {
360
+ proto native void SetMinMax(float minimum, float maximum);
361
+ proto native float GetMin();
362
+ proto native float GetMax();
363
+ proto native float GetCurrent();
364
+ proto native void SetCurrent(float curr);
365
+ proto native float GetStep();
366
+ proto native void SetStep(float step);
367
+ };
368
+
369
+ class SimpleProgressBarWidget extends UIWidget
370
+ {
371
+ proto native float GetMin();
372
+ proto native float GetMax();
373
+ proto native float GetCurrent();
374
+ proto native void SetCurrent(float curr);
375
+ };
376
+
377
+ class ProgressBarWidget extends SimpleProgressBarWidget
378
+ {
379
+ };
380
+
381
+ class ButtonWidget extends UIWidget
382
+ {
383
+ proto native bool GetState();
384
+
385
+ proto native bool SetState(bool state);
386
+
387
+ proto native void SetText(string text);
388
+
389
+ proto void GetText(out string text);
390
+
391
+ proto native void SetTextOffset(float xoffset, float yoffset);
392
+ /**
393
+ \param align ALIGN_CENTER, ALIGN_LEFT, ALIGN_RIGHT
394
+ */
395
+ proto native void SetTextHorizontalAlignment(int align);
396
+ /**
397
+ \param align ALIGN_CENTER, ALIGN_TOP, ALIGN_BOTTOM
398
+ */
399
+ proto native void SetTextVerticalAlignment(int align);
400
+
401
+ //! Get text proportion - ratio between button height and button text height in interval <0,1>
402
+ proto native float GetTextProportion();
403
+ //! Set text proportion - ratio between button height and button text height in interval <0,1>
404
+ proto native void SetTextProportion(float val);
405
+ };
406
+
407
+ class XComboBoxWidget extends UIWidget
408
+ {
409
+ proto native int AddItem(string item);
410
+ proto native void ClearAll();
411
+ proto native void SetItem(int item, string value);
412
+ proto native void RemoveItem(int item);
413
+ proto native int GetNumItems();
414
+ proto native int SetCurrentItem(int n);
415
+ proto native int GetCurrentItem();
416
+ };
417
+
418
+ class CheckBoxWidget extends UIWidget
419
+ {
420
+ proto native void SetText(string str);
421
+ proto native bool IsChecked();
422
+ proto native void SetChecked(bool checked);
423
+ };
424
+
425
+ class BaseListboxWidget extends UIWidget
426
+ {
427
+ proto native void ClearItems();
428
+ proto native int GetNumItems();
429
+ proto native void SelectRow(int row);
430
+ proto native int GetSelectedRow();
431
+ proto native void RemoveRow(int row);
432
+ proto native void EnsureVisible(int row);
433
+ };
434
+
435
+ class SimpleListboxWidget extends BaseListboxWidget
436
+ {
437
+ };
438
+
439
+ class TextListboxWidget extends SimpleListboxWidget
440
+ {
441
+ //! Insert new Row, if row = -1, new Row is inserted at the end otherwise at row index.
442
+ proto native int AddItem(string text, Class userData, int column, int row = -1);
443
+ proto native void SetItem(int position, string text, Class userData, int column);
444
+ /**
445
+ \brief Get item
446
+ \param row \p int Index of row
447
+ \param column \p int Index of column
448
+ \return \p string Value in widget on row and column
449
+ @code
450
+ string value;
451
+ textListboxWidg.GetItemText(2, 0, value);
452
+ @endcode
453
+ */
454
+ proto bool GetItemText(int row, int column, out string text);
455
+ proto void GetItemData(int row, int column, out Class data);
456
+
457
+ proto native void SetItemColor(int row, int column, int color );
458
+ };
459
+
460
+ class SpacerBaseWidget extends UIWidget
461
+ {
462
+ proto native void AddChildAfter(Widget child,Widget after, bool immedUpdate = true);
463
+ }
464
+
465
+ class SpacerWidget extends SpacerBaseWidget
466
+ {
467
+ proto native WidgetAlignment GetContentAlignmentH();
468
+ proto native void SetContentAlignmentH(WidgetAlignment alignment);
469
+ proto native WidgetAlignment GetContentAlignmentV();
470
+ proto native void SetContentAlignmentV(WidgetAlignment alignment);
471
+ }
472
+
473
+ class GridSpacerWidget extends SpacerWidget
474
+ {
475
+ }
476
+
477
+ class WrapSpacerWidget extends SpacerWidget
478
+ {
479
+ }
480
+
481
+ class ScrollWidget extends SpacerBaseWidget
482
+ {
483
+ proto native float GetScrollbarWidth();
484
+ proto native bool IsScrollbarVisible(); //reflects native C++ side scrollbar state
485
+
486
+ proto native float GetContentWidth();
487
+ proto native float GetContentHeight();
488
+
489
+ proto native float GetHScrollPos();
490
+ proto native float GetHScrollPos01();
491
+ proto native bool HScrollStep(int steps);
492
+ proto native void HScrollToPos(float pos);
493
+ proto native void HScrollToPos01(float pos01);
494
+ proto native void HScrollToWidget(Widget child);
495
+
496
+ proto native float GetVScrollPos();
497
+ proto native float GetVScrollPos01();
498
+ proto native bool VScrollStep(int steps);
499
+ proto native void VScrollToPos(float pos);
500
+ proto native void VScrollToPos01(float pos01);
501
+ proto native void VScrollToWidget(Widget child);
502
+ };
503
+
504
+ //! Legacy, do not use
505
+ enum VideoCommand
506
+ {
507
+ PLAY,
508
+ STOP,
509
+ REWIND,
510
+ POSITION,
511
+ REPEAT,
512
+ ISPLAYING,
513
+ KILL
514
+ };
515
+
516
+ enum VideoState
517
+ {
518
+ //! There is no video
519
+ NONE,
520
+ //! The video is playing
521
+ PLAYING,
522
+ //! The video is paused
523
+ PAUSED,
524
+ //! The video is paused at the beginning of the video
525
+ STOPPED,
526
+ //! The video is paused at the end of the video
527
+ FINISHED,
528
+ };
529
+
530
+ enum VideoCallback
531
+ {
532
+ ON_PLAY,
533
+ ON_PAUSE,
534
+ ON_STOP,
535
+ ON_END,
536
+ ON_LOAD,
537
+ ON_SEEK,
538
+ ON_BUFFERING_START,
539
+ ON_BUFFERING_END,
540
+ };
541
+
542
+ class VideoWidget extends Widget
543
+ {
544
+ //! Load a video file
545
+ proto native bool Load(string name, bool looping = false, int startTime = 0);
546
+ //! Unload the video, freeing up all resources
547
+ proto native void Unload();
548
+
549
+ //! Starts video playback
550
+ proto native bool Play();
551
+ //! Pauses video playback
552
+ proto native bool Pause();
553
+ //! Stop video playback (cancels everything and sets it back at time 0)
554
+ proto native bool Stop();
555
+
556
+ //! Set the desired time for the video (preload decides whether it will already load the next frames too)
557
+ proto native bool SetTime(int time, bool preload);
558
+ //! Get the current time of the video
559
+ proto native int GetTime();
560
+ //! Get the total time of the video
561
+ proto native int GetTotalTime();
562
+
563
+ //! Set whether the video should loop
564
+ proto native void SetLooping(bool looping);
565
+ //! Whether looping is enabled
566
+ proto native bool IsLooping();
567
+
568
+ //! QoL direct method to check for playing state (buffering while playing will still return true)
569
+ proto native bool IsPlaying();
570
+ //! Get the current state of the video
571
+ proto native VideoState GetState();
572
+
573
+ /**
574
+ \brief Enable/Disable subtitles
575
+ \warning Subtitles need font to be assigned to VideoWidget in layout to work
576
+ \note Subtitles are in the format "videoName_Language.srt"
577
+ \note It is best to have the English one without language specified "videoName.srt"
578
+ */
579
+ proto native void DisableSubtitles(bool disable);
580
+ //! Check if subtitles are disabled (enabled by default if available, so it will return false even if there are none)
581
+ proto native bool IsSubtitlesDisabled();
582
+
583
+ //! Set a callback for a certain video event
584
+ proto void SetCallback(VideoCallback cb, func fn);
585
+
586
+ //! Legacy, preferably not used, left for backwards compat
587
+ int Play(VideoCommand cmd)
588
+ {
589
+ // Yes, some things here do not do what the name implies
590
+ // And it returns 0 whether successful or not
591
+ // But this is what the old functionality looked like
592
+ // So for true backwards compat, it will be left like this
593
+ switch (cmd)
594
+ {
595
+ case VideoCommand.PLAY:
596
+ Play();
597
+ break;
598
+ case VideoCommand.STOP:
599
+ Pause();
600
+ break;
601
+ case VideoCommand.REWIND:
602
+ SetTime(0, true);
603
+ break;
604
+ case VideoCommand.POSITION:
605
+ return GetTime();
606
+ case VideoCommand.REPEAT:
607
+ SetLooping(true);
608
+ break;
609
+ case VideoCommand.ISPLAYING:
610
+ return IsPlaying();
611
+ case VideoCommand.KILL:
612
+ Unload();
613
+ break;
614
+ default:
615
+ return 0;
616
+ }
617
+
618
+ return 0;
619
+ }
620
+
621
+ //! Legacy, preferably not used, left for backwards compat
622
+ bool LoadVideo(string name, int soundScene)
623
+ {
624
+ return Load(name);
625
+ }
626
+ };
627
+
628
+ /*! sets Widget typu RTTextureWidgetTypeID, to which it is possible to reference in shader as $rendertarget
629
+ it is posible to use only after object selection. When selecting another object, it is necessary to set GUI widget again
630
+ */
631
+ proto native void SetGUIWidget(IEntity ent, int index, RTTextureWidget w);
632
+
633
+ enum ControlID
634
+ {
635
+ CID_NONE = 0,
636
+ CID_SELECT = 1,//select/use focused
637
+ CID_BACK,
638
+ CID_LEFT, //navigation
639
+ CID_RIGHT,
640
+ CID_UP,
641
+ CID_DOWN,
642
+ CID_MENU, //get to main menu
643
+ CID_DRAG, //probably needed only for consoles
644
+ CID_TABLEFT,
645
+ CID_TABRIGHT,
646
+ CID_RADIALMENU,
647
+ CID_COUNT
648
+ };
649
+
650
+ class ScriptedWidgetEventHandler: Managed
651
+ {
652
+ bool OnClick(Widget w, int x, int y, int button);
653
+ bool OnModalResult(Widget w, int x, int y, int code, int result);
654
+ bool OnDoubleClick(Widget w, int x, int y, int button);
655
+ bool OnSelect(Widget w, int x, int y);
656
+ bool OnItemSelected(Widget w, int x, int y, int row, int column, int oldRow, int oldColumn);
657
+ bool OnFocus(Widget w, int x, int y);
658
+ bool OnFocusLost(Widget w, int x, int y);
659
+ bool OnMouseEnter(Widget w, int x, int y);
660
+ bool OnMouseLeave(Widget w, Widget enterW, int x, int y);
661
+ bool OnMouseWheel(Widget w, int x, int y, int wheel);
662
+ bool OnMouseButtonDown(Widget w, int x, int y, int button);
663
+ bool OnMouseButtonUp(Widget w, int x, int y, int button);
664
+ //! control is one of ControlID
665
+ bool OnController(Widget w, int control, int value);
666
+ bool OnKeyDown(Widget w, int x, int y, int key);
667
+ bool OnKeyUp(Widget w, int x, int y, int key);
668
+ bool OnKeyPress(Widget w, int x, int y, int key);
669
+ bool OnChange(Widget w, int x, int y, bool finished);
670
+ bool OnDrag(Widget w, int x, int y);
671
+ bool OnDragging(Widget w, int x, int y, Widget reciever);
672
+ bool OnDraggingOver(Widget w, int x, int y, Widget reciever);
673
+ bool OnDrop(Widget w, int x, int y, Widget reciever);
674
+ bool OnDropReceived(Widget w, int x, int y, Widget reciever);
675
+ bool OnResize(Widget w, int x, int y);
676
+ bool OnChildAdd(Widget w, Widget child);
677
+ bool OnChildRemove(Widget w, Widget child);
678
+ bool OnUpdate(Widget w);
679
+ bool OnEvent(EventType eventType, Widget target, int parameter0, int parameter1);
680
+ };
681
+
682
+ //Common Widget API
683
+ proto native void SetCursorWidget(Widget cursor);
684
+ //! direct mouse cursor visibility control
685
+ proto native void ShowCursorWidget(bool show);
686
+ proto native bool LoadWidgetImageSet(string filename);
687
+ proto native void LoadWidgetStyles(string filename);
688
+ // sets active window (widget which owns some control inputs like buttons, listboxes etc.). Necessary for controlling the focus by keyboard/joypad. In case when setFocus is set to true, it sets focus on a first child Widget, which may receive the focus (is not disabled, set as NoFocus etc.)
689
+ proto native bool SetActiveWindow(Widget w, bool resetFocus);
690
+
691
+ // sets focus (necessary when using keyboard/joyped) to a particular widget. Widget must have some inputs like button, listbox, checkbox, combobox etc.
692
+ proto native void SetFocus(Widget w);
693
+
694
+ proto native void SetModal(Widget w);
695
+
696
+ proto native Widget GetFocus();
697
+
698
+ //RenderTargetWidgetTypeID
699
+ proto native void SetWidgetWorld(RenderTargetWidget w, IEntity wrldEntity, int camera);
700
+
701
+
702
+ #ifdef PS3
703
+ /*!
704
+ circle and cross can be swapped when license area is japan/asia
705
+ */
706
+ proto native bool IsCircleToCrossSwapped();
707
+ #endif
708
+
709
+ proto native bool ReloadTexture(string path);
710
+
711
+
712
+ //@}
scripts/1_Core/DayZ/proto/EnWorld.c ADDED
@@ -0,0 +1,436 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /** /**
2
+ * \defgroup World World
3
+ * @{
4
+ */
5
+
6
+ //----------------------------------------------
7
+ /**
8
+ * \defgroup WorldCommon World
9
+ * @{
10
+ */
11
+
12
+ typedef int[] WorldHandle;
13
+
14
+ proto native float GetWorldTime();
15
+
16
+ /*! Sets current world. It allows to work with entities outside world processing
17
+ // return previous world
18
+ */
19
+ proto native WorldHandle SetCurrentWorld(WorldHandle world);
20
+
21
+ //proto native void SchedulePreload(vector pos, float radius);
22
+
23
+ proto native IEntity FindEntityByName(IEntity worldEnt, string name);
24
+ proto native IEntity FindEntityByID(IEntity worldEnt, int ID);
25
+
26
+ //!returns number of active (simulated) Entities in the world
27
+ proto native int GetNumActiveEntities(IEntity worldEntity);
28
+ //!returns active entity
29
+ proto native IEntity GetActiveEntity(IEntity worldEntity, int index);
30
+ //@}
31
+
32
+ //----------------------------------------------
33
+ /**
34
+ * \defgroup Camera Camera
35
+ * @{
36
+ */
37
+
38
+ enum CameraType
39
+ {
40
+ PERSPECTIVE,
41
+ ORTHOGRAPHIC
42
+ };
43
+
44
+ //! sets which camera will be a listener (for sound engine)
45
+ proto native void SetListenerCamera(int camera);
46
+
47
+ /*!
48
+ Changes camera position
49
+ \param cam Index of camera
50
+ \param origin position
51
+ \param angle orientation
52
+ */
53
+ proto native void SetCamera(int cam, vector origin, vector angle);
54
+
55
+ //! Changes camera matrix
56
+ proto native void SetCameraEx(int cam, const vector mat[4]);
57
+
58
+ //!Returns current camera transformation
59
+ proto native void GetCamera(int cam, out vector mat[4]);
60
+
61
+ proto native void SetCameraVerticalFOV(int cam, float fovy);
62
+ proto native void SetCameraFarPlane(int cam, float farplane); //default 160000 units
63
+ proto native void SetCameraNearPlane(int cam, float nearplane); //default 5 units
64
+
65
+ proto native void SetCameraType(int cam, CameraType type);
66
+
67
+ /*!
68
+ \brief Post-process effect type.
69
+ \attention Keep enum names in synch with post-process effect material class names. Postfix "Effect" is appended automatically.
70
+ */
71
+ enum PostProcessEffectType
72
+ {
73
+ None,
74
+ UnderWater,
75
+ SSAO,
76
+ DepthOfField,
77
+ HBAO,
78
+ RotBlur,
79
+ GodRays,
80
+ Rain,
81
+ FilmGrain,
82
+ RadialBlur,
83
+ ChromAber,
84
+ WetDistort,
85
+ DynamicBlur,
86
+ ColorGrading,
87
+ Colors,
88
+ Glow,
89
+ SMAA,
90
+ FXAA,
91
+ Median,//unused?
92
+ SunMask,
93
+ GaussFilter,
94
+ SSR //not available
95
+ };
96
+ /*!
97
+ set postprocess effect to camera
98
+ To disable effect in some prioroty ppEffect, just set effectName or name to NULL
99
+ \param cam number of camera
100
+ \param priority priority of effect
101
+ \param type type of effect
102
+ \param materialPath material
103
+ */
104
+ proto native void SetCameraPostProcessEffect(int cam, int priority, PostProcessEffectType type, string materialPath);
105
+
106
+ //ent can be NULL for world-space coords
107
+ proto vector ProjectVector(int cam, IEntity ent, vector vec);
108
+ proto vector UnprojectVector(int cam, float x, float y, vector dir);
109
+
110
+ //@}
111
+
112
+ //----------------------------------------------
113
+ /**
114
+ * \defgroup Light Light API
115
+ * @{
116
+ */
117
+
118
+ //!Light handle
119
+ typedef int[] HLIGHT;
120
+
121
+ enum LightType
122
+ {
123
+ POINT, //< point light, all directional light
124
+ SPOT, //< spot light, direction is determined by owner (entity)
125
+ DIRECTIONAL,
126
+ AMBIENT
127
+ };
128
+
129
+ enum LightFlags
130
+ {
131
+ /*!
132
+ Dynamic light. There is limit 512 dynamic lights per world and
133
+ 32 per camera view. They are faster when moving and changing shape.
134
+ Also they are always attached to owner entity
135
+ */
136
+ DYNAMIC,
137
+ CASTSHADOW,
138
+ //! for cheaper dynamic lights, like muzzle flashes (might use cheaper rendering method)
139
+ CHEAP
140
+ };
141
+
142
+ /*!
143
+ creates light
144
+ */
145
+ proto HLIGHT AddLight(IEntity owner, LightType type, LightFlags flags, float radius, vector color);
146
+ //!removes light
147
+ proto native bool RemoveLight(HLIGHT light);
148
+ proto native bool SetLightEx(HLIGHT light, float radius, vector color);
149
+ //!sets lookup texture for projection lights
150
+ proto native bool SetLightTexture(HLIGHT light, string cubemap);
151
+ proto native int SetLightFlags(HLIGHT light, LightFlags flags);
152
+ proto native int ClearLightFlags(HLIGHT light, LightFlags flags);
153
+ //!Sets light cone in degrees (for LightType.SPOT).
154
+ proto native bool SetLightCone(HLIGHT light, float cone);
155
+
156
+ /*!
157
+ scene multiplicator of light (based on measured scene light levels) - preexposure of light
158
+ */
159
+ proto native float GetSceneHDRMul(int camera);
160
+ //@}
161
+
162
+
163
+
164
+ //----------------------------------------------
165
+ /**
166
+ * \defgroup WorldTrace Trace&Visibility API
167
+ * @{
168
+ */
169
+
170
+ enum TraceFlags
171
+ {
172
+ BONES, //< tests collision geometries around bones of animated objects
173
+ ENTS, //< tests entities
174
+ WORLD, //< tests world bounding box
175
+ ONLY_PHYSICS,
176
+ WATER, //< tests collision with water surface
177
+ PASSTRANSLUCENT,//< Do not intersects with entities with EntityFlags.TRANSLUCENT set
178
+ RAGDOLLS, //< tests ragdolls
179
+ VISTEST, //< performs visibility test first. Not necessary for entities receiving EntityEvent.VISIBLE, because there is a certainty that a camera will see them
180
+ NOTRACE,
181
+ TRANSPARENT_OCCLUDERS
182
+ };
183
+
184
+ enum TraceShape
185
+ {
186
+ LINE,
187
+ BOX,
188
+ OBB,
189
+ SPHERE
190
+ };
191
+
192
+ //! collision and tracing
193
+ //! WARNING: Non-managed, needs manual delete call, should not be ref'd
194
+ class TraceContact
195
+ {
196
+ float Fraction;
197
+ int Content;
198
+ int Surfparm;
199
+ int MaterialFlags;
200
+ int Triangle;
201
+ int SurfaceID;
202
+ owned string MaterialName;
203
+ owned string OriginalMaterialName;
204
+ float Plane[4];
205
+ vector Point;
206
+ }
207
+
208
+ proto native bool TraceLineToEntity(IEntity ent, vector start, vector end, out TraceContact contact);
209
+
210
+ //bool FilterCallback(Class target [, vector rayorigin, vector raydirection])
211
+
212
+ class TraceParam: Managed
213
+ {
214
+ vector Start;
215
+ vector End;
216
+ int LayerMask = 0xffffffff;
217
+ TraceFlags Flags;
218
+ IEntity Exclude;
219
+
220
+ };
221
+
222
+ class TraceSphere: TraceParam
223
+ {
224
+ float Radius;
225
+ };
226
+
227
+ class TraceBox: TraceParam
228
+ {
229
+ vector Mins;
230
+ vector Maxs;
231
+ };
232
+
233
+ class TraceOBB: TraceBox
234
+ {
235
+ vector Mat[3];
236
+ };
237
+
238
+ /*!
239
+ traces line start->end, return 0..1 if trace was sucessfull.
240
+ // It take bboux from ent
241
+ // flag like in P2PVisibilityEx will be added
242
+ //OUTPUT:
243
+ \param cent [out] traced entity
244
+ \param plane [out] traced polygon plane (X,Y,Z,D)
245
+ \param surfparm [out] traced surface parameters
246
+ \returns value 0...1, percentage of a path traveled
247
+ */
248
+ proto volatile float TraceMove(TraceParam param, out IEntity cent, out float plane[4], out int surfparm, func filtercallback);
249
+
250
+
251
+ /*!
252
+ tests visibility
253
+ \param from
254
+ \param to
255
+ \param flags
256
+ //TraceFlags.VISTEST -
257
+ //TraceFlags.DETAIL - test agains detail brushes
258
+ //TraceFlags.ENT - test against brush entities
259
+ //TraceFlags.NOTRACE - doesn't test geometry (has meaning in conjuction with s TraceFlags.VISTEST)
260
+ \returns true is visible/false not visibel
261
+ */
262
+ proto native int P2PVisibilityEx(vector from, vector to,int flags);
263
+
264
+ //! finds all entities in a radius
265
+ proto int SphereQuery(vector origin, float radius, out IEntity visents[], int ents, int fmask);
266
+
267
+ /*!tests if bbox is visible according to view-frustum and PVS
268
+ \param flags & 1 - test also PVS
269
+ \returns true/false is/isn't visible
270
+ */
271
+ proto native bool IsBoxVisible(vector mins, vector maxs, int flags);
272
+
273
+ /*!finds all visible entities (rought, according to a visibility. It is convinient for entitie selection where we want to do more precise visibility test)
274
+ \param origin - position it is looked from
275
+ \param look - look direction
276
+ \param angle - view angle (usuably 90). -1 if we do not care about the view angle
277
+ \param ents - array to which entities will be stored
278
+ \param maxents - length of the array (prevents overflowing the array)
279
+ \param fmask - flag mask (SetFlags()). Entity must have all flags set.
280
+ it is possible to use reserved flags like EntityFlags.USER1, EntityFlags.USER2, EntityFlags.USER6 for fast finding of entities in custom categories
281
+ */
282
+ proto int VisEntities(vector origin, vector look, float angle, float radius, out IEntity ents[2], int maxents, int fmask);
283
+
284
+ /*!
285
+ Object that handles visibility on GPU. Used for coronas etc.
286
+ */
287
+ class OcclusionQuery
288
+ {
289
+ proto private void ~OcclusionQuery();
290
+
291
+ /*!
292
+ return Query result
293
+ \returns -1 result is not ready yet, try it later.
294
+ >0 point is visible
295
+ ==0 point is not visible
296
+ */
297
+ proto native int GetResult();
298
+
299
+ //!Sets world position
300
+ proto native void SetPosition(vector pos);
301
+ //!Destroys the object
302
+ proto native void Destroy();
303
+ };
304
+
305
+ //@}
306
+
307
+ //----------------------------------------------
308
+ /**
309
+ * \defgroup Decals Decals API
310
+ * @{
311
+ */
312
+ typedef int[] hDecal;
313
+
314
+ /*!
315
+ Creates single visual mark, e.g. from shots
316
+ //when lifetime=0, pointer to decal is returned, that can be removed by RemoveDecal then
317
+ \param entity entity where the landmark should be created
318
+ \param origin first point of the decal, nothing is done now
319
+ \param project projection direction (length is far clipping distance)
320
+ \param nearclip near clipping distance
321
+ \param materialName Material used for decal
322
+ \param lifetime Lifetime in seconds
323
+ \param flags Not used ATM
324
+ \return Decal pointer or null
325
+ */
326
+ proto native hDecal CreateDecal(IEntity entity, vector origin, vector project, float nearclip, float angle, float size, string materialName, float lifetime, int flags);
327
+
328
+ proto native void RemoveDecal(hDecal decal);
329
+
330
+ /*!
331
+ Creates continous visual mark, e.g. from wheel when a car is moving on the ground
332
+ \param entity entity where the landmark should be created (only terrain is supported ATM)
333
+ \param origin first point of the decal, nothing is done now
334
+ \param normal normal of surface
335
+ \param edgesize Edge size of decal
336
+ \param lifetime Lifetime in seconds
337
+ \param materialName Material used for decal
338
+ \param prev Previous decal, we are connecting to
339
+ \param alpha translucency of point
340
+ \return Decal pointer or null
341
+ */
342
+ proto native hDecal CreateLandMarkDecal(IEntity entity, vector origin, vector normal, float edgeSize, float lifeTime, string materialName, hDecal prevDecal, float alpha);
343
+
344
+
345
+ /*!
346
+ is it possible to add new point to landmark decal?
347
+ \param lmDecal entity to add new landmark point
348
+ \param entity entity to add new landmark point
349
+ \param mat material of decal
350
+ \param newpoint new point to add
351
+ \return
352
+ LMD_ERROR = error when adding new point (invalid decal)
353
+ LMD_VALID = can add new point
354
+ LMD_DIFF_ENT = new point is on different entity
355
+ LMD_TOO_FAR = new point is too far from previous point
356
+ */
357
+ proto native int CanAddToLandMarkDecal(hDecal lmDecal, IEntity entity, string mat, vector newPoint);
358
+
359
+ /*!
360
+ add new point to decal, internally, new point is added when previous point is in some
361
+ distance or the angle is more than some threshold
362
+ \param lmDecal entity to add new landmark point
363
+ \param point contact point
364
+ \param normal normal of contact
365
+ \param alpha translucency in point
366
+ \return true if everything was OK, false if not. In this case, the application MUST not used later the pointer to decal, it's finalized internally !
367
+ */
368
+ proto native bool AddPointToLandMarkDecal(hDecal lmDecal, vector point, vector normal, float alpha);
369
+
370
+ /*!
371
+ finalize landmark adding, e.g. when entity lose contact with ground -> the pointer to decal
372
+ should have only world and entity if it has something to render, otherwise it's destroyed here
373
+ \param lmDecal entity to add new landmark point
374
+ \param addAlpha if to add last point with transition to zero alpha
375
+ \param alphaDist distance to add last point
376
+ */
377
+ proto native void FinalizeLandMarkDecal(hDecal lmDecal, bool addAlpha, float alphaDist);
378
+
379
+ /*!
380
+ return if landmark was finalized
381
+ \param lmDecal decal to test
382
+ */
383
+ proto native bool IsLandMarkFinalized(hDecal lmDecal);
384
+
385
+ /*!
386
+ return last landmark point or -65535.0 in all components
387
+ \param lmDecal decal to test
388
+ */
389
+ proto native vector GetLastLandMarkPoint(hDecal lmDecal);
390
+
391
+ /*!
392
+ set global parameters for landmark generation
393
+ \param minSegmentLength minimum length segment, when new point is added (4 default), when is less, just the end position is on the fly updated
394
+ \param maxSegmentLength maximum segment length, when length is bigger, the path is finished
395
+ \param degAngle angle in degrees, when is more, the path is finished
396
+ */
397
+ proto native void SetGlobalLandMarkParams(float minSegmentLength, float maxSegmentLength, float degAngle);
398
+
399
+
400
+ //@}
401
+
402
+
403
+ //----------------------------------------------
404
+ /**
405
+ * \defgroup Ocean Ocean API
406
+ * @{
407
+ */
408
+
409
+ /*!
410
+ Is ocean availabled
411
+ */
412
+ proto native bool IsOcean();
413
+
414
+ /*!
415
+ Get water ocean height at given point
416
+ \param worldX world x position
417
+ \param worldZ world z position
418
+ */
419
+ proto native float GetOceanHeight(float worldX, float worldZ);
420
+
421
+
422
+ /*!
423
+ Get water ocean height and displacement at given point, returns vector(displaceX, height, displaceZ)
424
+ \param worldX world x position
425
+ \param worldZ world z position
426
+ */
427
+ proto native vector GetOceanHeightAndDisplace(float worldX, float worldZ);
428
+
429
+
430
+
431
+ //@}
432
+
433
+
434
+
435
+ //@}
436
+
scripts/1_Core/DayZ/proto/Serializer.c ADDED
@@ -0,0 +1,112 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //-----------------------------------------------------------------------------
2
+ /**
3
+ \brief Serialization general interface. Serializer API works with:
4
+ - primitive types: int, float, string, bool, vector
5
+ - dynamic containers: array, set, map
6
+ - static arrays
7
+ - complex types: classes
8
+ \note Serializer provides deep serialization (it serialize class memebers and their members etc). To avoid serialization of certain class variable, use NonSerialized attribute.
9
+ \par usage:
10
+ @code
11
+ class MyData
12
+ {
13
+ int m_id;
14
+ autoptr map<string, float> m_values;
15
+
16
+ [NonSerialized()]
17
+ string m_dbg; // I don't want to serialize this variable
18
+ }
19
+
20
+ void Serialize(Serializer s)
21
+ {
22
+ int statArray[4] = {6,9,2,3};
23
+ array<int> dynArray = {8,5,6,4};
24
+ autoptr MyData data = new MyData();
25
+
26
+ data.m_id = 965;
27
+ data.m_values = map<string, float>;
28
+ data.m_values.Insert("value1", 5.98);
29
+ data.m_values.Insert("value2", 4.36);
30
+
31
+ s.Write(10);
32
+ s.Write("Hello");
33
+ s.Write(statArray);
34
+ s.Write(dynArray);
35
+ s.Write(data);
36
+ }
37
+
38
+ void Deserialize(Serializer s)
39
+ {
40
+ int statArray[4];
41
+ array<int> dynArray;
42
+ MyData data;
43
+ int someInt;
44
+ string someString;
45
+
46
+ s.Read(someInt);
47
+ s.Read(someString);
48
+ s.Read(statArray);
49
+ s.Read(dynArray);
50
+ s.Read(data);
51
+ }
52
+
53
+ @endcode
54
+ */
55
+ class Serializer: Managed
56
+ {
57
+ proto bool Write(void value_out);
58
+ proto bool Read(void value_in);
59
+
60
+ proto native bool CanWrite();
61
+ proto native bool CanRead();
62
+
63
+ protected void Serializer() {}
64
+ protected void ~Serializer() {}
65
+ };
66
+
67
+ /**
68
+ \brief Serializer API implementation for File IO. See Serializer for more info.
69
+ \n usage:
70
+ @code
71
+ void TestSave()
72
+ {
73
+ FileSerializer file = new FileSerializer();
74
+ string names[3] = {"alpha", "beta", "gama"};
75
+
76
+ if (file.Open("test.save", FileMode.WRITE))
77
+ {
78
+ file.Write(10);
79
+ file.Write("lalala");
80
+ file.Write(name);
81
+ file.Close();
82
+ }
83
+ }
84
+
85
+ void TestLoad()
86
+ {
87
+ FileSerializer file = new FileSerializer();
88
+ int intVal;
89
+ string stringVal;
90
+ string names[3];
91
+
92
+ if (file.Open("test.save", FileMode.READ))
93
+ {
94
+ file.Read(intVal);
95
+ file.Read(stringVal);
96
+ file.Read(names);
97
+ file.Close();
98
+ }
99
+ }
100
+
101
+ @endcode
102
+ */
103
+ class FileSerializer: Serializer
104
+ {
105
+ void FileSerializer() {}
106
+ void ~FileSerializer() {}
107
+
108
+ proto native bool Open(string path, FileMode mode = FileMode.READ);
109
+ proto native bool IsOpen();
110
+ proto native void Close();
111
+ }
112
+
scripts/1_Core/DayZ/proto/proto.c ADDED
@@ -0,0 +1,390 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /** @file */
2
+
3
+
4
+ /*
5
+ Function/method modifiers:
6
+ proto - prototyping of internal function (C++ side)
7
+ native - native call convention of internal function (C++ side)
8
+ volatile - internal function that may call back to script (hint for
9
+ compiler that context need to be saved on stack)
10
+ private - function may not be called from script
11
+ event - hint for tools that the function should be exposed as
12
+ Entity script event.
13
+
14
+ Variable modifiers:
15
+ owned - modifier for returing internal functions. Tells to script-VM,
16
+ that returning variable (string or array) must not be released
17
+ out - modifier for function parameters. It tells that variable will
18
+ be changed by function call (used mainly by internal functions)
19
+ inout - modifier for function parameters. It tells that variable will
20
+ be used and then changed by function call (used mainly by internal functions)
21
+
22
+ const - constants. May not be modified.
23
+ reference - hint for tools (Material editor), that the variable may be used
24
+ as parameter in material
25
+ */
26
+
27
+
28
+ /*===================================================================*/
29
+ /* Enforce engine API */
30
+ /*===================================================================*/
31
+
32
+ //placeholder
33
+ class AnimEvent
34
+ {
35
+ int type;
36
+ int slot;
37
+ };
38
+
39
+ class SoundEvent
40
+ {
41
+ int type;
42
+ int handle;
43
+ };
44
+
45
+
46
+ typedef int[] vobject;
47
+
48
+ class vobject
49
+ {
50
+ proto native IEntitySource ToEntitySource();
51
+ }
52
+
53
+ #ifdef ENF_DONE
54
+
55
+ //------------------------------------------
56
+ // SOUND API
57
+ //------------------------------------------
58
+ //TODO:
59
+ typedef int[] HSOUND;
60
+
61
+ //flags
62
+ //!Play once and invoke EntityEvent.SOUNDEND event
63
+ //SFX_ONCE
64
+ //!Music. Has separate volume control, can be replaced by custom music
65
+ //SFX_MUSIC
66
+ //!Ambient, not positional sound
67
+ //SFX_AMBIENT
68
+ //!Positional sound
69
+ //SFX_3D
70
+ //!Don't even start if not hearable. Valid only together with SFX_3D!
71
+ //SFX_DISCARDABLE
72
+ //!Sound is positional. XSoundSource::GetSoundOrientation is called. Valid only together with SFX_3D!
73
+ //SFX_DIRECTIONAL
74
+ ////!Sound is moveable. XSoundSource::GetSoundVelocity is called. Valid only together with SFX_3D!
75
+ //SFX_DOPPLER
76
+ //!Position is not changing, XSoundSource::GetSoundPosition/GetSoundOrientation is called only once upon start! Valid only together with SFX_3D!
77
+ //SFX_STATIC
78
+ //!Don't test hearability. Valid only together with SFX_3D!
79
+ //SFX_NOTEST
80
+
81
+ //proto volatile HSOUND PlaySound(int soundScene, IEntity source, string sshader, int flags);
82
+ proto volatile native void EndSound(HSOUND snd);
83
+
84
+ //volume 0...1. Logaritmic scale
85
+ proto native int SetSoundVolume(HSOUND sound, float volume)
86
+ proto native int SetSoundFrequency(HSOUND sound, int freq)
87
+
88
+
89
+ //returns 0, if soundid is not valid
90
+ proto native int GetSoundLength(HSOUND sound)
91
+
92
+ //returns -1, if soundid is not valid
93
+ proto native int GetSoundPosition(HSOUND sound)
94
+
95
+ //defaultne se pouziva EAX prostredi nadefinovane v mape, ale lze ho prebit touto fci.
96
+ // Mohou se michat dve ruzna prostredi v pomeru danem hodnotou fade (fade==0 -> 100% env1, fade==1 -> 100% env2).
97
+ //pokud chceme michat aktualni prostredi s nejakym jinym, lze pouzit zastupny nazev "$current".
98
+ //Tim lze dosahnout nafadovani vlastniho prostredi, kdyz fci postupne volame napr. takto:
99
+ //SetEAXEnvironment("$current", "Drugged", fade)
100
+ //pricemz hodnota fade postupne narusta od nuly do jedne
101
+ //proto native bool SetEAXEnvironment(string env1, string env2, float fade)
102
+ #endif
103
+
104
+ class PacketOutputAdapter
105
+ {
106
+ proto native void WriteBool(bool value); //size: 1 byte
107
+ proto native void WriteInt(int value); //size: 4 bytes
108
+ proto native void WriteFloat(float value); //size: 4 bytes
109
+ proto native void WriteString(string value); //size: n bytes (string length)
110
+ proto native void WriteVector(vector value); //size: 12 bytes
111
+ proto native void WriteMatrixAsQuaternionVector(vector mat[4]); //size: 28 bytes
112
+ proto native void WriteIntAsByte(int value); //write int in range <-128, 127> size: 1 byte
113
+ proto native void WriteIntAsUByte(int value); //write int in range <0, 255> size: 1 byte
114
+ proto native void WriteIntAsHalf(int value); //write int in range <-32768, 32768> size: 2 bytes
115
+ proto native void WriteIntAsUHalf(int value); //write int in range <0, 65535> size: 2 bytes
116
+ proto native void WriteFloatAsByte(float value, float min, float max); // size: 1 byte
117
+ proto native void WriteFloatAsHalf(float value, float min, float max); // size: 2 bytes
118
+ };
119
+
120
+ class PacketInputAdapter
121
+ {
122
+ proto native bool ReadBool();
123
+ proto native int ReadInt();
124
+ proto native float ReadFloat();
125
+ proto string ReadString();
126
+ proto native vector ReadVector();
127
+ proto void ReadMatrixAsQuaternionVector(vector mat[4]);
128
+ proto native int ReadIntAsByte();
129
+ proto native int ReadIntAsUByte();
130
+ proto native int ReadIntAsHalf();
131
+ proto native int ReadIntAsUHalf();
132
+ proto native float ReadFloatAsByte(float min, float max);
133
+ proto native float ReadFloatAsHalf(float min, float max);
134
+ };
135
+
136
+ /*!
137
+ makes screenshot and stores it in to a DDS format file
138
+ if the name begins with '$' the screenshot in stored in the fullpath according to the name parameter
139
+ otherwise the screenshot is stored in "$profile:ScreenShotes/DATE TIME-NAME.dds" where DATE, TIME AND NAME are replaced by actual values
140
+ \param name name of the screenshot
141
+ */
142
+ proto native void MakeScreenshot(string name);
143
+
144
+ /*!
145
+ Returns actual fps (average in last 10 frames)
146
+ */
147
+ proto native int GetFPS();
148
+
149
+ //----------------------------------------------
150
+ /** \name SkyDome API */
151
+ //@{
152
+
153
+ /*!
154
+ load all sky presets from xml file
155
+ \param presetFile name of XML file with presets
156
+ */
157
+ proto native int LoadSkyPresets(string presetsFile);
158
+
159
+ /*!
160
+ initialize sky with preset, must be called to set the global planets setting
161
+ \param presetName name of preset to be set (one of presets from file loaded using LoadSkyPresets)
162
+ */
163
+ proto native int InitSky(string presetName);
164
+
165
+ /*!
166
+ set sky preset to day time and stormy parameter
167
+ \param presetName name of preset to be set (one of presets from file loaded using LoadSkyPresets)
168
+ \param stormy stormy parameter <0, 1>
169
+ \param dayTime day of time <0, 1>
170
+ */
171
+ proto native int SetSkyPreset(string presetName, float stormy, float dayTime);
172
+
173
+ /*!
174
+ lerp two sky presets and set the result using day time
175
+ \param presetName1 name of preset1 to be set (one of presets from file loaded using LoadSkyPresets)
176
+ \param presetName2 name of preset2 to be set (one of presets from file loaded using LoadSkyPresets)
177
+ \param dayTime day of time <0, 1>
178
+ \param stormy1 stormy parameter for preset1 <0, 1>
179
+ \param stormy2 stormy parameter for preset2 <0, 1>
180
+ \param lerpVal lerp value between two presets
181
+ */
182
+ proto native int LerpSkyPreset(string presetName1, string presetName2, float dayTime, float stormy1, float stormy2, float lerpVal);
183
+
184
+ /*!
185
+ lerp three sky presets using barycentric coordinates and set the result using day time
186
+ \param presetName1 name of preset1 to be set (one of presets from file loaded using LoadSkyPresets)
187
+ \param presetName2 name of preset2 to be set (one of presets from file loaded using LoadSkyPresets)
188
+ \param presetName2 name of preset3 to be set (one of presets from file loaded using LoadSkyPresets)
189
+ \param dayTime day of time <0, 1>
190
+ \param stormy1 stormy parameter for preset1 <0, 1>
191
+ \param stormy2 stormy parameter for preset2 <0, 1>
192
+ \param stormy3 stormy parameter for preset3 <0, 1>
193
+ \param w1 weight for preset1
194
+ \param w2 weight for preset2
195
+ \param w3 weight for preset3
196
+ */
197
+ proto native int LerpSkyPreset3(string presetName1, string presetName2, string presetName3, float dayTime, float stormy1, float stormy2, float stormy3, float w1, float w2, float w3);
198
+
199
+ /*!
200
+ user can set planets to its own positions on skydome using SetSkyPresetPlanet function,
201
+ if disabled, the planets are positioned automatically using sky preset setting
202
+ \param enabled enable/disable
203
+ */
204
+ proto native void SetSkyUserPlanets(bool enabled);
205
+
206
+ /*!
207
+ set planet position
208
+ \param index index of planet, 0 = sun usually
209
+ \param azimuthDeg azimuth position in degrees
210
+ \param zenithDeg zenith position in degrees
211
+ */
212
+ proto native bool SetSkyPlanet(int index, float azimuthDeg, float zenithDeg);
213
+
214
+ /*!
215
+ set planet size in degrees
216
+ \param index index of planet, 0 = sun usually
217
+ \param angleDeg angle size in degrees
218
+ */
219
+ proto native bool SetSkyPlanetSize(int index, float angleDeg);
220
+
221
+ /*!
222
+ set UTC time for real time stars
223
+ \param year
224
+ \param month
225
+ \param day
226
+ \param hour
227
+ \param minute
228
+ \param sec
229
+ \param offsetSec to take into account time difference between Greenwich and local time (position dependency, summer/winter time)
230
+ */
231
+ proto native void SetStarsObserverTime(int year, int month, int day, int hour, int minute, float sec, int offsetSec);
232
+
233
+ /*!
234
+ set observer position
235
+ \param latitudeDeg latitude in degrees
236
+ \param longitudeDeg longitude in degrees
237
+ */
238
+ proto native void SetStarsObserverPosition(float latitudeDeg, float longitudeDeg);
239
+
240
+ /*!
241
+ update of stars
242
+ \param update true = automatic stars update, false = update is on user by SetStarsRotMatrix
243
+ */
244
+ proto native void SetRealStarAutoUpdate(bool update);
245
+
246
+
247
+ /*!
248
+ night sky layer rotation matrix
249
+ \param mat rotation matrix
250
+ */
251
+ proto native void SetNightLayerRotMatrix(vector mat[3]);
252
+
253
+ /*!
254
+ stars rotation matrix, is different from night rotation matrix
255
+ because we don't know the time when night layers was captured
256
+ \param mat rotation matrix
257
+ */
258
+ proto native void SetStarsRotMatrix(vector mat[3]);
259
+
260
+ //@}
261
+
262
+ //----------------------------------------------
263
+ /** \name Materials API */
264
+ //@{
265
+ typedef int[] Material;
266
+
267
+ class Material
268
+ {
269
+ /*!
270
+ set parametr of material by string name
271
+ \param paramName name of parameter
272
+ \param value value
273
+ */
274
+ proto bool SetParam(string propertyName, void value);
275
+
276
+ /*!
277
+ reset parametr of material to default value
278
+ \param paramName name of parameter
279
+ */
280
+ proto native void ResetParam(string propertyName);
281
+
282
+ /*!
283
+ set parametr index for faster access to material properties
284
+ \param paramName name of parameter
285
+ \return parameter index
286
+ */
287
+ proto native int GetParamIndex(string paramName);
288
+
289
+ /*!
290
+ set parametr of material by index
291
+ \param paramName name of parameter
292
+ \param value value
293
+ */
294
+ proto void SetParamByIndex(int paramIndex, void value);
295
+ };
296
+ //@}
297
+
298
+ int VectortoRGBA( vector vec, float h)
299
+ {
300
+ float x,y,z;
301
+ int r,g,b,a,rgba;
302
+
303
+ x = vec[0];
304
+ y = vec[1];
305
+ z = vec[2];
306
+
307
+ x = x * 127.0 + 128.0;
308
+ y = y * 127.0 + 128.0;
309
+ z = z * 127.0 + 128.0;
310
+ h = h * 255.0;
311
+
312
+ a = (int)h << 24;
313
+ r = (int)x << 16;
314
+ g = (int)y << 8;
315
+ b = z;
316
+
317
+ return r | g | b | a;
318
+ }
319
+
320
+
321
+ //-----------------------------------------------------------------
322
+ int ARGB(int a, int r, int g, int b)
323
+ {
324
+ a = a << 24;
325
+ r = r << 16;
326
+ g = g << 8;
327
+ return a | r | g | b;
328
+ }
329
+
330
+ //-----------------------------------------------------------------
331
+ //! Converts <0.0, 1.0> ARGB into color
332
+ int ARGBF(float fa, float fr, float fg, float fb)
333
+ {
334
+ return ARGB((float)(fa * 255.0), (float)(fr * 255.0), (float)(fg * 255.0), (float)(fb * 255.0));
335
+ }
336
+
337
+ //-----------------------------------------------------------------
338
+ int AWHITE(int a)
339
+ {
340
+ return a << 24 | 0xffffff;
341
+ }
342
+
343
+ //-----------------------------------------------------------------
344
+ int LerpARGB(int c1, int c2)
345
+ {
346
+ int cb1, cb2;
347
+ const int cmask = 0x00ff00ff;
348
+
349
+ cb1 = c1 >> 8 & cmask;
350
+ cb2 = c2 >> 8 & cmask;
351
+ cb1 = cb1 + cb2 >> 1;
352
+
353
+ c1 = c1 & cmask;
354
+ c2 = c2 & cmask;
355
+ c1 = c1 + c2 >> 1;
356
+
357
+ return cb1 << 8 | c1;
358
+ }
359
+
360
+ //-------------------------------------------------------------------------
361
+ class Link<Class T>
362
+ {
363
+ proto private native void Init(T init);
364
+ proto private native Object Get();
365
+
366
+ void Release()
367
+ {
368
+ T obj = Get();
369
+ if(obj)
370
+ obj.Release();
371
+ }
372
+ void Link(T init)
373
+ {
374
+ Init(init);
375
+ }
376
+
377
+ T Ptr()
378
+ {
379
+ return Get();
380
+ }
381
+
382
+ bool IsNull()
383
+ {
384
+ if(!Get())
385
+ return true;
386
+
387
+ return false;
388
+ }
389
+ };
390
+
scripts/1_Core/DayZ/script.c ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //some example "reference" variables for use in material editor
2
+ reference float g_testVariable1;
3
+ reference float g_testVariable2;
4
+ reference float g_testVariable3;
5
+
6
+ class TestClass
7
+ {
8
+ //some example "reference" variables for use in material editor
9
+ reference float testVar1;
10
+ reference float testVar2;
11
+ reference float testVar3;
12
+ }
scripts/1_Core/DayZ/workbenchApi.c ADDED
@@ -0,0 +1,151 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ typedef int[] WBModuleDef;
2
+ typedef int[] ScriptEditor;
3
+ typedef int[] ResourceBrowser;
4
+ typedef int[] WorldEditor;
5
+
6
+ class Workbench
7
+ {
8
+ static proto native WBModuleDef GetModule(string type);
9
+ static proto native bool OpenModule(string type);
10
+ static proto native bool CloseModule(string type);
11
+ static proto native void Dialog(string caption, string text);
12
+ static proto int ScriptDialog(string caption, string text, Class data);
13
+ static proto bool SearchResources(string filter, func callback);
14
+ static proto native int RunCmd(string command, bool wait = false);
15
+ static proto void GetCwd(out string currentDir);
16
+ static proto bool GetAbsolutePath(string relativePath, out string absPath);
17
+ };
18
+
19
+ class WBModuleDef
20
+ {
21
+ proto native external bool SetOpenedResource(string filename);
22
+ proto native external int GetNumContainers();
23
+ proto native external BaseContainer GetContainer(int index = 0);
24
+ proto external bool GetCmdLine(string name, out string value);
25
+ proto native external bool Save();
26
+ proto native external bool Close();
27
+ };
28
+
29
+ class ScriptEditor: WBModuleDef
30
+ {
31
+ proto external bool GetCurrentFile(out string filename);
32
+ proto native external int GetCurrentLine();
33
+ };
34
+
35
+ class ResourceBrowser: WBModuleDef
36
+ {
37
+ proto external bool GetCurrentFile(out string filename);
38
+ };
39
+
40
+ class WorldEditor: WBModuleDef
41
+ {
42
+ proto native external WorldEditorAPI GetAPI();
43
+ };
44
+
45
+ class WorldEditorAPI
46
+ {
47
+ proto native bool BeginTerrainAction(string historyPointName = "", string historyPointIcon = "");
48
+ proto native void EndTerrainAction(string historyPointName = "");
49
+ proto native bool BeginEntityAction(string historyPointName = "", string historyPointIcon = ""); //begin of logical edit action
50
+ proto native bool EndEntityAction(string historyPointName = ""); //end of edit action
51
+ proto native bool IsDoingEditAction(); //true, if code stay betwen BeginEntityAction() and EndEntityAction()
52
+ proto native bool UndoOrRedoIsRestoring(); //true, if editor is restoring undo or redo state
53
+ proto native bool IsModifyingData();
54
+ proto native IEntity SourceToEntity(IEntitySource entSrc);
55
+ proto native IEntitySource EntityToSource(IEntity ent);
56
+ proto native IEntitySource FindEntityByName(string name);
57
+
58
+ proto native external void SetEntitySelection(IEntity ent);
59
+ proto native external void AddToEntitySelection(IEntity ent);
60
+ proto native void ClearEntitySelection();
61
+ proto native void RemoveFromEntitySelection(IEntity ent);
62
+ proto native void SetPropertySelection(string id);
63
+
64
+ proto native external bool ModifyEntityKey(IEntity ent, string key, string value);
65
+ proto native external bool ModifyEntityTemplateKey(IEntitySource tmpl, string key, string value);
66
+
67
+ proto native external IEntity CreateEntity(string className, string name, int layerId, vector coords, vector angles);
68
+ proto native external IEntity CreateClonedEntity(IEntity ent, string name);
69
+ proto native external bool DeleteEntity(IEntity ent);
70
+ proto native bool DeleteEntities(out array<IEntity> ents);
71
+ proto native IEntity GetEntityUnderCursor();
72
+
73
+ proto native external bool TraceWorldPos(int x, int y, int traceFlags, out vector traceStart, out vector traceEnd, out vector traceDir);
74
+
75
+ proto native int GetSelectedEntitiesCount();
76
+ proto native IEntity GetSelectedEntity(int n = 0);
77
+
78
+ private void WorldEditorAPI() {}
79
+ private void ~WorldEditorAPI() {}
80
+ };
81
+
82
+ class WorldEditorTool
83
+ {
84
+ //! Filled by workbench
85
+ WorldEditorAPI m_API;
86
+
87
+ void OnKeyPressEvent(int key) {}
88
+ void OnKeyReleaseEvent(int key) {}
89
+ void OnEnterEvent() {}
90
+ void OnLeaveEvent() {}
91
+ void OnMouseMoveEvent(float x, float y) {}
92
+ void OnMouseDoubleClickEvent(float x, float y) {}
93
+ void OnMousePressEvent(float x, float y) {}
94
+ void OnMouseReleaseEvent(float x, float y) {}
95
+ void OnWheelEvent(int delta) {}
96
+
97
+ private void WorldEditorTool() {}
98
+ private void ~WorldEditorTool() {}
99
+ };
100
+
101
+ class WorkbenchPlugin
102
+ {
103
+ void Run() {}
104
+ void RunCommandline() {}
105
+ void Configure() {}
106
+ };
107
+
108
+ class ButtonAttribute
109
+ {
110
+ string m_Label;
111
+ bool m_Focused;
112
+
113
+ void ButtonAttribute(string label = "ScriptButton", bool focused = false)
114
+ {
115
+ m_Label = label;
116
+ m_Focused = focused;
117
+ }
118
+ };
119
+
120
+ /*!
121
+ Attribute for Workbench plugin definition:
122
+ name - ui name in Script Tools menu
123
+ description - tooltip
124
+ shortcut - shortcut in simple text form e.g. "ctrl+g"
125
+ icon - relative path to icon file (32x32 png)
126
+ wbModules - list of strings representing Workbench modules where this tool should be avalaible (e.g. {"ResourceManager", "ScriptEditor"}). Leave null or empty array for any module.
127
+ */
128
+ class WorkbenchPluginAttribute
129
+ {
130
+ string m_Name;
131
+ string m_Icon;
132
+ string m_Shortcut;
133
+ string m_Description;
134
+ ref array<string> m_WBModules;
135
+
136
+ void WorkbenchPluginAttribute(string name, string description = "", string shortcut = "", string icon = "", array<string> wbModules = null)
137
+ {
138
+ m_Name = name;
139
+ m_Icon = icon;
140
+ m_Shortcut = shortcut;
141
+ m_Description = description;
142
+ m_WBModules = wbModules;
143
+ }
144
+ };
145
+
146
+ /*!
147
+ Attribute for Workbench tool definition
148
+ */
149
+ class WorkbenchToolAttribute: WorkbenchPluginAttribute
150
+ {
151
+ }
scripts/2_GameLib/DayZ/components/gameLibComponents.c ADDED
@@ -0,0 +1,276 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef COMPONENT_SYSTEM
2
+ //Generic components from GameLib (script side of c++ classes)
3
+
4
+ typedef int[] IEntityComponentSource;
5
+ class IEntityComponentSource: BaseContainer
6
+ {
7
+ };
8
+
9
+ //!Entity touch event types
10
+ enum TouchEvent
11
+ {
12
+ ON_ENTER,
13
+ ON_STAY,
14
+ ON_EXIT
15
+ };
16
+
17
+ //!Builtin component types
18
+ //TypeID MeshObjectTypeID;
19
+ //TypeID HierarchyTypeID;
20
+ //TypeID RigidBodyTypeID;
21
+ //TypeID SphereGeometryTypeID;
22
+ //TypeID BoxGeometryTypeID;
23
+
24
+
25
+ class GenericComponent : Managed
26
+ {
27
+ /**
28
+ * Gets current eventmask of the component.
29
+ * \return Returns bitmask of events the component accepts
30
+ */
31
+ proto native int GetEventMask();
32
+
33
+ /**
34
+ * Sets eventmask. Component accepts only events which has set bits in eventmask.
35
+ * Bits are or'ed with existing bitmask. See enf::EntityEvents.
36
+ * When this method is called in the constructor of the component, it will not properly set the eventmask to the parent entity. You may consider OnComponentInsert event.
37
+ * \param mask Mask of those bits, which will be set.
38
+ * \return Returns bitmask of events the component accepts (result of mask|GetEventMask())
39
+ */
40
+ proto native int SetEventMask(IEntity owner, int mask);
41
+
42
+ /**
43
+ * Clears bitmask. Component accepts only events which has set bits in eventmask.
44
+ * Only bits set in the mask are cleared. See enf::EntityEvents
45
+ * \param mask Mask of those bits, which will be cleared.
46
+ * \return returns these bits that were set before and now are cleared.
47
+ */
48
+ proto native int ClearEventMask(IEntity owner, int mask);
49
+
50
+ /**
51
+ * Activate component and calls EOnActivate().
52
+ */
53
+ proto native void Activate(IEntity owner);
54
+
55
+ /**
56
+ * Deactivate component and calls EOnDectivate().
57
+ */
58
+ proto native void Deactivate(IEntity owner);
59
+
60
+ /**
61
+ * Returns activity state.
62
+ * \return Returns true, if component is active.
63
+ */
64
+ proto native bool IsActive();
65
+
66
+ //! Constructor
67
+ protected void GenericComponent(IEntityComponentSource src, IEntity ent);
68
+ }
69
+
70
+ class GenericComponentClass
71
+ {
72
+ bool DependsOn(typename otherClass, TypeID otherTypeID) {}
73
+ }
74
+
75
+ /**
76
+ * Parent class for all components created in script.
77
+ * Every ScriptComponent is being created in Entity's constructor and may receive following events
78
+ * 1. OnComponentInsert is being called when component is created. This is last event Workbench sends in World Editor edit mode.
79
+ * 2. EOnInit is being called after all components have been inserted and if the component registered event mask EV_INIT
80
+ * 3. EOnActivate is being called if the entity was flagged as TFL_ACTIVE and if the component is active. The component is active by default.
81
+ * 4. EOnXXXs are being called base on event mask component registered
82
+ * 5. EOnDeactivate is being called when Deactivate is called or when the component is being to be removed. Component must be active to be deactivated.
83
+ * 6. OnComponentRemove is being called after a component is removed.
84
+ * 7. EOnDelete is being called after entity is going to be destroyed.
85
+ */
86
+ class ScriptComponent : GenericComponent
87
+ {
88
+ /*
89
+ Event when owner entity is touched
90
+ \param owner
91
+ Touched entity
92
+ \param extra
93
+ Bitmask of touch types TODO
94
+ */
95
+ protected void EOnTouch(IEntity owner, int extra);
96
+
97
+ /*!
98
+ Event after component is initialized. At this point all entity's components have recieved OnComponentInsert.
99
+ \param owner
100
+ \param extra
101
+ Number of entity
102
+ */
103
+ protected void EOnInit(IEntity owner, int extra);
104
+
105
+ /*!
106
+ Extra event of various functional extensions. ATM it's used
107
+ by Trigger when some insider is leaving
108
+ \param owner
109
+ owner actor of event
110
+ \param extra
111
+ Extra value of event
112
+ */
113
+ protected void EOnExtra(IEntity owner, int extra);
114
+
115
+ /*!
116
+ Event when we are out of visibility
117
+ \param owner
118
+ \param extra
119
+ Frame number
120
+ */
121
+ protected void EOnNotVisible(IEntity owner, int extra);
122
+
123
+ /*!
124
+ Event when we are visible
125
+ \param owner
126
+ \param extra
127
+ Frame number
128
+ */
129
+ protected void EOnVisible(IEntity owner, int extra);
130
+
131
+ /*!
132
+ Event every frame
133
+ \param owner
134
+ \param timeSlice
135
+ Time passed since last frame
136
+ */
137
+ protected void EOnFrame(IEntity owner, float timeSlice);
138
+
139
+ /*!
140
+ Even after physics update
141
+ \param owner
142
+ \param extra
143
+ Frame number
144
+ */
145
+ protected void EOnPostFrame(IEntity owner, int extra);
146
+
147
+ /*!
148
+ Event from animation system
149
+ \param owner
150
+ \param extra
151
+ extra data
152
+ */
153
+ protected void EOnAnimEvent(IEntity owner, AnimEvent extra);
154
+
155
+ /*!
156
+ Event from sound system
157
+ \param owner
158
+ \param extra
159
+ extra data
160
+ */
161
+ protected void EOnSoundEvent(IEntity owner, SoundEvent extra);
162
+
163
+ /*!
164
+ Event after simulated by physics engine (once per frame)
165
+ \param owner
166
+ \param timeslice
167
+ Time slice of simulation step
168
+ */
169
+ protected void EOnPostSimulate(IEntity owner, float timeslice);
170
+
171
+ /*!
172
+ Event before simulated by physics engine (called from sub-iterations!
173
+ \param owner
174
+ \param timeslice
175
+ Time slice of simulation step
176
+ */
177
+ protected void EOnSimulate(IEntity owner, float timeslice);
178
+
179
+ /*!
180
+ Event when joint attached to RigidBody of this entity is broken
181
+ \param owner
182
+ owner Entity attached to the joint
183
+ \param extra
184
+ Not used ATM
185
+ */
186
+ protected void EOnJointBreak(IEntity owner, int extra);
187
+ /*!
188
+ Event when physics engine has moved with this Entity
189
+ \param owner
190
+ World Entity
191
+ \param extra
192
+ Not used ATM
193
+ */
194
+ protected void EOnPhysicsMove(IEntity owner, int extra);
195
+
196
+ /*!
197
+ Event when physics engine registered contact with owner RigidBody
198
+ \param owner
199
+ \param contact
200
+ Structure describing the contact
201
+ */
202
+ protected void EOnContact(IEntity owner, Contact extra);
203
+
204
+ /**
205
+ * Event when component is activated.
206
+ */
207
+ protected void EOnActivate(IEntity owner);
208
+
209
+ /**
210
+ * Event when component is deactivated.
211
+ */
212
+ protected void EOnDeactivate(IEntity owner);
213
+
214
+ /*!
215
+ Event when a component is created and added to Entity.
216
+ \param owner Entity into which component is added
217
+ \param other Component which is being added into Entity
218
+ */
219
+ protected void OnComponentInsert(IEntity owner, ScriptComponent other);
220
+
221
+ /*!
222
+ Event when a component is being removed from Entity.
223
+ \param owner Entity from which component is being removed
224
+ \param other Component which is being removed from the Entity
225
+ */
226
+ protected void OnComponentRemove(IEntity owner, ScriptComponent other);
227
+
228
+ /*!
229
+ Called when Entity is being to be destroyed (deleted) or component to be deleted (see Game::DeleteScriptComponent).
230
+ \param owner Entity which owns the component
231
+ */
232
+ protected void OnDelete(IEntity owner);
233
+ }
234
+
235
+ typedef int[] SoundHandle;
236
+
237
+ class SignalInput
238
+ {
239
+ string m_name;
240
+ float m_value;
241
+
242
+ void SignalInput()
243
+ {
244
+ m_value = 0;
245
+ }
246
+ };
247
+
248
+ class BaseSoundComponent : GenericComponent
249
+ {
250
+ /* Get list of 'events'. */
251
+ proto native int GetEventNames(out array<string> events);
252
+ /* Get list of 'signals. '*/
253
+ proto native int GetSignalNames(out array<string> signals);
254
+ /* Convert signal name to index. */
255
+ proto native int GetSignalIndex(string name);
256
+ /* Set signal value by 'name'. */
257
+ proto native void SetSignalValueName(string signal, float value);
258
+ /* Set signal value by 'index'. */
259
+ proto native void SetSignalValue(int index, float value);
260
+ /* Play 'event'. */
261
+ proto native SoundHandle Play(string name);
262
+ /* Play sounds based on triggers. */
263
+ proto native SoundHandle Update();
264
+ /* Terminate 'sound'. */
265
+ proto native void Terminate(SoundHandle handle);
266
+ /* Check if 'sound' is played. */
267
+ proto native bool IsPlayed(SoundHandle handle);
268
+ /* Validate handle. */
269
+ proto native bool IsHandleValid(SoundHandle handle);
270
+ /* Set sound position. */
271
+ proto native void SetTransform(vector[] transf);
272
+ /* Enable debug mode. */
273
+ proto native void SetDebug(bool value);
274
+ };
275
+
276
+ #endif
scripts/2_GameLib/DayZ/entities/RenderTarget.c ADDED
@@ -0,0 +1,79 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ [EditorAttribute("box", "GameLib/Scripted", "Render target", "-0.25 -0.25 -0.25", "0.25 0.25 0.25", "255 0 0 255")]
4
+ class RenderTargetClass
5
+ {
6
+
7
+ }
8
+
9
+ RenderTargetClass RenderTargetSource;
10
+
11
+ class RenderTarget: GenericEntity
12
+ {
13
+ [Attribute("0", "slider", "Camera index", "0 31 1")]
14
+ int CameraIndex;
15
+ [Attribute("0", "editbox", "Position X <0, 1>")]
16
+ float X;
17
+ [Attribute("0", "editbox", "Position Y <0, 1>")]
18
+ float Y;
19
+ [Attribute("1", "editbox", "Render target width <0, 1>")]
20
+ float Width;
21
+ [Attribute("1", "editbox", "Render target height <0, 1>")]
22
+ float Height;
23
+ [Attribute("-1", "editbox", "Sort index (the lesser the more important)")]
24
+ int Sort;
25
+ [Attribute("0", "combobox", "Autoinit", "", { ParamEnum("No", "0"), ParamEnum("Yes", "1") } )]
26
+ int AutoInit;
27
+ [Attribute("0", "combobox", "Forcing creation of render target for camera #0 in Workbench", "", { ParamEnum("No", "0"), ParamEnum("Yes", "1") } )]
28
+ bool ForceCreation;
29
+ bool m_Show = true; // when autoinit, wait with showing the render target after all entities are created (EOnInit)
30
+ ref RenderTargetWidget m_RenderWidget;
31
+
32
+ void RenderTarget(IEntitySource src, IEntity parent)
33
+ {
34
+ SetFlags(EntityFlags.ACTIVE, false);
35
+
36
+ if (AutoInit)
37
+ {
38
+ m_Show = false;
39
+ SetEventMask(EntityEvent.INIT);
40
+ Init();
41
+ }
42
+ }
43
+
44
+ void ~RenderTarget()
45
+ {
46
+ delete m_RenderWidget;
47
+ }
48
+
49
+ void Init()
50
+ {
51
+ #ifdef WORKBENCH // Workbench is using its own renderer for main camera, it is not using render target widget.
52
+ if (!ForceCreation && CameraIndex == 0)
53
+ return;
54
+ #endif
55
+
56
+ int screenW, screenH;
57
+ GetScreenSize(screenW, screenH);
58
+
59
+ int posX = (float)(screenW * X);
60
+ int posY = (float)(screenH * Y);
61
+ int widthPix = (float)(screenW * Width);
62
+ int heightPix = (float)(screenH * Height);
63
+ if (Class.CastTo(m_RenderWidget, GetGame().GetWorkspace().CreateWidget(RenderTargetWidgetTypeID, posX, posY, widthPix, heightPix, WidgetFlags.VISIBLE | WidgetFlags.HEXACTSIZE | WidgetFlags.VEXACTSIZE | WidgetFlags.HEXACTPOS | WidgetFlags.VEXACTPOS, 0xffffffff, Sort)))
64
+ {
65
+ m_RenderWidget.Show(m_Show);
66
+ SetWidgetWorld(m_RenderWidget, GetGame().GetWorldEntity(), CameraIndex);
67
+ }
68
+ }
69
+ override void EOnInit(IEntity other, int extra) //!EntityEvent.INIT
70
+ {
71
+ if (m_RenderWidget)
72
+ {
73
+ m_Show = true;
74
+ m_RenderWidget.Show(m_Show);
75
+ }
76
+ }
77
+ }
78
+
79
+ #endif
scripts/2_GameLib/DayZ/entities/ScriptCamera.c ADDED
@@ -0,0 +1,172 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ [EditorAttribute("box", "GameLib/Scripted", "Script camera", "-0.25 -0.25 -0.25", "0.25 0.25 0.25", "255 0 0 255")]
4
+ class ScriptCameraClass
5
+ {
6
+
7
+ }
8
+
9
+ ScriptCameraClass ScriptCameraSource;
10
+
11
+ class ScriptCamera: GenericEntity
12
+ {
13
+ [Attribute("60", "slider", "Field of view", "0 180 1")]
14
+ float FOV;
15
+ [Attribute("1", "editbox", "Near plane clip")]
16
+ float NearPlane;
17
+ [Attribute("4000", "editbox", "Far plane clip")]
18
+ float FarPlane;
19
+
20
+ [Attribute("1", "combobox", "Projection type", "", ParamEnumArray.FromEnum(CameraType) )]
21
+ int Type;
22
+ [Attribute("5", "slider", "Camera speed", "0 20 1")]
23
+ float Speed;
24
+ [Attribute("1", "combobox", "Free Fly", "", ParamEnumArray.FromEnum(EBool) )]
25
+ bool FreeFly;
26
+ [Attribute("0", "combobox", "Invert vertical", "", ParamEnumArray.FromEnum(EBool) )]
27
+ bool Inverted;
28
+ [Attribute("0", "slider", "Camera index", "0 31 1")]
29
+ int Index;
30
+ float m_MouseSensitivity = 0.001; // should be somewhere else.
31
+ float m_GamepadSensitivity = 0.2; // should be somewhere else.
32
+ int m_GamepadFreeFly;
33
+
34
+ // debug variables
35
+ int m_DbgListSelection = 0;
36
+ ref array<string> m_DbgOptions = {"Perspective", "Orthographic"};
37
+
38
+ void ScriptCamera(IEntitySource src, IEntity parent)
39
+ {
40
+ SetFlags(EntityFlags.ACTIVE, false);
41
+ SetEventMask(EntityEvent.FRAME);
42
+
43
+ SetCameraVerticalFOV(Index, FOV);
44
+ SetCameraFarPlane(Index, FarPlane);
45
+ SetCameraNearPlane(Index, NearPlane);
46
+ SetCameraType(Index, Type);
47
+ m_DbgListSelection = Type - 1;
48
+ SetCamera(Index, GetOrigin(), GetYawPitchRoll());
49
+
50
+ vector camMat[4];
51
+ GetTransform(camMat);
52
+ SetCameraEx(Index, camMat);
53
+ m_GamepadFreeFly = FreeFly;
54
+ }
55
+
56
+ override protected void EOnFrame(IEntity other, float timeSlice) //EntityEvent.FRAME
57
+ {
58
+ GetGame().GetInputManager().ActivateContext("ScriptCameraContext");
59
+
60
+ if (GetGame().GetInputManager().GetActionTriggered("CamFreeFly"))
61
+ {
62
+ FreeFly = !FreeFly;
63
+ }
64
+
65
+ if (FreeFly)
66
+ {
67
+ FreeFly(timeSlice);
68
+ }
69
+ else
70
+ {
71
+ vector camMat[4]; // matrix can be set outside the class
72
+ GetTransform(camMat);
73
+ SetCameraEx(Index, camMat);
74
+ }
75
+
76
+ if (GameSettings.Debug)
77
+ {
78
+ DebugInfo();
79
+ }
80
+ }
81
+
82
+ protected void FreeFly(float timeSlice)
83
+ {
84
+ vector camPosition = GetOrigin();
85
+ vector angles = GetYawPitchRoll();
86
+ vector camMat[4];
87
+ GetTransform(camMat);
88
+ InputManager imanager = GetGame().GetInputManager();
89
+ imanager.ActivateContext("ScriptCameraFreeFlyContext");
90
+
91
+ // get input
92
+ float turnX = imanager.LocalValue("CamTurnRight") * 20.0 * timeSlice;
93
+ float turnY = imanager.LocalValue("CamTurnUp") * 20.0 * timeSlice;
94
+ float turnZ = imanager.LocalValue("CamRotate") * 20.0 * timeSlice;
95
+ float moveForward = imanager.LocalValue("CamForward");
96
+ float moveRight = imanager.LocalValue("CamRight");
97
+ float moveAscend = imanager.LocalValue("CamAscend");
98
+ float speedDelta = imanager.LocalValue("CamSpeedDelta") * timeSlice;
99
+ bool speedBoostHigh = imanager.GetActionTriggered("CamSpeedBoostHigh");
100
+ bool speedBoostLow = imanager.GetActionTriggered("CamSpeedBoostLow");
101
+
102
+ Speed = Math.Clamp(Speed + speedDelta * Speed * 0.25, 0.1, 1000.0);
103
+
104
+ float finalSpeed = Speed;
105
+ if (speedBoostLow)
106
+ finalSpeed *= 25;
107
+ else if (speedBoostHigh)
108
+ finalSpeed *= 5;
109
+
110
+ // rotation
111
+ angles[0] = turnX + angles[0];
112
+ if (Inverted)
113
+ angles[1] = turnY + angles[1];
114
+ else
115
+ angles[1] = -turnY + angles[1];
116
+
117
+ angles[2] = turnZ + angles[2];
118
+
119
+ // movement
120
+ vector move = vector.Zero;
121
+ vector forward = camMat[2];
122
+ vector up = camMat[1];
123
+ vector side = camMat[0];
124
+
125
+ move += forward * moveForward;
126
+ move += side * moveRight;
127
+ move += up * moveAscend;
128
+
129
+ // ------------
130
+ camPosition = (move * timeSlice * finalSpeed) + camPosition;
131
+
132
+ Math3D.YawPitchRollMatrix(angles, camMat);
133
+ camMat[3] = camPosition;
134
+ SetTransform(camMat);
135
+ SetCameraEx(Index, camMat);
136
+ }
137
+
138
+ protected void DebugInfo()
139
+ {
140
+ InputManager imanager = GetGame().GetInputManager();
141
+ DbgUI.Begin(String("Camera #" + Index.ToString()), 0, Index * 300);
142
+
143
+ DbgUI.Text(String("Position : " + GetOrigin().ToString()));
144
+ DbgUI.Text(String("Orientation (Y, P, R): " + GetYawPitchRoll().ToString()));
145
+ DbgUI.Text(String("Speed : " + Speed.ToString()));
146
+ DbgUI.Text(String("Mouse sensitivity : " + (2000 - (1 / m_MouseSensitivity)).ToString()));
147
+ DbgUI.Check("Select Free fly", FreeFly);
148
+ DbgUI.List("Camera type", m_DbgListSelection, m_DbgOptions);
149
+ if (m_DbgListSelection + 1 != Type)
150
+ {
151
+ Type = m_DbgListSelection + 1;
152
+ SetCameraType(Index, Type);
153
+ }
154
+
155
+ float sensitivity = 2000 - (1 / m_MouseSensitivity);
156
+ DbgUI.SliderFloat("Mouse sensitivity", sensitivity, 1, 1999);
157
+ m_MouseSensitivity = 1 / (2000 - sensitivity);
158
+
159
+ DbgUI.Text("CamTurnRight: " + imanager.LocalValue("CamTurnRight"));
160
+ DbgUI.Text("CamTurnUp: " + imanager.LocalValue("CamTurnUp"));
161
+ DbgUI.Text("CamSpeedDelta: " + imanager.LocalValue("CamSpeedDelta"));
162
+ DbgUI.Text("CamForward: " + imanager.LocalValue("CamForward"));
163
+ DbgUI.Text("CamRight: " +imanager.LocalValue("CamRight"));
164
+ DbgUI.Text("CamAscend: " + imanager.LocalValue("CamAscend"));
165
+ DbgUI.Text("CamSpeedBoostHigh: " + imanager.GetActionTriggered("CamSpeedBoostHigh"));
166
+ DbgUI.Text("CamSpeedBoostLow:" + imanager.GetActionTriggered("CamSpeedBoostLow"));
167
+
168
+ DbgUI.End();
169
+ }
170
+ }
171
+
172
+ #endif
scripts/2_GameLib/DayZ/entities/ScriptLight.c ADDED
@@ -0,0 +1,40 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ [EditorAttribute("box", "GameLib/Scripted", "Script light", "-0.25 -0.25 -0.25", "0.25 0.25 0.25", "255 0 0 255")]
4
+ class ScriptLightClass
5
+ {
6
+
7
+ }
8
+
9
+ ScriptLightClass ScriptLightSource;
10
+
11
+ class ScriptLight: GenericEntity
12
+ {
13
+ [Attribute("1", "flags", "Flags", "", { ParamEnum("Point", "1"), ParamEnum("Spot", "2"), ParamEnum("Directional", "4") } )]
14
+ int Flags;
15
+ [Attribute("1", "combobox", "Type", "", { ParamEnum("Point", "1"), ParamEnum("Spot", "2"), ParamEnum("Directional", "3") } )]
16
+ int Type;
17
+ [Attribute("1", "editbox", "Radius", "", NULL )]
18
+ float Radius;
19
+ [Attribute("1 1 1", "color", "Color", "", NULL )]
20
+ vector Color;
21
+ [Attribute("1", "editbox", "Intensity", "", NULL )]
22
+ float Intensity;
23
+ HLIGHT m_light;
24
+
25
+ void ScriptLight(IEntitySource src, IEntity parent)
26
+ {
27
+ //SetFlags(this, EntityFlags.ACTIVE | EntityFlags.SOLID | EntityFlags.VISIBLE);
28
+ m_light = AddLight(this, LightType.POINT, LightFlags.DYNAMIC|LightFlags.CASTSHADOW, Radius, Color * Intensity);
29
+ }
30
+
31
+ void ~ScriptLight()
32
+ {
33
+ if(m_light)
34
+ {
35
+ RemoveLight(m_light);
36
+ }
37
+ }
38
+ }
39
+
40
+ #endif
scripts/2_GameLib/DayZ/entities/ScriptModel.c ADDED
@@ -0,0 +1,62 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ [EditorAttribute("box", "GameLib/Scripted", "Script model", "-0.25 -0.25 -0.25", "0.25 0.25 0.25", "255 0 0 255", "0 0 0 0", true, true, true)]
4
+ class ScriptModelClass
5
+ {
6
+
7
+ }
8
+
9
+ ScriptModelClass ScriptModelSource;
10
+
11
+ class ScriptModel: GenericEntity
12
+ {
13
+ [Attribute("", "resourceNamePicker", "Model", "xob")]
14
+ string Model;
15
+ [Attribute("1", "combobox", "Physics", "", { ParamEnum("None", "2"), ParamEnum("Static", "1"), ParamEnum("Dynamic", "0") } )]
16
+ int Type;
17
+
18
+ void ScriptModel(IEntitySource src, IEntity parent)
19
+ {
20
+ if (Model== "")
21
+ return;
22
+
23
+ SetFlags(EntityFlags.ACTIVE | EntityFlags.SOLID | EntityFlags.VISIBLE, false);
24
+
25
+ vobject vobj = GetObject(Model);
26
+ SetObject(vobj, "");
27
+ ReleaseObject(vobj, false);
28
+
29
+ if (Type == 1)
30
+ {
31
+ dBodyCreateStatic(this, 0xffffffff); // todo - defines for layer mask
32
+ }
33
+ else if (Type == 0)
34
+ {
35
+ if(!dBodyCreateDynamic(this, 1.0, 0xffffffff))
36
+ {
37
+ //create implicit box
38
+ vector mins, maxs;
39
+ GetBounds(mins, maxs);
40
+ vector center = (mins + maxs) * 0.5;
41
+ vector size = maxs - mins;
42
+
43
+ PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
44
+ dBodyCreateDynamicEx(this, center, 1, geoms);
45
+ }
46
+ if(dBodyIsSet(this))
47
+ {
48
+ dBodySetMass(this, 1.0);
49
+ dBodyActive(this, ActiveState.ACTIVE);
50
+ dBodyDynamic(this, true);
51
+ }
52
+ }
53
+ }
54
+
55
+ void ~ScriptModel()
56
+ {
57
+ if(dBodyIsSet(this))
58
+ dBodyDestroy(this);
59
+ }
60
+ }
61
+
62
+ #endif
scripts/2_GameLib/DayZ/entities/WorldsMenu.c ADDED
@@ -0,0 +1,97 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ [EditorAttribute("box", "GameLib/Scripted", "Worlds menu", "-0.25 -0.25 -0.25", "0.25 0.25 0.25", "255 0 0 255")]
4
+ class WorldsMenuClass
5
+ {
6
+
7
+ }
8
+
9
+ WorldsMenuClass WorldsMenuSource;
10
+
11
+ class WorldsMenu: GenericEntity
12
+ {
13
+ int m_DbgListSelection = 0;
14
+ int m_WorldsCount = 0;
15
+ string DEFAULT_WORLD = "worlds/default.ent";
16
+ ref array<string> m_DbgOptions = {};
17
+ ref ImageWidget m_MouseWidget;
18
+
19
+ void WorldsMenu(IEntitySource src, IEntity parent)
20
+ {
21
+ SetFlags(EntityFlags.ACTIVE, false);
22
+ SetEventMask(EntityEvent.POSTFRAME);
23
+
24
+ Class.CastTo(m_MouseWidget, GetGame().GetWorkspace().CreateWidgets("gui/layouts/mouse.layout"));
25
+ m_MouseWidget.SetSort(1024);
26
+ SetCursorWidget(m_MouseWidget);
27
+
28
+ LoadWorlds();
29
+ }
30
+
31
+ void ~WorldsMenu()
32
+ {
33
+ delete m_MouseWidget;
34
+ }
35
+
36
+ array<string> GetWorldList()
37
+ {
38
+ return m_DbgOptions;
39
+ }
40
+
41
+ override void EOnPostFrame(IEntity other, int extra) //EntityEvent.POSTFRAME
42
+ {
43
+ InputManager im = GetGame().GetInputManager();
44
+ im.ActivateContext("MenuContext");
45
+ bool menuSelect = im.GetActionTriggered("MenuSelect");
46
+ bool menuBack = im.GetActionTriggered("MenuBack");
47
+
48
+ DbgUI.Begin("Load world", 400, 100);
49
+
50
+ DbgUI.Text("Select world to load from worlds directory");
51
+
52
+ if (m_DbgOptions.Count() > 0)
53
+ {
54
+ DbgUI.List("Worlds", m_DbgListSelection, m_DbgOptions);
55
+ if (DbgUI.Button("Start") || menuSelect)
56
+ {
57
+ string worldToLoad = m_DbgOptions.Get(m_DbgListSelection);
58
+ GetGame().SetWorldFile(worldToLoad, true);
59
+ }
60
+ }
61
+ if (DbgUI.Button("Exit") || menuBack)
62
+ {
63
+ GetGame().RequestClose();
64
+ }
65
+ DbgUI.End();
66
+ }
67
+
68
+ void LoadWorlds()
69
+ {
70
+ string fileName;
71
+ FileAttr fileAttr;
72
+ FindFileHandle worlds = FindFile("worlds/*.ent", fileName, fileAttr, 0);
73
+
74
+ if (!worlds)
75
+ return;
76
+
77
+ InsertWorldToList(fileName);
78
+
79
+ while(FindNextFile(worlds, fileName, fileAttr))
80
+ {
81
+ InsertWorldToList(fileName);
82
+ }
83
+
84
+ CloseFindFile(worlds);
85
+
86
+ m_WorldsCount = m_DbgOptions.Count();
87
+ }
88
+
89
+ void InsertWorldToList(string fileName)
90
+ {
91
+ string path = String("worlds/" + fileName);
92
+ if (path != DEFAULT_WORLD)
93
+ m_DbgOptions.Insert(String(path));
94
+ }
95
+ }
96
+
97
+ #endif
scripts/2_GameLib/DayZ/entities/gameLibEntities.c ADDED
@@ -0,0 +1,141 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //Generic entities from GameLib (script side of c++ classes)
2
+
3
+ #ifdef COMPONENT_SYSTEM
4
+ class GenericEntity extends IEntity
5
+ {
6
+ //native method implemented on c++ side
7
+ proto native void Show(bool show);
8
+
9
+ /*!
10
+ Finds first occurance of the coresponding component.
11
+ \param typeName type of the component
12
+ */
13
+ proto native GenericComponent FindComponent(typename typeName);
14
+
15
+ /*!
16
+ inserts instance of the script component to the entity.
17
+ Calls OnComponentInsert on all entity's components to inform that this new component was inserted. The new instance have to FindScriptComponents in order to work with them.
18
+ Calls EOnInit on the component if component sets EV_INIT mask.
19
+ Calls EOnActivate on the component if the component is active (default)
20
+ \param component instance
21
+ */
22
+ proto native void InsertComponent(GenericComponent component);
23
+
24
+ /*!
25
+ Removes component from entity. Doesn't delete the entity.
26
+ Calls EOnDeactivate on the component.
27
+ Calls OnComponentRemove on all entity's components to inform that this new component was removed.
28
+ \param component instance
29
+ */
30
+ proto native void RemoveComponent(GenericComponent component);
31
+
32
+ /*!
33
+ Removes and deletes component from entity.
34
+ Calls EOnDeactivate on the component.
35
+ Calls OnComponentRemove on all entity's components to inform that this new component was removed.
36
+ Calls OnDelete on the component.
37
+ \param component instance
38
+ */
39
+ proto native void DeleteComponent(GenericComponent component);
40
+
41
+ #ifdef WORKBENCH
42
+ /*!
43
+ Called after updating world in Workbench. The entity must be selected.
44
+ */
45
+ void _WB_AfterWorldUpdate(float timeSlice) {};
46
+ #endif
47
+ }
48
+
49
+ class GenericWorldEntity extends GenericEntity
50
+ {
51
+ }
52
+
53
+ class GenericTerrainEntity extends GenericEntity
54
+ {
55
+ }
56
+
57
+ class LightEntity extends GenericEntity
58
+ {
59
+ /*!
60
+ Sets diffuse part of light.
61
+ \param color Color of light
62
+ */
63
+ proto native external void SetDiffuseColor(int color);
64
+ proto native external int GetDiffuseColor();
65
+
66
+ proto native external void SetRadius(float radius);
67
+ proto native external float GetRadius();
68
+
69
+ /*!
70
+ Sets cone of light. It's meaningful for LT_SPOT only!
71
+ \param angle
72
+ */
73
+ proto native external void SetConeAngle(float angle);
74
+ /*!
75
+ Gets cone of light. It's meaningful for LT_SPOT only!
76
+ \return Cone of light
77
+ */
78
+ proto native external float GetConeAngle();
79
+
80
+ proto native external void SetCastShadow(bool enable);
81
+ proto native external bool IsCastShadow(bool enable);
82
+ }
83
+
84
+ class GenericWorldLightEntity extends GenericEntity
85
+ {
86
+ }
87
+
88
+ class GenericWorldFogEntity extends GenericEntity
89
+ {
90
+ }
91
+
92
+ class BasicEntity extends GenericEntity
93
+ {
94
+ }
95
+
96
+ class WorldEntityClass
97
+ {
98
+ }
99
+
100
+ class WorldEntity extends GenericWorldEntity
101
+ {
102
+ }
103
+
104
+ class ModelEntity extends BasicEntity
105
+ {
106
+ }
107
+
108
+ enum CharacterMovement
109
+ {
110
+ MOVEMENTTYPE_IDLE,
111
+ MOVEMENTTYPE_WALK,
112
+ MOVEMENTTYPE_RUN,
113
+ MOVEMENTTYPE_SPRINT
114
+ };
115
+
116
+ enum CharacterStance
117
+ {
118
+ STANCE_ERECT,
119
+ STANCE_CROUCH,
120
+ STANCE_PRONE,
121
+ STANCE_ERECT_RAISED,
122
+ STANCE_CROUCH_RAISED,
123
+ STANCE_PRONE_RAISED
124
+ };
125
+
126
+ class CharacterEntity extends BasicEntity
127
+ {
128
+ proto native void Teleport(vector transform[4]);
129
+ proto native CharacterMovement GetCurrentMovement();
130
+ proto native CharacterStance GetCurrentStance();
131
+ }
132
+
133
+ class BasicCamera extends BasicEntity
134
+ {
135
+ }
136
+
137
+ class VRHandEntity extends GenericEntity
138
+ {
139
+ }
140
+
141
+ #endif
scripts/2_GameLib/DayZ/gameLib.c ADDED
@@ -0,0 +1,158 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+ Game g_Game;
3
+
4
+ Game GetGame()
5
+ {
6
+ return g_Game;
7
+ }
8
+
9
+ class Game
10
+ {
11
+ ScriptModule GameScript;
12
+
13
+ ScriptModule GetScriptModule()
14
+ {
15
+ return GameScript;
16
+ }
17
+
18
+ void SetDebug(bool isDebug) {}
19
+ //!
20
+ /**
21
+ \brief Called when some system event occur.
22
+ @param eventTypeId event type.
23
+ @param params Param object, cast to specific param class to get parameters for particular event.
24
+ */
25
+ void OnEvent(EventType eventTypeId, Param params)
26
+ {
27
+ Print("OnEvent");
28
+ }
29
+
30
+ /**
31
+ \brief Called after full initialization of Game instance
32
+ */
33
+ void OnAfterInit()
34
+ {
35
+ Print("OnAfterInit");
36
+ }
37
+
38
+ /**
39
+ \brief Called on World update
40
+ @param timeslice time elapsed from last call
41
+ */
42
+ void OnUpdate(float timeslice)
43
+ {
44
+
45
+ }
46
+
47
+ /**
48
+ \brief Sets world file to be loaded. Returns false if file doesn't exist.
49
+ @param path Path to the ent file
50
+ @param reload Force reload the world
51
+ */
52
+ proto native bool SetWorldFile(string path, bool reload);
53
+
54
+ /**
55
+ \brief Returns path of world file loaded
56
+ */
57
+ proto native owned string GetWorldFile();
58
+
59
+ /**
60
+ \brief Event which is called right before game starts (all entities are created and initialized). Returns true if the game can start.
61
+ */
62
+ bool OnGameStart()
63
+ {
64
+ return true;
65
+ }
66
+
67
+ /**
68
+ \brief Event which is called right before game end.
69
+ */
70
+ void OnGameEnd()
71
+ {
72
+ }
73
+
74
+ /**
75
+ \brief Creates loading screen
76
+ */
77
+ void ShowLoadingAnim()
78
+ {
79
+ }
80
+
81
+ /**
82
+ \brief Hides loading screen
83
+ */
84
+ void HideLoadingAnim()
85
+ {
86
+ }
87
+
88
+ /**
89
+ \brief Used for updating the loading screen
90
+ @param timeslice
91
+ @param progress loading progress between 0 and 1
92
+ */
93
+ void UpdateLoadingAnim(float timeslice, float progress)
94
+ {
95
+ }
96
+
97
+ /**
98
+ \brief Safely instantiate the entity and calls EOnInit if the entity sets event mask EntityEvent.INIT.
99
+ @param typename Name of entity's type to instantiate.
100
+ @return instantiated entity
101
+ */
102
+ proto native IEntity SpawnEntity(typename typeName);
103
+
104
+ /**
105
+ \brief Safely instantiate the entity from template (with all components) and calls EOnInit if the entity sets event mask EntityEvent.INIT.
106
+ @param templateResource Template resource of the entity to instantiate.
107
+ @return instantiated entity
108
+ */
109
+ proto native IEntity SpawnEntityTemplate(vobject templateResource);
110
+
111
+ /**
112
+ \brief Safely instantiate the component from template, insert it to entity and calls EOnInit if the component sets event mask EntityEvent.INIT.
113
+ @param owner Entity which will own the component
114
+ @param templateResource Template resource of the component to instantiate.
115
+ @return instantiated component
116
+ */
117
+ proto native GenericComponent SpawnComponentTemplate(IEntity owner, vobject templateResource);
118
+
119
+ proto native IEntity FindEntity(string name);
120
+
121
+ proto native WorkspaceWidget GetWorkspace();
122
+
123
+ /**
124
+ \brief Setting request flag for engine to exit the game
125
+ */
126
+ proto native void RequestClose();
127
+
128
+ /**
129
+ \brief Setting request flag for the engine to reinitialize the game
130
+ * Doesn't do anything in Workbench
131
+ */
132
+ proto native void RequestReload();
133
+
134
+ /**
135
+ \brief Returns version of the game
136
+ */
137
+ proto native owned string GetBuildVersion();
138
+
139
+ /**
140
+ \brief Returns date and time when the game was built
141
+ */
142
+ proto native owned string GetBuildTime();
143
+
144
+ /**
145
+ \brief Returns World entity when in game or in play mode in WE. NULL otherwise.
146
+ */
147
+ proto native GenericWorldEntity GetWorldEntity();
148
+
149
+ proto native InputManager GetInputManager();
150
+ proto native MenuManager GetMenuManager();
151
+ proto native int GetTickCount();
152
+ }
153
+
154
+ void GameLibInit()
155
+ {
156
+
157
+ }
158
+ #endif
scripts/2_GameLib/DayZ/inputManager.c ADDED
@@ -0,0 +1,46 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ enum InputTrigger
4
+ {
5
+ UP, ///< call listener when button/key is released
6
+ DOWN, ///< call listener when button/key is pressed
7
+ PRESSED, ///< call listener in each tick when button/key is pressed
8
+ VALUE ///< call listener in each tick with current value
9
+ };
10
+
11
+ class ActionManager
12
+ {
13
+ void ActionManager(ActionManager parent);
14
+ proto native external bool RegisterAction(string actionName);
15
+ proto native external bool RegisterContext(string contextName);
16
+
17
+ proto native external float LocalValue(string actionName);
18
+ proto native external bool GetActionTriggered(string actionName);
19
+
20
+ proto native external bool ActivateAction(string actionName, int duration = 0);
21
+ proto native external bool IsActionActive(string actionName);
22
+
23
+ proto native external bool ActivateContext(string contextName, int duration = 0);
24
+ proto native external bool IsContextActive(string contextName);
25
+
26
+ proto external void AddActionListener(string actionName, InputTrigger trigger, func callback);
27
+
28
+ proto native external void SetContextDebug(string contextName, bool bDebug);
29
+
30
+ proto native void SetParent(ActionManager parent);
31
+ proto native void SetDebug(bool bDebug);
32
+ };
33
+
34
+ class InputManager: ActionManager
35
+ {
36
+ private void InputManager(ActionManager parent) {};
37
+ private void ~InputManager() {};
38
+
39
+ proto native external void ResetAction(string actionName);
40
+ proto native void SetCursorPosition(int x, int y);
41
+ proto native external bool RegisterActionManager(ActionManager pManager);
42
+ proto native external bool UnregisterActionManager(ActionManager pManager);
43
+ };
44
+
45
+ #endif
46
+
scripts/2_GameLib/DayZ/menuManager.c ADDED
@@ -0,0 +1,95 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ enum DialogPriority
4
+ {
5
+ INFORMATIVE,
6
+ WARNING,
7
+ CRITICAL
8
+ };
9
+
10
+ enum DialogResult
11
+ {
12
+ PENDING,
13
+ OK,
14
+ YES,
15
+ NO,
16
+ CANCEL,
17
+ };
18
+
19
+ enum ScriptMenuPresetEnum
20
+ {
21
+
22
+ };
23
+
24
+ class MenuManager
25
+ {
26
+ proto native MenuBase OpenMenu(ScriptMenuPresetEnum preset, int userId = 0, bool unique = false);
27
+ proto native MenuBase OpenDialog(ScriptMenuPresetEnum preset, int priority = DialogPriority.INFORMATIVE, int iUserId = 0, bool unique = false);
28
+ proto native MenuBase FindMenuByPreset(ScriptMenuPresetEnum preset);
29
+ proto native MenuBase FindMenuByUserId(int userId);
30
+ proto native MenuBase GetTopMenu();
31
+
32
+ proto native bool IsAnyMenuOpen();
33
+ proto native bool IsAnyDialogOpen();
34
+
35
+ proto native bool CloseMenuByPreset(ScriptMenuPresetEnum preset);
36
+ proto native bool CloseMenuByUserId(int userId);
37
+ proto native bool CloseMenu(MenuBase menu);
38
+
39
+ protected void MenuManager();
40
+ protected void ~MenuManager();
41
+ };
42
+
43
+ class MenuBindAttribute
44
+ {
45
+ string m_MenuItemName;
46
+
47
+ void MenuBindAttribute(string menuItemName = "")
48
+ {
49
+ m_MenuItemName = menuItemName;
50
+ }
51
+ }
52
+
53
+ class MenuBase: ScriptedWidgetEventHandler
54
+ {
55
+ proto native int GetUserId();
56
+ proto native Widget GetRootWidget();
57
+ proto external MenuBase BindItem(string menuItemName, func callback);
58
+ proto native MenuBase SetLabel(string menuItemName, string text);
59
+ proto native Widget GetItemWidget(string menuItemName);
60
+ proto native MenuManager GetManager();
61
+ proto native void Close();
62
+
63
+ void OnMenuFocusGained() {}
64
+ void OnMenuFocusLost() {}
65
+ void OnMenuShow() {}
66
+ void OnMenuHide() {}
67
+ void OnMenuOpen() {}
68
+ void OnMenuClose() {}
69
+ void OnMenuInit() {}
70
+ void OnMenuUpdate(float tDelta) {}
71
+ void OnMenuItem(string menuItemName, bool changed, bool finished) {}
72
+
73
+ protected void MenuBase();
74
+ protected void ~MenuBase();
75
+ };
76
+
77
+ class MessageBox: MenuBase
78
+ {
79
+ [MenuBindAttribute()]
80
+ void Ok()
81
+ {
82
+ Close();
83
+ }
84
+ }
85
+
86
+ #ifdef PLATFORM_WINDOWS
87
+ class WorldEditorIngame: MenuBase
88
+ {
89
+ proto native bool LoadWorld(string worldFilePath);
90
+ proto native bool SaveWorld();
91
+ };
92
+ #endif
93
+
94
+ #endif
95
+
scripts/2_GameLib/DayZ/settings.c ADDED
@@ -0,0 +1,38 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #ifdef GAME_TEMPLATE
2
+
3
+ class Settings
4
+ {
5
+ static void OnChange(string variableName) {}
6
+ static void OnAnyChange() {}
7
+ static void OnLoad() {}
8
+ static void OnSave() {}
9
+ static void OnReset() {}
10
+ static void OnRevert() {}
11
+ static void OnApply() {}
12
+
13
+ private void Settings() {}
14
+ private void ~Settings() {}
15
+ };
16
+
17
+ class GameSettings: Settings
18
+ {
19
+ [Attribute("false", "checkbox", "Is debug mode enabled")]
20
+ static bool Debug;
21
+
22
+ override static void OnAnyChange()
23
+ {
24
+ GetGame().SetDebug(Debug);
25
+ }
26
+ }
27
+
28
+ class SettingsMenu: MenuBase
29
+ {
30
+ proto native external bool AddSettings(typename settingsClass);
31
+ proto native void Save();
32
+ proto native void Reset();
33
+ proto native void Revert();
34
+ proto native void Apply();
35
+ proto native void Back();
36
+ };
37
+ #endif
38
+
scripts/2_GameLib/DayZ/tools.c ADDED
@@ -0,0 +1,216 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ \brief ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
3
+ \n usage:
4
+ @code
5
+ class Arkanoid extends Game
6
+ {
7
+ ref ScriptCallQueue m_CallQueue = new ScriptCallQueue();
8
+
9
+ ScriptCallQueue GetCallQueue() {
10
+ return m_CallQueue;
11
+ }
12
+
13
+ override void OnUpdate(float timeslice)
14
+ {
15
+ m_CallQueue.Tick(timeslice);
16
+ ...
17
+ }
18
+ ...
19
+ }
20
+
21
+ class MyObject
22
+ {
23
+ int m_cnt = 0;
24
+
25
+ void Hello(int p1, string p2)
26
+ {
27
+ Print("Hello( " + p1 + " , " + p2 + ")");
28
+ }
29
+
30
+ void Test()
31
+ {
32
+ Print(m_cnt);
33
+ m_cnt++;
34
+
35
+ if (m_cnt > 10)
36
+ {
37
+ ScriptCallQueue queue = GetGame().GetCallQueue();
38
+ queue.Remove(Test);
39
+ }
40
+ }
41
+ }
42
+
43
+ void Test(MyObject obj)
44
+ {
45
+ ScriptCallQueue queue = GetGame().GetCallQueue();
46
+ queue.CallLater(obj.Hello, 5000, false, 65, "world"); // adds call 'obj.Hello(65, "world")' into queue, and it will be executed once after 5s
47
+ queue.CallLater(obj.Test, 3000, true); // adds call 'obj.Test()' into queue, and it will be executed each 3s
48
+ queue.Call(obj.Hello, 72, "world 2"); // adds call 'obj.Hello(72, "world 2")' into queue, and it will be executed next frame (on next call of ScriptCallQueue.Tick)
49
+ }
50
+ @endcode
51
+ */
52
+ class ScriptCallQueue
53
+ {
54
+ //! executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue
55
+ proto native void Tick(float timeslice);
56
+ //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
57
+ proto void Call(func fn, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
58
+ //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
59
+ proto void CallByName(Class obj, string fnName , Param params = NULL);
60
+ //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
61
+ proto void CallLater(func fn, int delay = 0, bool repeat = false, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
62
+ //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
63
+ proto void CallLaterByName(Class obj, string fnName, int delay = 0, bool repeat = false, Param params = NULL);
64
+ //! remove specific call from queue
65
+ proto void Remove(func fn);
66
+ //! return Remaining time to the call execution (in miliseconds)
67
+ proto int GetRemainingTime(func fn);
68
+ //! remove specific call from queue
69
+ proto void RemoveByName(Class obj, string fnName);
70
+ //! return Remaining time to the call execution (in miliseconds)
71
+ proto int GetRemainingTimeByName(Class obj, string fnName);
72
+ //! remove all calls from queue
73
+ proto native void Clear();
74
+ };
75
+
76
+ /**
77
+ \brief ScriptInvoker Class provide list of callbacks
78
+ \n usage:
79
+ @code
80
+ class Player
81
+ {
82
+ ref ScriptInvoker m_DeathInvoker = new ScriptInvoker();
83
+
84
+ void OnKilled()
85
+ {
86
+ m_DeathInvoker.Invoke(this);
87
+ }
88
+ }
89
+
90
+ void LogPlayerDeath(p)
91
+ {
92
+ Print("RIP " + p);
93
+ }
94
+
95
+ class Game
96
+ {
97
+ void RemovePlayer(Player p)
98
+ {
99
+ }
100
+
101
+ void GameOver()
102
+ {
103
+ }
104
+ }
105
+
106
+ void OnPlayerSpaned(Player p)
107
+ {
108
+ Game game = GetGame();
109
+ p.m_DeathInvoker.Insert(LogPlayerDeath);
110
+ p.m_DeathInvoker.Insert(game.RemovePlayer);
111
+ p.m_DeathInvoker.Insert(game.GameOver);
112
+ }
113
+ @endcode
114
+ */
115
+ class ScriptInvoker
116
+ {
117
+ //! invoke call on all inserted methods with given arguments
118
+ proto void Invoke(void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
119
+ //! insert method to list
120
+ proto bool Insert(func fn, int flags = EScriptInvokerInsertFlags.IMMEDIATE);
121
+ //! remove specific call from list
122
+ proto bool Remove(func fn, int flags = EScriptInvokerRemoveFlags.ALL);
123
+ //! count how many times this fn is actively present in the Invoker
124
+ proto int Count(func fn);
125
+ //! remove all calls from list
126
+ proto native void Clear();
127
+ };
128
+
129
+ enum EScriptInvokerInsertFlags
130
+ {
131
+ NONE,
132
+ /**
133
+ \brief It gets added in immediately, which means that when called while an invoker is running, it will call this newly added call in the same run
134
+ \note Default flag, as that is the original behaviour, although it might cause endless Insert chain now... (still better than undefined behaviour)
135
+ \note In case of "Possible endless Insert detected" VME, either create an exit, remove the IMMEDIATE flag or make the insert UNIQUE
136
+ \note The Endless Insert is detected by seeing if "amount of calls > initial size + 128"
137
+ */
138
+ IMMEDIATE,
139
+ /**
140
+ \brief Only one call to this instance+method is ever expected
141
+ \note Will throw a VME when a second one is attempted to be added
142
+ \note If it was already added without the flag, it will also throw a VME and keep the first of all previously inserted
143
+ */
144
+ UNIQUE,
145
+ }
146
+
147
+ enum EScriptInvokerRemoveFlags
148
+ {
149
+ NONE,
150
+ /**
151
+ \brief Default flag
152
+ \note Don't use this if you want it to remove only the last insert instead of all of them
153
+ */
154
+ ALL,
155
+ }
156
+
157
+ /**
158
+ \brief Designed to hold 1 valid call
159
+ */
160
+ class ScriptCaller
161
+ {
162
+ //! ScriptCaller is meant to be created through Create
163
+ private void ScriptCaller();
164
+ //! Creates a ScriptCaller
165
+ static proto ScriptCaller Create(func fn);
166
+ //! Replaces the current registered func with the new one, throws errors if unsuccessful
167
+ proto void Init(func fn);
168
+ //! Invoke call on the registered func, throws errors if unsuccessful
169
+ proto void Invoke(void param1 = null, void param2 = null, void param3 = null, void param4 = null, void param5 = null, void param6 = null, void param7 = null, void param8 = null, void param9 = null);
170
+
171
+ //! Checks if the ScriptCaller is valid
172
+ proto bool IsValid();
173
+
174
+ /**
175
+ \brief Compares this script caller against another script caller
176
+ \note May return true even if either one is invalid
177
+
178
+ @code
179
+ class SomeClass
180
+ {
181
+ void SomeMethod()
182
+ {
183
+ }
184
+ }
185
+
186
+ void Test()
187
+ {
188
+ SomeClass instanceA = new SomeClass();
189
+ SomeClass instanceB = new SomeClass();
190
+
191
+ ScriptCaller callerA;
192
+ ScriptCaller callerB;
193
+
194
+ //! Two methods that are to the same instance
195
+ callerA = ScriptCaller.Create(instanceA.SomeMethod);
196
+ callerB = ScriptCaller.Create(instanceA.SomeMethod);
197
+
198
+ Print(callerA.Equals(callerB)); //! "1"
199
+ Print(callerA == callerB); //! "0"
200
+ Print(callerA); //! "ScriptCaller callerA = ScriptCaller<87bc2d40>"
201
+ Print(callerB); //! "ScriptCaller callerB = ScriptCaller<87bc3600>"
202
+
203
+ //! Two methods belonging to different instances
204
+ callerA = ScriptCaller.Create(instanceA.SomeMethod);
205
+ callerB = ScriptCaller.Create(instanceB.SomeMethod);
206
+
207
+ Print(callerA.Equals(callerB)); //! "0"
208
+ Print(callerA == callerB); //! "0"
209
+ Print(callerA); //! "ScriptCaller callerA = ScriptCaller<87bc3c40>"
210
+ Print(callerB); //! "ScriptCaller callerB = ScriptCaller<87bc2d40>"
211
+ }
212
+ @endcode
213
+ */
214
+ proto bool Equals(notnull ScriptCaller other);
215
+
216
+ };
scripts/3_Game/DayZ/AI/AIAgent.c ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ class AIAgent : Managed
2
+ {
3
+ private void AIAgent();
4
+ private void ~AIAgent();
5
+
6
+ proto native void SetKeepInIdle(bool enable);
7
+ proto native AIGroup GetGroup();
8
+ }
scripts/3_Game/DayZ/AI/AIGroup.c ADDED
@@ -0,0 +1,15 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class AIGroup : Managed
2
+ {
3
+ private void AIGroup();
4
+ private void ~AIGroup();
5
+
6
+ /*!
7
+ Manual group management - add / remove agents from group.
8
+ Don't forget to remove agent from old group.
9
+ Caution! Empty groups are deleted on the next frame.
10
+ */
11
+ proto native void AddAgent(notnull AIAgent agent);
12
+ proto native void RemoveAgent(notnull AIAgent agent);
13
+
14
+ proto native AIGroupBehaviour GetBehaviour();
15
+ };
scripts/3_Game/DayZ/AI/AIGroupBehaviour.c ADDED
@@ -0,0 +1,32 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class AIGroupBehaviour : Managed
2
+ {
3
+ private void AIGroupBehaviour();
4
+ private void ~AIGroupBehaviour();
5
+ }
6
+
7
+ class BehaviourGroupInfectedPackWaypointParams
8
+ {
9
+ vector m_CenterPosition;
10
+ float m_Radius;
11
+
12
+ void BehaviourGroupInfectedPackWaypointParams(vector pos, float radius)
13
+ {
14
+ m_CenterPosition = pos;
15
+ m_Radius = radius;
16
+ }
17
+ }
18
+
19
+ class BehaviourGroupInfectedPack : AIGroupBehaviour
20
+ {
21
+ /*!
22
+ Group waypoints initialization
23
+ /param [in] waypointDefaultIndex Starting waypoint. Index to array of waypoints specified by waypointParams. Acceptable range is [0, waypointParams.Count() - 1]
24
+ /param [in] forwardDirection Waypoints traverse order.
25
+ /param [in] loop Specifies what happens after last waypoint is reached. true - cycle waypoints, false - patrol waypoints
26
+ */
27
+ proto native void SetWaypoints(array<ref BehaviourGroupInfectedPackWaypointParams> waypointParams, int waypointDefaultIndex, bool forwardDirection, bool loop);
28
+
29
+ proto native void SetWaypointsTraverseDirection(bool forwardDirection);
30
+ proto native void SetWaypointsLoop(bool loop);
31
+ proto native void SetCurrentWaypoint(int waypointIndex);
32
+ }
scripts/3_Game/DayZ/AI/AIWorld.c ADDED
@@ -0,0 +1,123 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ enum PGPolyFlags
2
+ {
3
+ NONE,
4
+
5
+ WALK, // Ability to walk (ground, grass, road)
6
+ DISABLED, // Disabled polygon
7
+ DOOR, // Ability to move through doors
8
+ INSIDE, // Ability to move inside buildings
9
+
10
+ SWIM, // Ability to swim (water)
11
+ SWIM_SEA, // Ability to swim (sea water)
12
+
13
+ LADDER, // Ability to climb on ladders
14
+ JUMP_OVER, // Ability to do jumps overs
15
+ JUMP_DOWN, // Ability to jump down
16
+ CLIMB, // Ability to climb up
17
+ CRAWL, // Ability to crawl
18
+ CROUCH, // Ability to crouch
19
+
20
+ UNREACHABLE,
21
+
22
+ ALL,
23
+
24
+ JUMP, // JUMP_OVER | JUMP_DOWN
25
+ SPECIAL // JUMP | CLIMB | CRAWL | CROUCH
26
+ }
27
+
28
+ enum PGAreaType
29
+ {
30
+ NONE,
31
+
32
+ TERRAIN,
33
+
34
+ WATER,
35
+ WATER_DEEP,
36
+ WATER_SEA,
37
+ WATER_SEA_DEEP,
38
+ OBJECTS_NOFFCON,
39
+
40
+ OBJECTS,
41
+ BUILDING,
42
+ ROADWAY,
43
+ TREE,
44
+ ROADWAY_BUILDING,
45
+
46
+ DOOR_OPENED,
47
+ DOOR_CLOSED,
48
+
49
+ LADDER,
50
+ CRAWL,
51
+ CROUCH,
52
+ FENCE_WALL,
53
+ JUMP
54
+ }
55
+
56
+ /*!
57
+ Filter for FindPath, RaycastNavMesh, SampleNavmeshPosition
58
+ */
59
+ class PGFilter : Managed
60
+ {
61
+ // Uses PGPolyFlags bitmasks
62
+ proto native int GetIncludeFlags();
63
+ proto native int GetExcludeFlags();
64
+ proto native int GetExlusiveFlags();
65
+ proto native void SetFlags(int includeFlags, int excludeFlags, int exclusiveFlags);
66
+
67
+ proto native void SetCost(PGAreaType areaType, float cost);
68
+ }
69
+
70
+ class AIWorld : Managed
71
+ {
72
+ private void AIWorld();
73
+ private void ~AIWorld();
74
+
75
+ /*!
76
+ Creates group with group behaviour specified by templateName param.
77
+ AIGroups lifetime is managed by AIWorld, e.g. empty groups are deleted automatically.
78
+ */
79
+ proto native AIGroup CreateGroup(string templateName);
80
+ /*!
81
+ Creates group with no group behaviour
82
+ */
83
+ proto native AIGroup CreateDefaultGroup();
84
+ /*!
85
+ Destroys group and all AIAgents attached
86
+ */
87
+ proto native void DeleteGroup(notnull AIGroup group);
88
+
89
+ /*!
90
+ Finds path on navmesh using path graph filter.
91
+
92
+ /param [in] from starting position
93
+ /param [in] to ending position
94
+ /param [in] pgFilter filter used for searching
95
+ /param [out] waypoints waypoints array including starting and ending position
96
+ /returns true - if path has been found
97
+ */
98
+ proto native bool FindPath(vector from, vector to, PGFilter pgFilter, out TVectorArray waypoints);
99
+
100
+ /*!
101
+ Raytest in navmesh
102
+
103
+ /param [in] from starting position
104
+ /param [in] to ending position
105
+ /param [in] pgFilter filter used for searching
106
+ /param [out] hitPos hit position
107
+ /param [out] hitNormal hit normal
108
+ /returns true - if ray hits navmesh edge
109
+ */
110
+ proto native bool RaycastNavMesh(vector from, vector to, PGFilter pgFilter, out vector hitPos, out vector hitNormal);
111
+
112
+ /*!
113
+ Finds closest point on navmesh within maxDistance radius using path graph filter.
114
+
115
+ /param [in] position position wanted
116
+ /param [in] maxDistance search radius
117
+ /param [in] pgFilter filter used for searching
118
+ /param [out] sampledPosition closest position on navmesh to position
119
+ /returns true - function succeedes and found position is written to output paramter "sampledPosition"
120
+ /returns false - function failed to find position on navmesh within given radius, output paramter is left intact
121
+ */
122
+ proto native bool SampleNavmeshPosition(vector position, float maxDistance, PGFilter pgFilter, out vector sampledPosition);
123
+ }
scripts/3_Game/DayZ/AIBehaviour.c ADDED
@@ -0,0 +1,147 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /** @file
2
+
3
+ this file is interface to AI Behaviour
4
+
5
+ */
6
+
7
+ /*
8
+ class AIMessage: Managed
9
+
10
+ {
11
+ Param m_Parameters;
12
+ int m_CrcMessage;
13
+ Param GetParameters();
14
+ int GetTypeNameCRC();
15
+ }
16
+
17
+ class AIMessageTest : AIMessage
18
+ {
19
+ int GetTypeNameCRC() {return testCRC;}
20
+ //static int testCRC = 5;
21
+ }
22
+
23
+ */
24
+
25
+
26
+ class AIBehaviourHLData
27
+ {
28
+ private void AIBehaviourHLData() {}
29
+ private void ~AIBehaviourHLData() {}
30
+
31
+ //void ParseConfig(ParamEntryPar param, AIWorld* world, AIAgentTemplate* agentTemplate) {};
32
+ void OnParseConfig();
33
+
34
+ //Can be use only inside OnParseConfig function
35
+ proto native void ParseBehaviourSlot(string name);
36
+ proto native void ParseAlertLevel(string name);
37
+ proto native float ReadParamValue(string paramName, float defValue);
38
+
39
+ }
40
+
41
+
42
+ class AIBehaviourHL
43
+ {
44
+ private void AIBehaviourHL() {}
45
+ private void ~AIBehaviourHL() {}
46
+
47
+ proto native AIBehaviourHLData GetTemplateData();
48
+
49
+ void OnInit(){};
50
+ //private void AIBehaviourHL_script() {};
51
+ //private void ~AIBehaviourHL_script() {};
52
+
53
+ void Simulate (float timeDelta)
54
+ {
55
+ //time = time + timeDelta;
56
+ //Print("A2");
57
+ }
58
+
59
+
60
+ //void OnNoise(AINoiseInfo noise, EntityAI source){}
61
+ void OnDamage(float damage, EntityAI source){}
62
+
63
+ void OnDamageInflicted(){}
64
+ void OnAnimationEvent(int nameCrc){}
65
+ //void OnMessage(AIMessage message){}
66
+ //void OnBehaviourSwitched(AIBehaviour* behaviour){}
67
+ proto native void SetNextBehaviour(int BehaviourCrc);
68
+ proto native void SwitchToNextBehaviour();
69
+
70
+ static proto void RegAIBehaviour(string behname,typename behClass, typename behClassData);
71
+ };
72
+
73
+
74
+ class AIBehaviourHLZombie2 : AIBehaviourHL
75
+ {
76
+ //AIBehaviourHLDataZombie2 data;
77
+ //int state;
78
+ //float time;
79
+ AIBehaviourHLDataZombie2 GetData()
80
+ {
81
+ return AIBehaviourHLDataZombie2.Cast( GetTemplateData() );
82
+ }
83
+
84
+ private void AIBehaviourHLZombie2() {}
85
+ private void ~AIBehaviourHLZombie2() {}
86
+
87
+ override void OnInit()
88
+ {
89
+ SetNextBehaviour(0x7b9a4ee9);
90
+ SwitchToNextBehaviour();
91
+ //Print("OnInit");
92
+ //data = GetData();
93
+ //float a = data.m_fDamageToCrawl;
94
+ //Print(a);
95
+ }
96
+
97
+ override void Simulate (float timeDelta)
98
+ {
99
+ //time = time + timeDelta;
100
+ //Print("B2");
101
+ }
102
+
103
+ void ShowDebugInfo()
104
+ {
105
+ //Print(time);
106
+ };
107
+
108
+ //void OnMessage(AIMessage message)
109
+ //{
110
+ //int ID = message.GetTypeNameCRC();
111
+ //Print(ID);
112
+
113
+ //}
114
+ };
115
+
116
+ class AIBehaviourHLDataZombie2 : AIBehaviourHLData
117
+ {
118
+ float m_fDamageToCrawl;
119
+ float m_fCrawlProbability;
120
+
121
+ private void AIBehaviourHLDataZombie2() {}
122
+ private void ~AIBehaviourHLDataZombie2() {}
123
+
124
+ override void OnParseConfig()
125
+ {
126
+ Print("zombie data parse config start");
127
+
128
+ ParseBehaviourSlot("Calm");
129
+ ParseBehaviourSlot("Attracted");
130
+ ParseBehaviourSlot("Disturbed");
131
+ ParseBehaviourSlot("Alerted");
132
+
133
+ ParseAlertLevel("Calm");
134
+ ParseAlertLevel("Disturbed");
135
+ ParseAlertLevel("Attracted");
136
+ ParseAlertLevel("Alerted");
137
+
138
+ m_fDamageToCrawl = ReadParamValue("damageToCrawl",0.01);
139
+ m_fCrawlProbability = ReadParamValue("crawlProbability",0.01);
140
+
141
+ Print("zombie data parse config end");
142
+ }
143
+ };
144
+
145
+ //NewNPC(model,behname,....)
146
+
147
+
scripts/3_Game/DayZ/AmmoCamParams.c ADDED
@@ -0,0 +1,17 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class AmmoCamParams
2
+ {
3
+ void Load(string ammoType)
4
+ {
5
+ string cfgPath = "CfgAmmo " + ammoType + " Effects" + " CameraShake ";
6
+
7
+ m_Radius = GetGame().ConfigGetFloat(cfgPath + "radius");
8
+ m_Strength = GetGame().ConfigGetFloat(cfgPath + "strength");
9
+ m_ModifierClose = GetGame().ConfigGetFloat(cfgPath + "modifierClose");
10
+ m_ModifierFar = GetGame().ConfigGetFloat(cfgPath + "modifierFar");
11
+ }
12
+
13
+ float m_Radius = 40;//the max distance at which the cam shake is triggered
14
+ float m_Strength = 4;//strength of the cam shake
15
+ float m_ModifierClose = 1;//shake 'strength' modifier when the player is at distance 0 from the source of explosion
16
+ float m_ModifierFar = 0;//shake 'strength' modifier when the player is at distance 'radius' from the source of explosion
17
+ }
scripts/3_Game/DayZ/AmmoEffects.c ADDED
@@ -0,0 +1,137 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ \brief Static data holder for certain ammo config values
3
+ \note Kept the names similar to what is in config, but it might be a little deceiving as this is mainly used for explosives
4
+ */
5
+ class AmmoEffects
6
+ {
7
+ //! Key: Ammo class name; Data: ParticleList ID
8
+ static ref map<string, int> m_AmmoParticles;
9
+
10
+ //! Key: Ammo class name; Data: ParticleList ID
11
+ static ref map<string, typename> m_AmmoEffects;
12
+
13
+
14
+
15
+ /** \name Ammo particles
16
+ Methods regarding getting/playing ammo particle
17
+ */
18
+ //@{
19
+
20
+ //! Get the ParticleList ID for the particle for this ammoType
21
+ static int GetAmmoParticleID(string ammoType)
22
+ {
23
+ int particleID;
24
+
25
+ // Search for it in the static map
26
+ if ( !m_AmmoParticles.Find(ammoType, particleID) )
27
+ {
28
+ // Load it in when we can't find it
29
+ string particleFileName;
30
+ GetGame().ConfigGetText(string.Format("cfgAmmo %1 particle", ammoType), particleFileName);
31
+
32
+ // If we found a valid entry, try looking for it in ParticleList
33
+ if ( particleFileName != "" )
34
+ {
35
+ particleID = ParticleList.GetParticleIDByName(particleFileName);
36
+ }
37
+
38
+ // Store it for next search
39
+ m_AmmoParticles.Insert(ammoType, particleID);
40
+ }
41
+
42
+ return particleID;
43
+ }
44
+
45
+ //! Attempt to play the ammo particle at pos if found, returns true on success
46
+ static bool PlayAmmoParticle(string ammoType, vector pos)
47
+ {
48
+ int particleID = GetAmmoParticleID(ammoType);
49
+
50
+ if (ParticleList.IsValidId(particleID))
51
+ {
52
+ return ParticleManager.GetInstance().PlayInWorld(particleID, pos) != null;
53
+ }
54
+
55
+ return false;
56
+ }
57
+
58
+ //@}
59
+
60
+
61
+
62
+ /** \name Ammo effects
63
+ Methods regarding getting/playing ammo effect
64
+ */
65
+ //@{
66
+
67
+ //! Get the typename for the effect for this ammoType
68
+ static typename GetAmmoEffectTypename(string ammoType)
69
+ {
70
+ typename typeName;
71
+
72
+ // Search for it in the static map
73
+ if ( !m_AmmoEffects.Find(ammoType, typeName) )
74
+ {
75
+ // Load it in when we can't find it
76
+ string effectName;
77
+ GetGame().ConfigGetText(string.Format("cfgAmmo %1 effect", ammoType), effectName);
78
+
79
+ // If we found a valid entry, try looking for it in ParticleList
80
+ if ( effectName != "" )
81
+ {
82
+ typeName = effectName.ToType();
83
+ }
84
+
85
+ // Store it for next search
86
+ m_AmmoEffects.Insert(ammoType, typeName);
87
+ }
88
+
89
+ return typeName;
90
+ }
91
+
92
+ //! Attempt to play the ammo effect at pos if found, returns true on success
93
+ static bool PlayAmmoEffect(string ammoType, vector pos)
94
+ {
95
+ typename typeName = GetAmmoEffectTypename(ammoType);
96
+
97
+ if ( typeName )
98
+ {
99
+ Effect eff = Effect.Cast(typeName.Spawn());
100
+
101
+ if ( eff )
102
+ {
103
+ eff.SetAutodestroy(true);
104
+ return SEffectManager.PlayInWorld( eff, pos );
105
+ }
106
+ }
107
+
108
+ return false;
109
+ }
110
+
111
+ //@}
112
+
113
+
114
+
115
+ /** \name Lifetime
116
+ Creation and cleanup
117
+ */
118
+ //@{
119
+
120
+ //! Initialize the containers: this is done this way, to have these not exist on server
121
+ static void Init()
122
+ {
123
+ m_AmmoParticles = new map<string, int>();
124
+ m_AmmoEffects = new map<string, typename>();
125
+ }
126
+
127
+ //! Clean up the data
128
+ static void Cleanup()
129
+ {
130
+ /* These ain't containing no refs, so whatever
131
+ m_AmmoParticles.Clear();
132
+ m_AmmoEffects.Clear();
133
+ */
134
+ }
135
+
136
+ //@}
137
+ }
scripts/3_Game/DayZ/Analytics/AnalyticsManagerClient.c ADDED
@@ -0,0 +1,180 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class AnalyticsManagerClient
2
+ {
3
+ static const int GEAR_COUNT = 3;
4
+ static string m_FullGear[GEAR_COUNT] = {"Shoulder","Melee","Back"};
5
+
6
+ void RegisterEvents()
7
+ {
8
+ ClientData.SyncEvent_OnEntityKilled.Insert(Event_OnEntityKilled);
9
+ ClientData.SyncEvent_OnPlayerIgnitedFireplace.Insert(Event_OnPlayerIgnitedFireplace);
10
+ }
11
+
12
+ void UnregisterEvents()
13
+ {
14
+ ClientData.SyncEvent_OnEntityKilled.Remove(Event_OnEntityKilled);
15
+ ClientData.SyncEvent_OnPlayerIgnitedFireplace.Remove(Event_OnPlayerIgnitedFireplace);
16
+ }
17
+
18
+ //===================================
19
+ // OnActionEat
20
+ //===================================
21
+ void OnActionEat()
22
+ {
23
+ Achievements.OnActionEat();
24
+ }
25
+
26
+ //===================================
27
+ // OnActionDrink
28
+ //===================================
29
+ void OnActionDrink()
30
+ {
31
+ Achievements.OnActionDrink();
32
+ }
33
+
34
+ //===================================
35
+ // OnActionCookedSteak - not implemented
36
+ //===================================
37
+ void OnActionCookedSteak()
38
+ {
39
+ Achievements.OnCookedSteak();
40
+ }
41
+
42
+ //===================================
43
+ // OnActionFinishedShaveSelf
44
+ //===================================
45
+ void OnActionFinishedShaveSelf()
46
+ {
47
+ Achievements.OnActionShave();
48
+ }
49
+
50
+ //===================================
51
+ // OnActionFinishedGutDeer
52
+ //===================================
53
+ void OnActionFinishedGutDeer()
54
+ {
55
+ Achievements.OnActionGutDeer();
56
+ }
57
+
58
+ //===================================
59
+ // OnActionRestrain
60
+ //===================================
61
+ void OnActionRestrain()
62
+ {
63
+ Achievements.OnActionHandcuff();
64
+ }
65
+
66
+ //===================================
67
+ // OnActionBandageTarget
68
+ //===================================
69
+ void OnActionBandageTarget()
70
+ {
71
+ Achievements.OnActionMedsSurvivor();
72
+ }
73
+
74
+ //===================================
75
+ // OnItemAttachedAtPlayer
76
+ //===================================
77
+ void OnItemAttachedAtPlayer(EntityAI item, string slot_name)
78
+ {
79
+ bool weapon_present;
80
+ bool melee_present;
81
+ bool backpack_present;
82
+ HumanInventory inventory;
83
+
84
+ if ( GetDayZGame().GetGameState() != DayZGameState.IN_GAME )
85
+ {
86
+ return;
87
+ }
88
+
89
+ Man player = GetGame().GetPlayer();
90
+ if (!player)
91
+ {
92
+ return;
93
+ }
94
+
95
+ inventory = player.GetHumanInventory();
96
+
97
+ if ( player && inventory )
98
+ {
99
+ for ( int i = 0; i < GEAR_COUNT; ++i )
100
+ {
101
+ int slot_id = InventorySlots.GetSlotIdFromString(m_FullGear[i]);
102
+ EntityAI att_item = inventory.FindAttachment( slot_id ); // Boris V [27.2.2019]: Consider using player.GetItemOnSlot(m_FullGear[i]) instead.
103
+
104
+ if ( !att_item )
105
+ {
106
+ //Print("index: "+ i +" slot_id: "+ slot_id +" = "+ att_item + " EMPTY");
107
+ continue;
108
+ }
109
+
110
+ //checks for firearm
111
+ if (att_item.IsWeapon())
112
+ weapon_present = true;
113
+ //checks for melee weapon
114
+ else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")))
115
+ melee_present = true;
116
+ //checks for backpack
117
+ else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
118
+ backpack_present = true;
119
+ //Print("index: "+ i +" slot_id: "+ slot_id +" = "+ att_item + " ATTACHED");
120
+ }
121
+
122
+ //separate check for hand slot; TODO remove duplicates
123
+ att_item = inventory.GetEntityInHands();
124
+ if ( att_item )
125
+ {
126
+ //checks for firearm
127
+ if (att_item.IsWeapon())
128
+ weapon_present = true;
129
+ //checks for melee weapon
130
+ else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")) )
131
+ melee_present = true;
132
+ //checks for backpack
133
+ else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
134
+ backpack_present = true;
135
+ }
136
+
137
+ if (weapon_present && melee_present && backpack_present)
138
+ {
139
+ //Print("---EAchievementActionId.ACTION_EQUIP_GEAR");
140
+ Achievements.OnEquippedFullGear();
141
+ }
142
+ }
143
+ }
144
+
145
+ //===================================
146
+ // Event_OnPlayerIgnitedFireplace
147
+ //===================================
148
+ void Event_OnPlayerIgnitedFireplace( EFireIgniteType ignite_type )
149
+ {
150
+ switch ( ignite_type )
151
+ {
152
+ case EFireIgniteType.Matchbox:
153
+ {
154
+ Achievements.OnActionIgniteMatchbox();
155
+ break;
156
+ }
157
+ case EFireIgniteType.Roadflare:
158
+ {
159
+ Achievements.OnActionIgniteRoadflare();
160
+ break;
161
+ }
162
+ case EFireIgniteType.HandDrill:
163
+ {
164
+ Achievements.OnActionIgniteDrill();
165
+ break;
166
+ }
167
+ }
168
+ }
169
+
170
+ //===================================
171
+ // Event_OnEntityKilled
172
+ //===================================
173
+ void Event_OnEntityKilled(EntityAI victim, EntityAI killer, EntityAI source, bool is_headshot)
174
+ {
175
+ if ( killer != null && killer.IsPlayer() && killer.GetID() == GetGame().GetPlayer().GetID() )
176
+ {
177
+ Achievements.OnPlayerKilled(victim, killer, source, is_headshot);
178
+ }
179
+ }
180
+ }
scripts/3_Game/DayZ/Analytics/AnalyticsManagerServer.c ADDED
@@ -0,0 +1,73 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class AnalyticsManagerServer
2
+ {
3
+ const string STAT_DISTANCE = "dist";
4
+ const string STAT_PLAYTIME = "playtime";
5
+ const string STAT_PLAYERS_KILLED = "players_killed";
6
+ const string STAT_INFECTED_KILLED = "infected_killed";
7
+ const string STAT_LONGEST_SURVIVOR_HIT = "longest_survivor_hit";
8
+
9
+ void OnPlayerConnect(Man player)
10
+ {
11
+ player.StatRegister(STAT_DISTANCE);
12
+ player.StatRegister(STAT_PLAYTIME);
13
+ player.StatRegister(STAT_PLAYERS_KILLED);
14
+ player.StatRegister(STAT_INFECTED_KILLED);
15
+ player.StatRegister(STAT_LONGEST_SURVIVOR_HIT);
16
+ }
17
+
18
+ void OnPlayerDisconnect(Man player)
19
+ {
20
+ player.StatUpdateByPosition(STAT_DISTANCE);
21
+ player.StatUpdateByTime(STAT_PLAYTIME);
22
+ }
23
+
24
+ //Entity-Entity hit
25
+ void OnEntityHit(EntityAI source, Man target)
26
+ {
27
+ if (source)
28
+ {
29
+ Man survivor = source.GetHierarchyRootPlayer();
30
+ if (survivor && source.IsWeapon())
31
+ OnPlayerToPlayerHit(survivor, target);
32
+ }
33
+ }
34
+
35
+ protected void OnPlayerToPlayerHit(Man shooter, Man target)
36
+ {
37
+ float longestHitDistance = shooter.StatGet(STAT_LONGEST_SURVIVOR_HIT);
38
+ float currentDistance = vector.Distance(shooter.GetPosition(), target.GetPosition());
39
+ float distanceUpdate;
40
+
41
+ if (longestHitDistance < currentDistance)
42
+ distanceUpdate = currentDistance - longestHitDistance;
43
+
44
+ shooter.StatUpdate(STAT_LONGEST_SURVIVOR_HIT, distanceUpdate);
45
+ }
46
+
47
+ //Entity-Entity kill
48
+ void OnEntityKilled(Object killer, EntityAI target)
49
+ {
50
+ EntityAI killerEntity = EntityAI.Cast(killer);
51
+ if (killerEntity)
52
+ {
53
+ Man killerSurvivor = killerEntity.GetHierarchyRootPlayer();
54
+ if (killerSurvivor)
55
+ {
56
+ if (target.IsPlayer())
57
+ OnPlayerKilled(killerSurvivor, target);
58
+ else if (target.IsZombie())
59
+ OnInfectedKilled(killerSurvivor, target);
60
+ }
61
+ }
62
+ }
63
+
64
+ protected void OnPlayerKilled(Man killer, EntityAI target)
65
+ {
66
+ killer.StatUpdate(STAT_PLAYERS_KILLED, 1);
67
+ }
68
+
69
+ protected void OnInfectedKilled(Man killer, EntityAI target)
70
+ {
71
+ killer.StatUpdate(STAT_INFECTED_KILLED, 1);
72
+ }
73
+ }
scripts/3_Game/DayZ/Analytics/ScriptAnalytics.c ADDED
@@ -0,0 +1,176 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // class binded to engine
2
+ class StatsEventMeasuresData
3
+ {
4
+ string m_CharacterId; //!< character ID
5
+ int m_TimeInterval; //!< amount of real time in seconds covered by this event
6
+ int m_DaytimeHour; //!< current daytime in gameplay (hour in 24h format)
7
+ vector m_PositionStart; //!< player world position at the start of interval
8
+ vector m_PositionEnd; //!< player world position at the end of interval
9
+ float m_DistanceOnFoot; //!< traveled distance on foot (meters) during interval
10
+
11
+ float m_DistanceVehicle; //!< traveled distance (meters) in vehicle during interval
12
+ float m_TimeVONIn; //!< amount of time in seconds with inbound VON during interval
13
+ float m_TimeVONOut; //!< amount of time in seconds with outbound VON during interval
14
+ int m_CntLootAny; //!< count of any loot collected during interval
15
+ int m_CntLootFood; //!< count of any food or consumables collected during interval
16
+ int m_CntLootCloth; //!< count of cloth collected during interval
17
+ int m_CntLootFirearm; //!< count of firearms collected during interval
18
+ int m_CntLootAmmo; //!< count of ammo collected during interval
19
+ int m_CntKillInfected; //!< count of infected kills during interval
20
+ int m_CntConsumedFood; //!< count of consumed food during interval
21
+ int m_CntConsumedWater; //!< count of consumed water during interval
22
+ int m_HealthRestored; //!< number of health point restored during interval
23
+ int m_CntFiredAmmo; //!< firearm rounds fired during interval
24
+ int m_CntCraftedItem; //!< number of items crafted during interval
25
+
26
+ // listStatus // state metric of health, hunger, thirst, etc... when event is created/send
27
+ int m_HealthStatus; //!< state of health (current state)
28
+ int m_BloodStatus; //!< state of blood (current state)
29
+ int m_SicknessStatus; //!< state of sickness (current state)
30
+ int m_TemperatureStatus; //!< state of temperature (current state)
31
+ int m_FoodStatus; //!< state of food (hunger) (current state)
32
+ int m_HydrationStatus; //!< state of hydration (thirst) (current state)
33
+ };
34
+
35
+ // class binded to engine
36
+ class StatsEventDeathData
37
+ {
38
+ string m_CharacterId; //!< character ID
39
+ int m_CharacterLifetime; //!< lifetime of character in seconds
40
+ string m_Cause; //!< cause of death (hunger, sickness, player-killed, zombie-killed...)
41
+ string m_WeaponName; //!< name of weapon which caused death
42
+ float m_Distance; //!< distance in meters (rounded) from spawn position to death position
43
+ vector m_Position; //!< position of player when died
44
+
45
+ int m_ListDamages[5]; //!< list of damages (5 values) during last n sec. For example: {20, 80, 0, 0, 0}
46
+ };
47
+
48
+ // class binded to engine
49
+ class StatsEventScoredKillData
50
+ {
51
+ string m_CharacterId; //!< character ID
52
+ string m_WeaponName; //!< name of weapon which killed player (victim)
53
+ int m_KillDistance; //!< distance in meters (rounded) between killer and victim
54
+ vector m_PositionKiller; //!< position of killer
55
+ vector m_PositionVictim; //!< position of victim
56
+ };
57
+
58
+ // class binded to engine
59
+ class StatsEventDisconnectedData
60
+ {
61
+ string m_CharacterId; //!< character ID
62
+ string m_Reason; //!< reason of disconnect (quit, kick, ban, sign-out...)
63
+ };
64
+
65
+ // class binded to engine
66
+ class StatsEventSpawnedData
67
+ {
68
+ string m_CharacterId; //!< character ID
69
+ int m_Lifetime; //!< lifetime of character in seconds
70
+ vector m_Position; //!< position of spawn
71
+ int m_Population; //!< population of current gameplay (server)
72
+ int m_DaytimeHour; //!< current time in hour (hour in 24h)
73
+ };
74
+
75
+ // class binded to engine
76
+ class StatsEventData
77
+ {
78
+ void StatsEventData(string eventName)
79
+ {
80
+ m_eventName = eventName;
81
+ m_valuesBool = new map<string, int>();
82
+ m_valuesInt = new map<string, int>();
83
+ m_valuesFloat = new map<string, float>();
84
+ m_valuesString = new map<string, string>();
85
+ m_valuesVector = new map<string, vector>();
86
+ }
87
+
88
+ void AddBool(string key, bool value)
89
+ {
90
+ m_valuesBool.Insert(key, (int)value);
91
+ }
92
+
93
+ void AddInt(string key, int value)
94
+ {
95
+ m_valuesInt.Insert(key, value);
96
+ }
97
+
98
+ void AddFloat(string key, float value)
99
+ {
100
+ m_valuesFloat.Insert(key, value);
101
+ }
102
+
103
+ void AddString(string key, string value)
104
+ {
105
+ m_valuesString.Insert(key, value);
106
+ }
107
+
108
+ void AddVector(string key, vector value)
109
+ {
110
+ m_valuesVector.Insert(key, value);
111
+ }
112
+
113
+ private string m_eventName;
114
+ private autoptr map<string, int> m_valuesBool;//TODO: use bool instead of int (problem with engine type binding)
115
+ private autoptr map<string, int> m_valuesInt;
116
+ private autoptr map<string, float> m_valuesFloat;
117
+ private autoptr map<string, string> m_valuesString;
118
+ private autoptr map<string, vector> m_valuesVector;
119
+ }
120
+
121
+
122
+ class ScriptAnalytics
123
+ {
124
+ //! send event about death to statistic DB
125
+ static proto native void SendPlayerDeath(StatsEventDeathData data);
126
+
127
+ //! send event about kill to statistic DB
128
+ static proto native void SendPlayerScoredKill(StatsEventScoredKillData data);
129
+
130
+ //! send event to statistic DB
131
+ static proto native void SendPlayerDisconnected(StatsEventDisconnectedData data);
132
+
133
+ //! send event about player status to statistic DB
134
+ static proto native void SendPlayerMeasures(StatsEventMeasuresData data);
135
+
136
+ //! send event about spawning to statistic DB
137
+ static proto native void SendPlayerSpawned(StatsEventSpawnedData data);
138
+
139
+ //! universal analytics event
140
+ static proto native void SendEvent(StatsEventData data);
141
+ };
142
+
143
+
144
+
145
+ class Analytics
146
+ {
147
+ // send stats data with log
148
+ static void PlayerDeath(StatsEventDeathData data)
149
+ {
150
+ ScriptAnalytics.SendPlayerDeath(data);
151
+ }
152
+
153
+ // send stats data with log
154
+ static void PlayerScoredKill(StatsEventScoredKillData data)
155
+ {
156
+ ScriptAnalytics.SendPlayerScoredKill(data);
157
+ }
158
+
159
+ // send stats data with log
160
+ static void PlayerDisconnected(StatsEventDisconnectedData data)
161
+ {
162
+ ScriptAnalytics.SendPlayerDisconnected(data);
163
+ }
164
+
165
+ // send stats data with log
166
+ static void PlayerMeasures(StatsEventMeasuresData data)
167
+ {
168
+ ScriptAnalytics.SendPlayerMeasures(data);
169
+ }
170
+
171
+ // send stats data with log
172
+ static void PlayerSpawned(StatsEventSpawnedData data)
173
+ {
174
+ ScriptAnalytics.SendPlayerSpawned(data);
175
+ }
176
+ }
scripts/3_Game/DayZ/Anim/AnimCommand.c ADDED
@@ -0,0 +1,35 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //! base class of all commands exposed to script to provide common functionality over animations
2
+ class AnimCommandBase
3
+ {
4
+ // These would be private if not for the scripted commands
5
+ // As other commands lifetime are handled internally
6
+ protected void AnimCommandBase() {}
7
+ protected void ~AnimCommandBase() {}
8
+
9
+ //! returns entity that this command is bount to
10
+ proto native IEntity GetEntity();
11
+
12
+ //! called when command starts
13
+ void OnActivate() {}
14
+
15
+ //! called when command ends
16
+ void OnDeactivate() {}
17
+
18
+ //! called before any animation is processed
19
+ //! here change animation values, add animation commands
20
+ void PreAnimUpdate(float pDt) {}
21
+
22
+ //! after animation is processed, before physics is processed
23
+ //! here you can listen to various events
24
+ void PrePhysUpdate(float pDt) {}
25
+
26
+ //! functions usable only from OnActivate or PreAnimUpdate
27
+ proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat);
28
+ proto native void PreAnim_SetFloat(int pVar, float pFlt);
29
+ proto native void PreAnim_SetInt(int pVar, int pInt);
30
+ proto native void PreAnim_SetBool(int pVar, bool pBool);
31
+
32
+ //! functions usable in PrePhysUpdate
33
+ proto native bool PrePhys_IsEvent(int pEvent);
34
+ proto native bool PrePhys_IsTag(int pTag);
35
+ }
scripts/3_Game/DayZ/BillboardSet.c ADDED
@@ -0,0 +1,120 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ class BillboardSetHandler
2
+ {
3
+ protected bool m_BillboardSetIndex = -1;
4
+ protected ref array<ref BillboardSet> m_BillboardSets;
5
+ protected static const string ROOT_CLASS = "BillboardPresets";
6
+ protected static int m_SetIndexCached = -1;//once we resolve the name into an index, we cache it(this disallows dynamic index swapping during mission's runtime)
7
+
8
+ string GetTextureByType(string type)
9
+ {
10
+ if (m_BillboardSetIndex == -1)
11
+ return "";
12
+ BillboardSet bbset = m_BillboardSets.Get(m_BillboardSetIndex);
13
+ return bbset.GetTextureByType(type);
14
+ }
15
+
16
+ void OnRPCIndex(int index)
17
+ {
18
+ if (!m_BillboardSets)
19
+ LoadBillboardConfigs();
20
+
21
+ if (m_BillboardSets && m_BillboardSets.IsValidIndex(index))
22
+ {
23
+ m_BillboardSetIndex = index;
24
+ }
25
+ }
26
+
27
+ protected bool LoadBillboardConfigs()
28
+ {
29
+ m_BillboardSets = new array<ref BillboardSet>();
30
+
31
+ int setCount = g_Game.ConfigGetChildrenCount(ROOT_CLASS);
32
+
33
+ for (int setIndex = 0; setIndex < setCount; setIndex++)
34
+ {
35
+ string setName;
36
+ GetGame().ConfigGetChildName(ROOT_CLASS, setIndex, setName);
37
+ string path = ROOT_CLASS + " " + setName;
38
+ m_BillboardSets.Insert(new BillboardSet(path));
39
+ }
40
+
41
+ return true;
42
+ }
43
+
44
+ static bool ActivateBillboardSet(string setClassName, PlayerIdentity identity)
45
+ {
46
+ if (!g_Game)
47
+ return false;
48
+
49
+ if (m_SetIndexCached == -1)
50
+ {
51
+ int setCount = g_Game.ConfigGetChildrenCount(ROOT_CLASS);
52
+ for (int setIndex = 0; setIndex < setCount; setIndex++)
53
+ {
54
+ string setName;
55
+ GetGame().ConfigGetChildName(ROOT_CLASS, setIndex, setName);
56
+
57
+ if (setName == setClassName)
58
+ {
59
+ m_SetIndexCached = setIndex;
60
+ break
61
+ }
62
+ }
63
+ }
64
+
65
+ if (m_SetIndexCached != -1)
66
+ {
67
+ auto param = new Param1<int>(m_SetIndexCached);
68
+ GetGame().RPCSingleParam( identity.GetPlayer(), ERPCs.RPC_SET_BILLBOARDS, param, true, identity );
69
+ return true;
70
+ }
71
+ return false;
72
+ }
73
+ }
74
+
75
+
76
+ class BillboardSet
77
+ {
78
+ protected ref map<string, string> m_TypeTextureMapping = new map<string, string>();
79
+
80
+ void BillboardSet(string path)
81
+ {
82
+ LoadConfig(path);
83
+ }
84
+
85
+ string GetTextureByType(string type)
86
+ {
87
+ return m_TypeTextureMapping.Get(type);
88
+ }
89
+
90
+ protected void LoadConfig(string path)
91
+ {
92
+ int count = g_Game.ConfigGetChildrenCount(path);
93
+ for ( int i = 0; i < count; i++ )
94
+ {
95
+ string itemName;
96
+ GetGame().ConfigGetChildName(path, i, itemName);
97
+
98
+ string typesPath = path + " " + itemName + " types";
99
+ string texturePath = path + " " + itemName + " texture";
100
+
101
+ if (GetGame().ConfigIsExisting(typesPath) && GetGame().ConfigIsExisting(texturePath))
102
+ {
103
+ TStringArray types = new TStringArray();
104
+ string texture;
105
+ GetGame().ConfigGetText(texturePath, texture);
106
+ GetGame().ConfigGetTextArray(typesPath, types);
107
+
108
+ foreach (string s: types)
109
+ {
110
+ m_TypeTextureMapping.Insert(s,texture);
111
+ }
112
+ }
113
+ else
114
+ {
115
+ ErrorEx("Billboard set incorrect configuration, type or texture param missing: " + path);
116
+ }
117
+
118
+ }
119
+ }
120
+ }
scripts/3_Game/DayZ/BleedChanceData.c ADDED
@@ -0,0 +1,131 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ typedef map<int,float> BleedChanceMaxMap; //<bloodDamageReceived,chanceMax>
2
+
3
+ //! Static data of bleeding chance probabilities; currently used for melee only
4
+ class BleedChanceData : Managed
5
+ {
6
+ private static const float BLOOD_HITPOINTS_UNIVERSAL = 100.0;
7
+
8
+ private static ref map<string, ref BleedChanceMaxMap> m_DamageTypeMap;
9
+
10
+ static void InitBleedChanceData()
11
+ {
12
+ m_DamageTypeMap = new map<string,ref BleedChanceMaxMap>();
13
+
14
+ InitMeleeChanceMap();
15
+ InitInfectedChanceMap();
16
+ }
17
+
18
+ static void InitMeleeChanceMap()
19
+ {
20
+ if (m_DamageTypeMap.Contains("Melee"))
21
+ ErrorEx("'Melee' damage type bleed chances already initialized!");
22
+
23
+ BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
24
+
25
+ //keys have to be integers, recalculated later
26
+ bleedChanceMaxMap.Set(0,0.0);
27
+ bleedChanceMaxMap.Set(10,5.0);
28
+ bleedChanceMaxMap.Set(20,15.0);
29
+ bleedChanceMaxMap.Set(30,23.4);
30
+ bleedChanceMaxMap.Set(40,31.2);
31
+ bleedChanceMaxMap.Set(50,39.0);
32
+ bleedChanceMaxMap.Set(60,46.8);
33
+ bleedChanceMaxMap.Set(70,54.6);
34
+ bleedChanceMaxMap.Set(80,62.4);
35
+ bleedChanceMaxMap.Set(90,70.2);
36
+ bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
37
+
38
+ m_DamageTypeMap.Set("Melee",bleedChanceMaxMap);
39
+ }
40
+
41
+ static void InitInfectedChanceMap()
42
+ {
43
+ if (m_DamageTypeMap.Contains("Infected"))
44
+ ErrorEx("'Infected' damage type bleed chances already initialized!");
45
+
46
+ BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
47
+
48
+ //keys have to be integers, recalculated later
49
+ bleedChanceMaxMap.Set(0,0.0);
50
+ bleedChanceMaxMap.Set(10,5.0);
51
+ bleedChanceMaxMap.Set(20,15.0);
52
+ bleedChanceMaxMap.Set(30,27.5);
53
+ bleedChanceMaxMap.Set(40,40.0);
54
+ bleedChanceMaxMap.Set(50,55.0);
55
+ bleedChanceMaxMap.Set(60,60.0);
56
+ bleedChanceMaxMap.Set(70,70.0);
57
+ bleedChanceMaxMap.Set(80,75.0);
58
+ bleedChanceMaxMap.Set(90,85.0);
59
+ bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
60
+
61
+ m_DamageTypeMap.Set("Infected",bleedChanceMaxMap);
62
+ }
63
+
64
+ static void Cleanup()
65
+ {
66
+ delete m_DamageTypeMap;
67
+ }
68
+
69
+ //! returns 'false' when damageType is unhandled
70
+ static bool CalculateBleedChance(string damageType, float bloodDamage, float bleedThreshold, out float bleedChance)
71
+ {
72
+ map<int,float> bleedChanceMap = m_DamageTypeMap.Get(damageType);
73
+ if (!bleedChanceMap)
74
+ return false;
75
+
76
+ float armor = bloodDamage / BLOOD_HITPOINTS_UNIVERSAL;
77
+ float valueHigher = Math.Max(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
78
+ float valueLower = Math.Min(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
79
+
80
+ #ifdef DEVELOPER
81
+ if (LogManager.IsBleedingChancesLogEnable())
82
+ {
83
+ Debug.BleedingChancesLog(armor.ToString(), "BleedChanceData" , "n/a", "armor:");
84
+ Debug.BleedingChancesLog(bleedThreshold.ToString(), "BleedChanceData" , "n/a", "bleedThreshold:");
85
+ }
86
+ #endif
87
+
88
+ //unexpected values, unhandled
89
+ if (valueLower > BLOOD_HITPOINTS_UNIVERSAL)
90
+ {
91
+ bleedChance = 1.0;
92
+
93
+ #ifdef DEVELOPER
94
+ if (LogManager.IsBleedingChancesLogEnable())
95
+ {
96
+ Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "Unhandleed values, default bleeding chance used:");
97
+ }
98
+ #endif
99
+
100
+ return true;
101
+ }
102
+
103
+ if (bleedChanceMap.Contains(valueLower))
104
+ {
105
+ bleedChance = bleedChanceMap.Get(valueLower) * valueHigher / 10000;
106
+ }
107
+ else
108
+ {
109
+ float chanceMaxActual;
110
+
111
+ float floor = Math.Floor(valueLower / 10) * 10;
112
+ float ceil = Math.Ceil(valueLower / 10) * 10;
113
+ float pos = Math.InverseLerp(floor,ceil,valueLower);
114
+
115
+ float chanceMin = bleedChanceMap.Get(floor);
116
+ float chanceMax = bleedChanceMap.Get(ceil);
117
+
118
+ chanceMaxActual = Math.Lerp(chanceMin,chanceMax,pos);
119
+ bleedChance = valueHigher * chanceMaxActual / 10000;
120
+ }
121
+
122
+ #ifdef DEVELOPER
123
+ if (LogManager.IsBleedingChancesLogEnable())
124
+ {
125
+ Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "bleeding chance:");
126
+ }
127
+ #endif
128
+
129
+ return true;
130
+ }
131
+ }
scripts/3_Game/DayZ/CE/CentralEconomy.c ADDED
@@ -0,0 +1,768 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+
2
+ /** @file */
3
+
4
+ // -------------------------------------------------------------------------
5
+ // object (SF) Spawn Flags (use to setup behavior and/ or trigger functionality)
6
+ //
7
+ const int ECE_NONE = 0;
8
+
9
+ const int ECE_SETUP = 2; // process full entity setup (when creating NEW entity)
10
+ const int ECE_TRACE = 4; // trace under entity when being placed (from the point of creation)
11
+ const int ECE_CENTER = 8; // use center from shape (model) for placement
12
+
13
+ const int ECE_UPDATEPATHGRAPH = 32; // update navmesh when object placed upon it
14
+
15
+ const int ECE_ROTATIONFLAGS = 512; // enable rotation flags for object placement
16
+ const int ECE_CREATEPHYSICS = 1024; // create collision envelope and related physics data (if object has them)
17
+ const int ECE_INITAI = 2048; // init ai
18
+ const int ECE_AIRBORNE = 4096; // create flying unit in the air
19
+
20
+ const int ECE_EQUIP_ATTACHMENTS = 8192; // equip with configured ATTACHMENTS
21
+ const int ECE_EQUIP_CARGO = 16384; // equip with configured CARGO
22
+ const int ECE_EQUIP = 24576; // equip with configured (ATTACHMENTS + CARGO)
23
+ const int ECE_EQUIP_CONTAINER = 2097152; // populate DE/ group CONTAINER during spawn
24
+ const int ECE_LOCAL = 1073741824; // create object locally
25
+
26
+ const int ECE_NOSURFACEALIGN = 262144; // do not align object on surface/ terrain
27
+ const int ECE_KEEPHEIGHT = 524288; // keep height when creating object (do not use trace or placement on surface)
28
+
29
+ const int ECE_NOLIFETIME = 4194304; // do not set lifetime when creating the object
30
+ const int ECE_NOPERSISTENCY_WORLD = 8388608; // do not save this object in world
31
+ const int ECE_NOPERSISTENCY_CHAR = 16777216; // do not save this object in character
32
+ const int ECE_DYNAMIC_PERSISTENCY = 33554432; // spawns in without persistency, once player takes it, persistency will be enabled if available
33
+
34
+ // note: use predefined combination when not solving something specific
35
+ //
36
+ const int ECE_IN_INVENTORY = 787456; // ECE_CREATEPHYSICS|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN
37
+ const int ECE_PLACE_ON_SURFACE = 1060; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_TRACE
38
+ const int ECE_OBJECT_SWAP = 787488; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN
39
+
40
+ const int ECE_FULL = 25126; // ECE_SETUP|ECE_TRACE|ECE_ROTATIONFLAGS|ECE_UPDATEPATHGRAPH|ECE_EQUIP
41
+
42
+ // -------------------------------------------------------------------------
43
+ // object (RF) Rotation Flags (use to force and/ or invoke placement rotation)
44
+ //
45
+ const int RF_NONE = 0;
46
+
47
+ const int RF_FRONT = 1; // front side placement
48
+ const int RF_TOP = 2; // top side placement
49
+ const int RF_LEFT = 4; // left side placement
50
+ const int RF_RIGHT = 8; // right side placement
51
+ const int RF_BACK = 16; // back side placement
52
+ const int RF_BOTTOM = 32; // bottom side placement
53
+
54
+ const int RF_ALL = 63; // RF_FRONT|RF_TOP|RF_LEFT|RF_RIGHT|RF_BACK|RF_BOTTOM
55
+
56
+ const int RF_IGNORE = 64; // ignore placement RF flags - object will spawn as model was created
57
+
58
+ const int RF_TOPBOTTOM = 34; // RF_TOP|RF_BOTTOM
59
+ const int RF_LEFTRIGHT = 12; // RF_LEFT|RF_RIGHT
60
+ const int RF_FRONTBACK = 17; // RF_FRONT|RF_BACK
61
+
62
+ const int RF_RANDOMROT = 64; // allow random rotation around axis when placing
63
+ const int RF_ORIGINAL = 128; // use default placement setuped on object in config
64
+ const int RF_DECORRECTION = 256; // angle correction when spawning InventoryItem at Building angle
65
+ const int RF_DEFAULT = 512; // use default placement setuped on object in config
66
+
67
+ // -------------------------------------------------------------------------
68
+ //! Categories for CEApi.EconomyLog
69
+ class EconomyLogCategories
70
+ {
71
+ private void EconomyLogCategories();
72
+ private void ~EconomyLogCategories();
73
+
74
+ const string Economy = "economy";
75
+ const string EconomyRespawn = "economy_respawn";
76
+ const string RespawnQueue = "respawn_queue";
77
+ const string Container = "container";
78
+ const string Matrix = "matrix";
79
+ const string UniqueLoot = "uniqueloot";
80
+ const string Bind = "bind";
81
+ const string SetupFail = "setupfail";
82
+ const string Storage = "storage";
83
+ const string Classes = "class";
84
+ const string Category = "category";
85
+ const string Tag = "tag";
86
+ const string SCategory = "s_category";
87
+ const string STag = "s_tag";
88
+ const string SAreaflags = "s_areaflags";
89
+ const string SCrafted = "s_crafted";
90
+ const string MapGroup = "map_group";
91
+ const string MapComplete = "map_complete";
92
+ const string InfectedZone = "infected_zone";
93
+ }
94
+
95
+ // -------------------------------------------------------------------------
96
+ //! Special strings for CEApi.EconomyMap
97
+ class EconomyMapStrings
98
+ {
99
+ private void EconomyMapStrings();
100
+ private void ~EconomyMapStrings();
101
+
102
+ /**
103
+ \brief Generates string that will make CEApi.EconomyMap use all items with this category
104
+ \note This is refering to the CE categories of loot defined in cfglimitsdefinition.xml
105
+ \warning This is persistent per session, when you set it, it will persist until it is set to something else
106
+ \param category \p string The desired loot category
107
+ \return \p string The string to pass into CEApi.EconomyMap
108
+ @code
109
+ GetCEApi().EconomyMap(EconomyMapStrings.Category("food"));
110
+ @endcode
111
+ */
112
+ static string Category(string category)
113
+ {
114
+ return string.Format("category:%1", category);
115
+ }
116
+
117
+ /**
118
+ \brief Generates string that will make CEApi.EconomyMap use all items with this tag
119
+ \note This is refering to the CE tags of loot defined in cfglimitsdefinition.xml
120
+ \warning This is persistent per session, when you set it, it will persist until it is set to something else
121
+ \param category \p string The desired loot tag
122
+ \return \p string The string to pass into CEApi.EconomyMap
123
+ @code
124
+ GetCEApi().EconomyMap(EconomyMapStrings.Tag("floor"));
125
+ @endcode
126
+ */
127
+ static string Tag(string tag)
128
+ {
129
+ return string.Format("tag:%1", tag);
130
+ }
131
+
132
+
133
+
134
+ //! Everything
135
+ const string ALL_ALL = "all:all";
136
+ //! All loot
137
+ const string ALL_LOOT = "all:loot";
138
+ //! All vehicles
139
+ const string ALL_VEHICLE = "all:vehicle";
140
+ //! All infected
141
+ const string ALL_INFECTED = "all:infected";
142
+ //! All animals
143
+ const string ALL_ANIMAL = "all:animal";
144
+ //! All players
145
+ const string ALL_PLAYER = "all:player";
146
+ //! All proxies
147
+ const string ALL_PROXY = "all:proxy";
148
+ //! All static loot spawns
149
+ const string ALL_PROXY_STATIC = "all:proxystatic";
150
+ //! All dynamic loot spawns
151
+ const string ALL_PROXY_DYNAMIC = "all:proxydynamic";
152
+ //! All abandoned loot spawns
153
+ const string ALL_PROXY_ABANDONED = "all:proxyabandoned";
154
+ }
155
+
156
+ // -------------------------------------------------------------------------
157
+ //! Special strings for CEApi.EconomyOutput
158
+ class EconomyOutputStrings
159
+ {
160
+ private void EconomyOutputStrings();
161
+ private void ~EconomyOutputStrings();
162
+
163
+ /**
164
+ \brief Lists stats regarding which loot spawn) that are linked together and how many there are
165
+ \note In logs: "[linked_groups]"
166
+ */
167
+ const string LINKS = "links";
168
+ /**
169
+ \brief Lists loot spawns that have more loot than their maximum + 4
170
+ \note In logs: "[autotest:ListSuspiciousGroups]"
171
+ */
172
+ const string SUSPICIOUS = "suspicious";
173
+ /**
174
+ \brief Lists DE spawns that have positions that are within supplied range (< fRange, not equal)
175
+ \note In logs: "[ClosePosition]"
176
+ */
177
+ const string DE_CLOSE_POINT = "declosepoint";
178
+ /**
179
+ \brief Lists loot spawns that have been marked as abandoned
180
+ \note In logs: "[autotest:ListAbandonedGroups]"
181
+ */
182
+ const string ABANDONED = "abandoned";
183
+ /**
184
+ \brief Lists loot spawns that are not abandoned but have no loot
185
+ \note In logs: "[autotest:ListEmptyGroups]"
186
+ */
187
+ const string EMPTY = "empty";
188
+ /**
189
+ \brief Lists loot spawns that are not abandoned and within the supplied range (< fRange, not equal)
190
+ \note In logs: "[autotest:ListCloseGroups]"
191
+ \note Is the same as CEApi.ListCloseProxy
192
+ */
193
+ const string CLOSE = "close";
194
+ /**
195
+ \brief Lists the number of objects inside of categories
196
+ \note In logs: "[autotest:ProcessDebugLog]"
197
+ */
198
+ const string WORLD = "world";
199
+ /**
200
+ \brief Lists overall CE stats
201
+ \note In logs: "[autotest:OverallStatus]"
202
+ */
203
+ const string STATUS = "status";
204
+ /**
205
+ \brief Lists the maxlootsize of all CE items
206
+ \note In logs: "[autotest:ListLootSize]"
207
+ */
208
+ const string LOOT_SIZE = "lootsize";
209
+ }
210
+
211
+ // -------------------------------------------------------------------------
212
+ enum ESpawnVolumeVis
213
+ {
214
+ OFF = 0,
215
+ ADAPTIVE,
216
+ VOLUME,
217
+ OCCUPIED,
218
+ }
219
+
220
+ // -------------------------------------------------------------------------
221
+ /**
222
+ \brief API to interact with Central Economy
223
+ \note Accessible through GetCEApi, make sure to read the documentation for that as well
224
+ \note Any mention of 'storage/' means the '$mission:storage_#' folder
225
+ */
226
+ class CEApi
227
+ {
228
+ private void CEApi() {}
229
+ private void ~CEApi() {}
230
+
231
+ /**
232
+ \brief Regenerates "storage/spawnpoints.bin" if necessary
233
+ \note Already happens automatically when server starts before it is loaded in
234
+ @code
235
+ GetCEApi().ExportSpawnData();
236
+ @endcode
237
+ */
238
+ proto native void ExportSpawnData();
239
+ /**
240
+ \brief Generates "storage/export/mapgrouppos.xml"
241
+ \param vCenter \p vector Center of area to generate from
242
+ \note When using a zero vector, this will automatically get the world center
243
+ \param fRadius \p float Radius in meters of area to generate from
244
+ \note When 0, this will automatically get a radius covering the map
245
+ @code
246
+ // Export for whole map
247
+ GetCEApi().ExportProxyData();
248
+ @endcode
249
+ */
250
+ proto native void ExportProxyData( vector vCenter = vector.Zero, float fRadius = 0 );
251
+ /**
252
+ \brief Generates "storage/export/mapgroupcluster.xml"
253
+ @code
254
+ GetCEApi().ExportClusterData();
255
+ @endcode
256
+ */
257
+ proto native void ExportClusterData();
258
+ /**
259
+ \brief Generates "storage/export/mapgroupproto.xml"
260
+ @code
261
+ GetCEApi().ExportProxyProto();
262
+ @endcode
263
+ */
264
+ proto native void ExportProxyProto();
265
+ /**
266
+ \brief Invalidates loot spawn points which are closer than the radius supplied
267
+ \note Will output a message indicating how many points were invalidated
268
+ \param fRadius \p float The minimum desired distance in meters between loot spawn points
269
+ \note When 0 it will use a radius of 0.5
270
+ \param bAllSelections \p bool When false, will only check the points within a container against each other, when true will against all points
271
+ @code
272
+ // Example: I want there to be a minimum distance of 0.3m between any loot spawn point
273
+ GetCEApi().MarkCloseProxy(0.3, true);
274
+ @endcode
275
+ */
276
+ proto native void MarkCloseProxy( float fRadius, bool bAllSelections );
277
+ /**
278
+ \brief Removes all invalid points
279
+ \note Is best paired with a MarkCloseProxy call first to invalidate unwanted points
280
+ \note Will output a message indicating the amount of deleted points
281
+ @code
282
+ GetCEApi().RemoveCloseProxy();
283
+ @endcode
284
+ */
285
+ proto native void RemoveCloseProxy();
286
+ /**
287
+ \brief Outputs a list of all loot points closer than specified radius
288
+ \note This will automatically be checking all points against all points
289
+ \note This is a better way of handling it than the above two methods, as it can be then be removed manually from the xmls
290
+ \note Is the same as CEApi.EconomyOutput(EconomyOutputStrings.CLOSE, fRadius)
291
+ \param fRadius \p float The minimum desired distance in meters between loot spawn points
292
+ @code
293
+ GetCEApi().ListCloseProxy(0.3);
294
+ @endcode
295
+ */
296
+ proto native void ListCloseProxy( float fRadius );
297
+
298
+ /**
299
+ \brief Will emulate the spawning of the item which is being looked at and generate images (.tga) in storage/lmap and output logs
300
+ \note DEVELOPER/DIAG ONLY
301
+ \note This will only work if the loot spawner is active
302
+ \param sClassName \p string The class name of the desired item to analyze
303
+ \note When using "*" as class name, instead of generating images, it will generate a .csv in storage/log containing the output of all spawnable items
304
+ \return \p bool Whether the operation was successful, it might fail in certain scenarios if the CE doesn't update in time
305
+ @code
306
+ GetCEApi().SpawnAnalyze("FlatCap_Grey");
307
+ @endcode
308
+ */
309
+ proto native bool SpawnAnalyze( string sClassName );
310
+
311
+ /**
312
+ \brief Subtracts the supplied value from the current lifetime of all items in the world
313
+ \note Uses RadiusLifetimeDecrease under the hood and then calculates the parameters to fit the world
314
+ \note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years)
315
+ \param fShift \p float The value in seconds which will be subtracted from the current lifetimes
316
+ @code
317
+ // Shortens the lifetimes of all items in the world by 3 seconds
318
+ GetCEApi().TimeShift(3);
319
+ @endcode
320
+ */
321
+ proto native void TimeShift( float fShift );
322
+ /**
323
+ \brief Fills in the Debug Lifetime, which will be used for any new DE spawned
324
+ \param fLifeTime \p float The lifetime for any DE spawned after this call
325
+ \note When this is set back to 0, it will stop using the Debug Lifetime
326
+ @code
327
+ // Any DE spawned after this call will have a lifetime of 300 seconds
328
+ GetCEApi().OverrideLifeTime(300);
329
+ @endcode
330
+ */
331
+ proto native void OverrideLifeTime( float fLifeTime );
332
+
333
+ /**
334
+ \brief Force spawn specific prototype group + loot at position
335
+ \note DEVELOPER/DIAG ONLY
336
+ \note This can also spawn in other CE & DE related objects, but is best used exclusively for testing prototype groups
337
+ \param sGroupName \p string The group name to spawn
338
+ \param vPos \p vector The position to spawn the Entity at
339
+ \param fAngle \p float Angle to spawn the Entity with in degrees [0, 360]
340
+ \note When a negative value, will pick a random one
341
+ \return \p Entity The spawned Entity or null if unsuccessful
342
+ @code
343
+ GetCEApi().SpawnGroup("Land_Shed_M1", Vector(5, 10, 5));
344
+ @endcode
345
+ */
346
+ proto native Entity SpawnGroup( string sGroupName, vector vPos, float fAngle = -1 );
347
+ /**
348
+ \brief Force spawn specific dynamic event
349
+ \note DEVELOPER/DIAG ONLY
350
+ \note Versatile, can be used for Animal, Infected, Static, Item and Vehicle
351
+ \note Is the only one capable of spawning DE's that have DE Groups
352
+ \note Is the same as the next one, but has ECE_FULL flags and a hidden flag which overrides herd limit
353
+ \note This is also FORCE spawn, so it will bypass any limit and avoidance checks
354
+ \param sEvName \p string The DE to spawn
355
+ \param vPos \p vector The position to spawn the Entity at
356
+ \param fAngle \p float Angle to spawn the Entity with in degrees [0, 360]
357
+ \note When a negative value, will pick a random one
358
+ \return \p bool Whether the spawn was successful
359
+ @code
360
+ GetCEApi().SpawnDE("StaticHeliCrash", Vector(5, 10, 5));
361
+ @endcode
362
+ */
363
+ proto native void SpawnDE( string sEvName, vector vPos, float fAngle = -1 );
364
+ /**
365
+ \brief Force spawn specific dynamic event
366
+ \note DEVELOPER/DIAG ONLY
367
+ \note Is the same one as above but with the possibility of custom flags
368
+ \param sEvName \p string The DE to spawn
369
+ \param vPos \p vector The position to spawn the Entity at
370
+ \param fAngle \p float Angle to spawn the Entity with in degrees [0, 360]
371
+ \note When a negative value, will pick a random one
372
+ \param uFlags \p int ECE flags to apply while spawning the DE
373
+ \return \p bool Whether the spawn was successful
374
+ @code
375
+ GetCEApi().SpawnDEEx("StaticHeliCrash", Vector(5, 10, 5), ECE_FULL);
376
+ @endcode
377
+ */
378
+ proto native void SpawnDEEx( string sEvName, vector vPos, float fAngle, int uFlags );
379
+ /**
380
+ \brief Spawn an item through CE
381
+ \note DEVELOPER/DIAG ONLY
382
+ \param sEvName \p string The DE to spawn
383
+ \param vPos \p vector The position to spawn the Entity at
384
+ \param fAngle \p float Angle to spawn the Entity with in degrees [0, 360]
385
+ \note When a negative value, will pick a random one
386
+ \param iCount \p int The amount of items
387
+ \param fRange \p float Circle radius
388
+ \note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos
389
+ @code
390
+ GetCEApi().SpawnLoot("Deagle", Vector(5, 10, 5), 0, 9, 1);
391
+ @endcode
392
+ */
393
+ proto native void SpawnLoot( string sEvName, vector vPos, float fAngle, int iCount = 1, float fRange = 1 );
394
+
395
+ /**
396
+ \brief Spawn all entities with dynamic category through CE
397
+ \note DEVELOPER/DIAG ONLY
398
+ \note Will print additional logs to RPT
399
+ \param vPos \p vector The position to spawn the Entities at
400
+ \note This will be the starting position, the items will be split into segments by CE BBox size (smallest to largest)
401
+ \param bShowCylinders \p bool Whether to draw the CE BBox with debug shapes
402
+ \note Red: Invalid BBox; Yellow: Not in DB; Green: All ok
403
+ \param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox
404
+ \note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0
405
+ @code
406
+ GetCEApi().SpawnDynamic(Vector(5, 10, 5), true);
407
+ @endcode
408
+ */
409
+ proto native void SpawnDynamic( vector vPos, bool bShowCylinders = true, float fDefaultDistance = 0 );
410
+ /**
411
+ \brief Spawn all entities with vehicles category through CE
412
+ \note DEVELOPER/DIAG ONLY
413
+ \note Will print additional logs to RPT
414
+ \param vPos \p vector The position to spawn the Entities at
415
+ \note This will be the starting position, vehicles spawn with 20m spacing
416
+ \note Make sure you do it on a surface as flat and open as possible, they need a lot of space
417
+ \param bShowCylinders \p bool Does nothing for Vehicles, left for backwards compat
418
+ \param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox
419
+ \note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0
420
+ @code
421
+ GetCEApi().SpawnVehicles(Vector(5, 10, 5));
422
+ @endcode
423
+ */
424
+ proto native void SpawnVehicles( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 );
425
+ /**
426
+ \brief Spawn all entities with building category through CE
427
+ \note DEVELOPER/DIAG ONLY
428
+ \note Will print additional logs to RPT
429
+ \param vPos \p vector The position to spawn the Entities at
430
+ \note This will be the starting position, the items will be split into segments by CE BBox size (smallest to largest)
431
+ \param bShowCylinders \p bool Whether to draw the CE BBox with debug shapes
432
+ \note Red: Invalid BBox; Yellow: Not in DB; Green: All ok
433
+ \note These will most likely just always be red
434
+ \param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox
435
+ \note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0
436
+ @code
437
+ GetCEApi().SpawnBuilding(Vector(5, 10, 5), true);
438
+ @endcode
439
+ */
440
+ proto native void SpawnBuilding( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 );
441
+
442
+ /**
443
+ \brief Spawn an entity through CE
444
+ \note DEVELOPER/DIAG ONLY
445
+ \note Is similar to SpawnLoot, but works better on Animal/Infected/Vehicle
446
+ \param sClassName \p string The entity to spawn
447
+ \param vPos \p vector The position to spawn the Entity at
448
+ \param fRange \p float Circle radius
449
+ \note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos
450
+ \param iCount \p int The amount of items
451
+ @code
452
+ GetCEApi().SpawnEntity("Deagle", Vector(5, 10, 5), 1, 9);
453
+ @endcode
454
+ */
455
+ proto native void SpawnEntity( string sClassName, vector vPos, float fRange, int iCount );
456
+ /**
457
+ \brief Spawn an entity through CE
458
+ \note DEVELOPER/DIAG ONLY
459
+ \note Is the same as SpawnEntity, but spawns only one and returns the spawned Object
460
+ \param sClassName \p string The entity to spawn
461
+ \param vPos \p vector The position to spawn the Entity at
462
+ \return \p Object The spawned Object
463
+ @code
464
+ GetCEApi().SpawnSingleEntity("Deagle", Vector(5, 10, 5));
465
+ @endcode
466
+ */
467
+ proto native Object SpawnSingleEntity( string sClassName, vector vPos );
468
+ /**
469
+ \brief Spawn an entity through CE
470
+ \note DEVELOPER/DIAG ONLY
471
+ \note Is the same as SpawnEntity, under the hood it just defaults to RF_ORIGINAL
472
+ \param sClassName \p string The entity to spawn
473
+ \param vPos \p vector The position to spawn the Entity at
474
+ \param fRange \p float Circle radius
475
+ \note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos
476
+ \param iCount \p int The amount of items
477
+ \param iFlags \p int The rotation flags to apply
478
+ @code
479
+ GetCEApi().SpawnRotation("Deagle", Vector(5, 10, 5), 1, 9, RF_ALL);
480
+ @endcode
481
+ */
482
+ proto native void SpawnRotation( string sClassName, vector vPos, float fRange, int iCount, int iFlags );
483
+ /**
484
+ \brief Spawn an entity through CE, x amount of times in a grid
485
+ \note DEVELOPER/DIAG ONLY
486
+ \note The name may imply it does something else, but a profiler is needed to actually benchmark it
487
+ \note The position starts at 0 0 0
488
+ \param sClassName \p string The entity to spawn
489
+ \param iCount \p int The amount of items
490
+ @code
491
+ GetCEApi().SpawnPerfTest("Deagle", 30);
492
+ @endcode
493
+ */
494
+ proto native void SpawnPerfTest( string sClassName, int iCount );
495
+
496
+ /**
497
+ \brief Queue up the depleting of lifetime of everything in the world
498
+ \note DEVELOPER/DIAG ONLY
499
+ @code
500
+ GetCEApi().CleanMap();
501
+ @endcode
502
+ */
503
+ proto native void CleanMap();
504
+
505
+ /**
506
+ \brief Outputs debug file to storage/log/*.csv
507
+ \note DEVELOPER/DIAG ONLY
508
+ \param sLogType \p string The type of log (EconomyLogCategories)
509
+ @code
510
+ GetCEApi().EconomyLog(EconomyLogCategories.Economy);
511
+ @endcode
512
+ */
513
+ proto native void EconomyLog( string sLogType );
514
+
515
+ /**
516
+ \brief Outputs debug file to storage/lmap/*.tga showing the current places this is spawned
517
+ \note DEVELOPER/DIAG ONLY
518
+ \note This works best when you have an image of the map to overlay the tga with afterwards
519
+ \param sMapType \p string The type of lmap, can be just a class name or a special string
520
+ \note There are several prefixes and sets of strings that can be passed in here, see EconomyMapStrings
521
+ @code
522
+ // To check only a specific item
523
+ GetCEApi().EconomyMap("Deagle");
524
+ @endcode
525
+ */
526
+ proto native void EconomyMap( string sMapType );
527
+ /**
528
+ \brief Outputs debug logs into server log or rpt
529
+ \note DEVELOPER/DIAG ONLY
530
+ \param sOutputType \p string One of the strings specified in EconomyOutputStrings
531
+ \param fRange \p float Range parameter used for some of the options
532
+ @code
533
+ GetCEApi().EconomyOutput(EconomyOutputStrings.CLOSE, 3);
534
+ @endcode
535
+ */
536
+ proto native void EconomyOutput( string sOutputType, float fRange );
537
+
538
+ /**
539
+ \brief Process lifetime increase within radius by value (sec)
540
+ \note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years)
541
+ \param vCenter \p vector The center point
542
+ \param fRadius \p float The radius around the center point
543
+ \param fValue \p float The value to increase the lifetime by
544
+ \note When 0, this will reset it to default instead (but it's better to use RadiusLifetimeReset still)
545
+ @code
546
+ GetCEApi().RadiusLifetimeIncrease(Vector(500, 0, 500), 3, 500);
547
+ @endcode
548
+ */
549
+ proto native void RadiusLifetimeIncrease( vector vCenter, float fRadius, float fValue );
550
+ /**
551
+ \brief Process lifetime decrease within radius by value (sec)
552
+ \note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years)
553
+ \param vCenter \p vector The center point
554
+ \param fRadius \p float The radius around the center point
555
+ \param fValue \p float The value to decrease the lifetime by
556
+ @code
557
+ GetCEApi().RadiusLifetimeDecrease(Vector(500, 0, 500), 3, 500);
558
+ @endcode
559
+ */
560
+ proto native void RadiusLifetimeDecrease( vector vCenter, float fRadius, float fValue );
561
+ /**
562
+ \brief Process lifetime reset to default value from DB within radius
563
+ \param vCenter \p vector The center point
564
+ \param fRadius \p float The radius around the center point
565
+ @code
566
+ GetCEApi().RadiusLifetimeReset(Vector(500, 0, 500), 3);
567
+ @endcode
568
+ */
569
+ proto native void RadiusLifetimeReset( vector vCenter, float fRadius );
570
+
571
+
572
+
573
+ /** \name Globals API
574
+ Get values from globals.xml
575
+ */
576
+ //@{
577
+
578
+ /**
579
+ \brief Get int from globals.xml
580
+ \note type="0"
581
+ \param varName \p string The name of the entry
582
+ \return \p int The value or int.MIN if not found/not an int
583
+ */
584
+ proto native int GetCEGlobalInt(string varName);
585
+ /**
586
+ \brief Get float from globals.xml
587
+ \note type="1"
588
+ \param varName \p string The name of the entry
589
+ \return \p float The value or float.MIN if not found/not a float
590
+ */
591
+ proto native float GetCEGlobalFloat(string varName);
592
+ /**
593
+ \brief Get string from globals.xml
594
+ \note type="2"
595
+ \param varName \p string The name of the entry
596
+ \return \p string The value or empty string if not found/not a string
597
+ */
598
+ proto native string GetCEGlobalString(string varName);
599
+
600
+ //@}
601
+
602
+
603
+
604
+ /** \name Avoidance API
605
+ Optimized internal methods that the CE uses to avoid spawning DE within certain distances
606
+ */
607
+ //@{
608
+
609
+ /**
610
+ \brief Check if there is a player within a radius
611
+ \param vPos \p vector The center point
612
+ \param fDistance \p float The radius around the center point
613
+ \return \p bool Returns false when there is a player inside supplied area, true when it successfully avoided players
614
+ @code
615
+ GetCEApi().AvoidPlayer(Vector(500, 0, 500), 20);
616
+ @endcode
617
+ */
618
+ proto native bool AvoidPlayer(vector vPos, float fDistance); // return false when there is a player
619
+ /**
620
+ \brief Check if there is a vehicle within a radius
621
+ \param vPos \p vector The center point
622
+ \param fDistance \p float The radius around the center point
623
+ \param sDEName \p string A specific DE to avoid, if left empty, will avoid all vehicles
624
+ \return \p bool Returns false when there is a vehicle inside supplied area, true when it successfully avoided vehicles
625
+ @code
626
+ GetCEApi().AvoidVehicle(Vector(500, 0, 500), 500, "VehicleCivilianSedan");
627
+ @endcode
628
+ */
629
+ proto native bool AvoidVehicle(vector vPos, float fDistance, string sDEName = "");
630
+ /**
631
+ \brief Check if there is a vehicle within a radius
632
+ \param vPos \p vector The center point
633
+ \param fRange \p float The radius around the center point
634
+ \return \p int The amoutn of players inside supplied area
635
+ @code
636
+ GetCEApi().CountPlayersWithinRange(Vector(500, 0, 500), 500);
637
+ @endcode
638
+ */
639
+ proto native int CountPlayersWithinRange(vector vPos, float fRange);
640
+
641
+ //@}
642
+
643
+
644
+
645
+ /** \name CE Debug menu Script API
646
+ DIAG ONLY: These options are available from the in-game debug menu on Diag exe (Game > Central Economy), documentation can be found on wiki
647
+ */
648
+ //@{
649
+
650
+ // "Loot Spawn Edit"
651
+ //{
652
+ //! "Spawn Volume Vis"
653
+ proto native void LootSetSpawnVolumeVisualisation(ESpawnVolumeVis mode);
654
+ //! "Setup Vis"
655
+ proto native void LootToggleSpawnSetup(bool mode);
656
+ //! "Edit Volume"
657
+ proto native void LootToggleVolumeEditing(bool mode);
658
+ //! "Re-Trace Group Points"
659
+ proto native void LootRetraceGroupPoints();
660
+ //! "Export Group >>"
661
+ proto native void LootExportGroup();
662
+ //! "Export All Groups >>>>" / GetCEApi.ExportProxyProto();
663
+ proto native void LootExportAllGroups();
664
+ //! "<<< Export Map" / GetCEApi.ExportProxyData(vector.Zero, 0);
665
+ proto native void LootExportMap();
666
+ //! "<<< Export Clusters" / GetCEApi().ExportClusterData()
667
+ proto native void LootExportClusters();
668
+ //}
669
+
670
+ // "Loot Tool"
671
+ //{
672
+ //! "Deplete Lifetime"
673
+ proto native void LootDepleteLifetime();
674
+ //! "Set Damage = 1.0"
675
+ proto native void LootSetDamageToOne();
676
+ //! "Damage + Deplete"
677
+ proto native void LootDepleteAndDamage();
678
+ //}
679
+
680
+ // "Infected"
681
+ //{
682
+ //! "Infected Vis"
683
+ proto native void InfectedToggleVisualisation(bool mode);
684
+ //! "Infected Zone Info"
685
+ proto native void InfectedToggleZoneInfo(bool mode);
686
+ //! "Infected Spawn"
687
+ proto native void InfectedSpawn();
688
+ //! "Reset Cleanup"
689
+ proto native void InfectedResetCleanup();
690
+ //}
691
+
692
+ // "Animal"
693
+ //{
694
+ //! "Animal Vis"
695
+ proto native void AnimalToggleVisualisation(bool mode);
696
+ //! "Animal Spawn"
697
+ proto native void AnimalSpawn();
698
+ //! "Ambient Spawn"
699
+ proto native void AnimalAmbientSpawn();
700
+ //}
701
+
702
+ //! "Vehicle&Wreck Vis"
703
+ proto native void ToggleVehicleAndWreckVisualisation(bool mode);
704
+ //! "Loot Vis"
705
+ proto native void ToggleLootVisualisation(bool mode);
706
+ //! "Cluster Vis"
707
+ proto native void ToggleClusterVisualisation(bool mode);
708
+
709
+ //! "Dynamic Events Status"
710
+ proto native void ToggleDynamicEventStatus(bool mode);
711
+ //! "Dynamic Events Vis"
712
+ proto native void ToggleDynamicEventVisualisation(bool mode);
713
+ //! "Dynamic Events Spawn"
714
+ proto native void DynamicEventSpawn();
715
+ //! "Export Dyn Event >>"
716
+ proto native void DynamicEventExport();
717
+
718
+ //! "Overall Stats"
719
+ proto native void ToggleOverallStats(bool mode);
720
+
721
+ //@}
722
+
723
+
724
+
725
+ /** \name DEPRECATED/LEGACY
726
+ These don't do anything anymore but are left for backwards compatibility
727
+ */
728
+ //@{
729
+
730
+ proto native void PlatformStatTest();
731
+
732
+ proto native void LootToggleProxyEditing(bool mode);
733
+
734
+ proto native void OnUpdate();
735
+
736
+ //@}
737
+ };
738
+
739
+ /**
740
+ \brief Get the CE API
741
+ \warning Only exists when the game has CE enabled
742
+ \note This means that this will work on anything which is running a mission with an initialized Hive
743
+ \note Client does not have Hive when connected to a server, only the server does if it was set up in the init.c
744
+ */
745
+ proto native CEApi GetCEApi();
746
+
747
+ // -------------------------------------------------------------------------
748
+ class CEItemProfile
749
+ {
750
+ private void CEItemProfile() {}
751
+ private void ~CEItemProfile() {}
752
+
753
+ proto native int GetNominal(); // nominal - how many items should be aproximately in map
754
+ proto native int GetMin(); // min - minimal count should be available in map
755
+
756
+ proto native float GetQuantityMin(); // min quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
757
+ proto native float GetQuantityMax(); // max quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
758
+
759
+ proto native float GetQuantity(); // random quantity (0.0 - 1.0)
760
+
761
+ proto native float GetLifetime(); // maximum lifetime in (seconds) - what is the idle before item abandoned at ground gets deleted
762
+ proto native float GetRestock(); // restock is oposite of lifetime - idle before item is allowed to respawn when required
763
+
764
+ proto native int GetCost(); // cost of item determines its 'value' for players (this serve as priority during respawn and cleanup operation)
765
+
766
+ proto native int GetUsageFlags(); // area usage flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
767
+ proto native int GetValueFlags(); // area value flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
768
+ };