Dayz Explorer 1.29.162510
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CGame Class Reference

Protected Member Functions

bool OnConnectivityStatChange (EConnectivityStatType type, EConnectivityStatLevel newLevel, EConnectivityStatLevel oldLevel)
void AddVoiceNotification (VONStopSpeakingEventParams vonStartParams)
void RemoveVoiceNotification (VONStopSpeakingEventParams vonStopParams)
void UpdateLoginQueue (float timeslice)
void OnLoginTimeEvent (int loginTime)
void LoginTimeCountdown ()
void OnRespawnEvent (int time)
void OnPreloadEvent (vector pos)
void StoreLoginDataPrepare ()
void EnterLoginQueue (UIMenuPanel parent)
void EnterLoginTime (UIMenuPanel parent)
void OnMPConnectionLostEvent (int duration)
void LoadProgressUpdate (int progressState, float progress, string title)
override void OnAfterCreate ()
override void OnActivateMessage ()
override void OnDeactivateMessage ()
override bool OnInitialize ()
void InitNotifications ()
string GetDatabaseID ()
void SetDatabaseID (string id)
void CreateTitleScreen ()
void DeleteTitleScreen ()
bool ShouldShowControllerDisconnect ()
void UpdateInputDeviceDisconnectWarning ()
void JoinLaunch ()
void ConnectLaunch ()
void PartyLaunch ()
void MainMenuLaunch ()
void MissionLaunch ()
void AutoTestLaunch (string param)
void SelectUser (int gamepad=-1)
void SetPreviousGamepad (int gamepad)
int GetPreviousGamepad ()
void GamepadCheck ()
void SelectGamepad ()
void TryConnect ()
bool GetLastVisitedServer (out string ip, out int port)
void AddVisitedServer (string ip, int port)
bool IsVisited (string ip, int port)
void RefreshCurrentServerInfo ()
void Connect ()
void DisconnectSessionScript (bool displayJoinError=false)
void DisconnectSessionEx (DisconnectSessionFlags flags)
void ConnectFromServerBrowser (string ip, int port, string password="")
void ConnectFromServerBrowserEx (string ip, int port, int steamQueryPort, string password="")
void ConnectFromJoin (string ip, int port)
void ConnectFromCLI ()
bool IsLeftCtrlDown ()
override void OnKeyPress (int key)
override void OnKeyRelease (int key)
override void OnMouseButtonPress (int button)
override void OnMouseButtonRelease (int button)
override void OnDeviceReset ()
float GetDeltaT ()
override void OnUpdate (bool doSim, float timeslice)
override void OnPostUpdate (bool doSim, float timeslice)
override void OnRPC (PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
void DelayedMidAirDetonation (float x, float y, float z)
void CheckDialogs ()
void SetConnecting (bool value)
 Returns true when connecting to server.
bool IsConnecting ()
bool IsLoading ()
void SetKeyboardHandle (UIScriptedMenu handler)
void LoadingShow ()
void LoadingHide (bool force=false)
override string CreateDefaultPlayer ()
override string CreateRandomPlayer ()
override TStringArray ListAvailableCharacters ()
void ExplosionEffectsEx (Object source, Object directHit, int componentIndex, float energyFactor, float explosionFactor, HitInfo hitInfo)
void ExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
void OnProjectileStopped (ProjectileStoppedInfo info)
void OnProjectileStoppedInTerrain (TerrainCollisionInfo info)
void OnProjectileStoppedInObject (ObjectCollisionInfo info)
void FirearmEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
void CloseCombatEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, bool isWater, string ammoType)
void UpdateVoiceLevel (int level)
void InitCharacterMenuDataInfo (int menudata_count)
void SetPlayerGameName (string name)
string GetPlayerGameName ()
void SetNewCharacter (bool state)
bool IsNewCharacter ()
void SetUserFOV (float pFov)
float GetUserFOV ()
float GetFOVByZoomType (ECameraZoomType type)
void SetHudBrightness (float value)
float GetHUDBrightnessSetting ()
void SetEVValue (float value)
float GetCurrentEVValue ()
float GetPreviousEVValue ()
int GetCurrentDisplayLanguageIdx ()
bool IsWorldWetTempUpdateEnabled ()
bool IsFoodDecayEnabled ()
float GetFoodDecayModifier ()
array< intGetConnectedInputDeviceList ()
void SetMouseCursorDesiredVisibility (bool visible)
bool GetMouseCursorDesiredVisibility ()
bool CanDisplayMouseCursor ()
 extend as needed, only game focus and M&K setting (consoles only!) are checked natively
void RefreshMouseCursorVisibility ()
BillboardSetHandler GetBillboardHandler ()
void CreateGamepadDisconnectMenu ()
void DeleteGamepadDisconnectMenu ()
native void CreateMission (string path)
 Create only enforce script mission, used for mission script reloading.
proto native void RestartMission ()
proto native void AbortMission ()
 Returns to main menu, leave world empty for using last mission world.
proto native void RespawnPlayer ()
proto native bool CanRespawnPlayer ()
proto native void SetLoginTimerFinished ()
proto native void SetMainMenuWorld (string world)
proto native owned string GetMainMenuWorld ()
proto native void LogoutRequestTime ()
 Logout methods.
proto native void LogoutRequestCancel ()
proto native bool IsMultiplayer ()
proto native bool IsClient ()
proto native bool IsServer ()
proto native bool IsDedicatedServer ()
 Robust check which is preferred than the above, as it is valid much sooner.
proto native int ServerConfigGetInt (string name)
 Server config parsing. Returns 0 if not found.
proto native bool IsDebug ()
void SetDebugMonitorEnabled (int value)
bool IsDebugMonitor ()
proto native void GetPlayerIndentities (out array< PlayerIdentity > identities)
proto native bool GetSurface (SurfaceDetectionParameters params, SurfaceDetectionResult result)
 API for surface detection.
proto native float SurfaceY (float x, float z)
proto native float SurfaceRoadY (float x, float z, RoadSurfaceDetection rsd=RoadSurfaceDetection.LEGACY)
proto native float SurfaceRoadY3D (float x, float y, float z, RoadSurfaceDetection rsd)
proto float SurfaceGetType (float x, float z, out string type)
 Returns: Y position the surface was found.
proto float SurfaceGetType3D (float x, float y, float z, out string type)
 Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
proto void SurfaceUnderObject (notnull Object object, out string type, out int liquidType)
proto void SurfaceUnderObjectEx (notnull Object object, out string type, out string impact, out int liquidType)
proto void SurfaceUnderObjectByBone (notnull Object object, int boneType, out string type, out int liquidType)
proto native float SurfaceGetNoiseMultiplier (Object directHit, vector pos, int componentIndex)
proto native vector SurfaceGetNormal (float x, float z)
proto native float SurfaceGetSeaLevelMin ()
proto native float SurfaceGetSeaLevelMax ()
proto native float SurfaceGetSeaLevel ()
proto native float SurfaceGetSeaWaveMax ()
 Get max sea wave height.
proto native float SurfaceGetSeaWaveCurrent ()
 Get current sea wave height.
proto native bool SurfaceIsSea (float x, float z)
proto native bool SurfaceIsPond (float x, float z)
proto native float GetWaterDepth (vector posWS)
proto native float GetWaterSurfaceHeightNoFakeWave (vector posWS)
 Get the nearest water or object surface under a point, ignoring land (without the fake wave that's on top of the real wave).
proto native float GetWaterSurfaceHeightWithFakeWave (vector posWS)
 Get the nearest water or object surface under a point, ignoring land (with the fake wave that's on top of the real wave).
proto native void UpdatePathgraphRegion (vector regionMin, vector regionMax)
float GetHighestSurfaceYDifference (array< vector > positions)
 Returns the largest height difference between the given positions.
vector GetSurfaceOrientation (float x, float z)
 Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.
bool IsSurfaceDigable (string surface)
 Checks if the surface is digable.
bool GetSurfaceDigPile (string surface, out string result)
bool IsSurfaceFertile (string surface)
 Checks if the surface is fertile.
int CorrectLiquidType (int liquidType)
void SurfaceUnderObjectCorrectedLiquid (notnull Object object, out string type, out int liquidType)
void SurfaceUnderObjectExCorrectedLiquid (notnull Object object, out string type, out string impact, out int liquidType)
void SurfaceUnderObjectByBoneCorrectedLiquid (notnull Object object, int boneType, out string type, out int liquidType)
void UpdatePathgraphRegionByObject (Object object)
proto native bool IsBoxColliding (vector center, vector orientation, vector edgeLength, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects that are in choosen oriented bounding box (OBB).
proto native bool IsBoxCollidingGeometry (vector center, vector orientation, vector edgeLength, int iPrimaryType, int iSecondaryType, array< Object > excludeObjects, array< Object > collidedObjects=NULL)
 Finds all objects with geometry iType that are in choosen oriented bounding box (OBB).
proto native bool IsBoxCollidingGeometryProxy (notnull BoxCollidingParams params, array< Object > excludeObjects, array< ref BoxCollidingResult > collidedObjects=NULL)
proto native Weather GetWeather ()
 Returns weather controller object.
proto native void SetEVUser (float value)
 Sets custom camera camera EV. range: -50.0..50.0? //TODO.
proto native void OverrideDOF (bool enable, float focusDistance, float focusLength, float focusLengthNear, float blur, float focusDepthOffset)
proto native void AddPPMask (float ndcX, float ndcY, float ndcRadius, float ndcBlur)
proto native void ResetPPMask ()
proto native void OverrideInventoryLights (vector diffuse, vector ambient, vector ground, vector dir)
proto native void NightVissionLightParams (float lightIntensityMul, float noiseIntensity)
proto native void OpenURL (string url)
proto native void InitDamageEffects (Object effect)
 Initialization of damage effects.
proto native EntityAI GetEntityByPersitentID (int b1, int b2, int b3, int b4)
bool IsKindOf (string cfg_class_name, string cfg_parent_name)
 Returns is class name inherited from parent class name.
bool ObjectIsKindOf (Object object, string cfg_parent_name)
 Returns is object inherited from parent class name.
int ConfigFindClassIndex (string config_path, string searched_member)
proto int GetTime ()
 returns mission time in milliseconds
ScriptCallQueue GetCallQueue (int call_category)
ScriptInvoker GetUpdateQueue (int call_category)
ScriptInvoker GetPostUpdateQueue (int call_category)
TimerQueue GetTimerQueue (int call_category)
DragQueue GetDragQueue ()
string CreateDefaultPlayer ()
 returns class name of first valid survivor (TODO address confusing naming?)
string CreateRandomPlayer ()
 returns class name of random survivor (TODO address confusing naming?)
TStringArray ListAvailableCharacters ()
 outputs array of all valid survivor class names
bool IsInventoryOpen ()
proto native BiosUserManager GetUserManager ()
proto native ContentDLC GetContentDLCService ()
 Return DLC service (service for entitlement keys for unlock content).
bool IsMissionMainMenu ()
 Returns true when current mission is Main Menu.
MenuDefaultCharacterData GetMenuDefaultCharacterData (bool fill_data=true)
AnalyticsManagerServer GetAnalyticsServer ()
AnalyticsManagerClient GetAnalyticsClient ()
proto native int GetLogoutAfterCancelTimeout ()

Static Protected Member Functions

static float GetUserFOVFromConfig ()
static bool CheckAmmoCompability (EntityAI weaponInHand, EntityAI ammo)
static bool IsDigitalCopy ()

Protected Attributes

ref BillboardSetHandler m_BillboardSetHandler
const int MISSION_STATE_MAINMENU = 0
const int MISSION_STATE_GAME = 1
const int MISSION_STATE_FINNISH = 2
bool m_AutotestEnabled
DayZGameState m_GameState
DayZLoadState m_LoadState
ref NotificationUI m_Notifications
bool m_FirstConnect = true
ref LoadingScreen m_loading
ref Widget m_IntroMenu
ref Widget m_GamepadDisconnectMenu
int m_PrevBlur
string m_DatabaseID
string m_ConnectAddress
int m_ConnectPort
int m_ConnectSteamQueryPort
string m_ConnectPassword
const int MAX_VISITED = 50
ref TStringArray m_Visited
const float ARROW_PIERCE_DEPTH = 0.05

Detailed Description

Definition at line 891 of file dayzgame.c.

Member Function Documentation

◆ AbortMission()

proto native void CGame::AbortMission ( )
protected

Returns to main menu, leave world empty for using last mission world.

◆ AddPPMask()

proto native void CGame::AddPPMask ( float ndcX,
float ndcY,
float ndcRadius,
float ndcBlur )
protected

◆ AddVisitedServer()

void CGame::AddVisitedServer ( string ip,
int port )
protected

Definition at line 2621 of file dayzgame.c.

◆ AddVoiceNotification()

void CGame::AddVoiceNotification ( VONStopSpeakingEventParams vonStartParams)
protected

Definition at line 1827 of file dayzgame.c.

◆ AutoTestLaunch()

void CGame::AutoTestLaunch ( string param)
protected

Definition at line 2320 of file dayzgame.c.

◆ CanDisplayMouseCursor()

bool CGame::CanDisplayMouseCursor ( )
protected

extend as needed, only game focus and M&K setting (consoles only!) are checked natively

Only checking on console because while loading on PC, the mouse might not be detected

Platform defaults

Definition at line 3884 of file dayzgame.c.

◆ CanRespawnPlayer()

proto native bool CGame::CanRespawnPlayer ( )
protected

◆ CheckAmmoCompability()

bool CGame::CheckAmmoCompability ( EntityAI weaponInHand,
EntityAI ammo )
staticprotected

Definition at line 3790 of file dayzgame.c.

◆ CheckDialogs()

void CGame::CheckDialogs ( )
protected

Definition at line 3386 of file dayzgame.c.

◆ CloseCombatEffects()

void CGame::CloseCombatEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
bool isWater,
string ammoType )
protected

Definition at line 3668 of file dayzgame.c.

◆ ConfigFindClassIndex()

int CGame::ConfigFindClassIndex ( string config_path,
string searched_member )
protected

Searches given config path (config_path) for the given member (searched_member) and returns its index. \nReturns -1 if not found.
usage:

int skinning_class_index = g_Game.ConfigFindClassIndex(cfgPath_animal, "Skinning");
DayZGame g_Game
Definition dayzgame.c:3942

Definition at line 1494 of file game.c.

◆ Connect()

void CGame::Connect ( )
protected

Definition at line 2667 of file dayzgame.c.

◆ ConnectFromCLI()

void CGame::ConnectFromCLI ( )
protected

Definition at line 2783 of file dayzgame.c.

◆ ConnectFromJoin()

void CGame::ConnectFromJoin ( string ip,
int port )
protected

Definition at line 2775 of file dayzgame.c.

◆ ConnectFromServerBrowser()

void CGame::ConnectFromServerBrowser ( string ip,
int port,
string password = "" )
protected

Definition at line 2760 of file dayzgame.c.

◆ ConnectFromServerBrowserEx()

void CGame::ConnectFromServerBrowserEx ( string ip,
int port,
int steamQueryPort,
string password = "" )
protected

Definition at line 2769 of file dayzgame.c.

◆ ConnectLaunch()

void CGame::ConnectLaunch ( )
protected

Definition at line 2237 of file dayzgame.c.

◆ CorrectLiquidType()

int CGame::CorrectLiquidType ( int liquidType)
protected

Definition at line 1245 of file game.c.

◆ CreateDefaultPlayer() [1/2]

override string CGame::CreateDefaultPlayer ( )
protected

Definition at line 3449 of file dayzgame.c.

◆ CreateDefaultPlayer() [2/2]

string CGame::CreateDefaultPlayer ( )
protected

returns class name of first valid survivor (TODO address confusing naming?)

Definition at line 1545 of file game.c.

◆ CreateGamepadDisconnectMenu()

void CGame::CreateGamepadDisconnectMenu ( )
protected

◆ CreateMission()

native void CGame::CreateMission ( string path)
protected

Create only enforce script mission, used for mission script reloading.

◆ CreateRandomPlayer() [1/2]

override string CGame::CreateRandomPlayer ( )
protected

Definition at line 3458 of file dayzgame.c.

◆ CreateRandomPlayer() [2/2]

string CGame::CreateRandomPlayer ( )
protected

returns class name of random survivor (TODO address confusing naming?)

Definition at line 1548 of file game.c.

◆ CreateTitleScreen()

void CGame::CreateTitleScreen ( )
protected

Definition at line 2153 of file dayzgame.c.

◆ DelayedMidAirDetonation()

void CGame::DelayedMidAirDetonation ( float x,
float y,
float z )
protected

Definition at line 3379 of file dayzgame.c.

◆ DeleteGamepadDisconnectMenu()

void CGame::DeleteGamepadDisconnectMenu ( )
protected

◆ DeleteTitleScreen()

void CGame::DeleteTitleScreen ( )
protected

Definition at line 2193 of file dayzgame.c.

◆ DisconnectSessionEx()

void CGame::DisconnectSessionEx ( DisconnectSessionFlags flags)
protected

Definition at line 2701 of file dayzgame.c.

◆ DisconnectSessionScript()

void CGame::DisconnectSessionScript ( bool displayJoinError = false)
protected

Definition at line 2689 of file dayzgame.c.

◆ EnterLoginQueue()

void CGame::EnterLoginQueue ( UIMenuPanel parent)
protected

Definition at line 1977 of file dayzgame.c.

◆ EnterLoginTime()

void CGame::EnterLoginTime ( UIMenuPanel parent)
protected

Definition at line 1983 of file dayzgame.c.

◆ ExplosionEffects()

void CGame::ExplosionEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
float energyFactor,
float explosionFactor,
bool isWater,
string ammoType )
protected

Definition at line 3493 of file dayzgame.c.

◆ ExplosionEffectsEx()

void CGame::ExplosionEffectsEx ( Object source,
Object directHit,
int componentIndex,
float energyFactor,
float explosionFactor,
HitInfo hitInfo )
protected

Definition at line 3470 of file dayzgame.c.

◆ FirearmEffects()

void CGame::FirearmEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
vector exitPos,
vector inSpeed,
vector outSpeed,
bool isWater,
bool deflected,
string ammoType )
protected

Definition at line 3614 of file dayzgame.c.

◆ GamepadCheck()

void CGame::GamepadCheck ( )
protected

Definition at line 2435 of file dayzgame.c.

◆ GetAnalyticsClient()

AnalyticsManagerClient CGame::GetAnalyticsClient ( )
protected

Definition at line 1588 of file game.c.

◆ GetAnalyticsServer()

AnalyticsManagerServer CGame::GetAnalyticsServer ( )
protected

Definition at line 1583 of file game.c.

◆ GetBillboardHandler()

BillboardSetHandler CGame::GetBillboardHandler ( )
protected

Definition at line 3930 of file dayzgame.c.

◆ GetCallQueue()

ScriptCallQueue CGame::GetCallQueue ( int call_category)
protected

Returns CallQueue for certain category

Parameters
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused
usage:
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Refresh"); // calls "Refresh" function on "this" with no arguments
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Show", new Param1<bool>(true)); // calls "Show" function on "this" with one bool argument
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(this, "SetPos", new Param2<float, float>(0.2, 0.5)); // calls "SetPos" function on "this" with two float arguments
const int CALL_CATEGORY_GUI
Definition tools.c:9

Definition at line 1525 of file game.c.

◆ GetConnectedInputDeviceList()

array< int > CGame::GetConnectedInputDeviceList ( )
protected

Definition at line 3862 of file dayzgame.c.

◆ GetContentDLCService()

proto native ContentDLC CGame::GetContentDLCService ( )
protected

Return DLC service (service for entitlement keys for unlock content).

◆ GetCurrentDisplayLanguageIdx()

int CGame::GetCurrentDisplayLanguageIdx ( )
protected

Definition at line 3826 of file dayzgame.c.

◆ GetCurrentEVValue()

float CGame::GetCurrentEVValue ( )
protected

Definition at line 3816 of file dayzgame.c.

◆ GetDatabaseID()

string CGame::GetDatabaseID ( )
protected

Definition at line 2139 of file dayzgame.c.

◆ GetDeltaT()

float CGame::GetDeltaT ( )
protected

Definition at line 2950 of file dayzgame.c.

◆ GetDragQueue()

DragQueue CGame::GetDragQueue ( )
protected

Returns DragQueue. Callbacks are called on mouse move until mouse button is released, then the queue is cleaned.

Definition at line 1542 of file game.c.

◆ GetEntityByPersitentID()

proto native EntityAI CGame::GetEntityByPersitentID ( int b1,
int b2,
int b3,
int b4 )
protected

Returns EntityAI by its persistent ID parts or null if entity with given persistent ID does not exists.

This function returns valid data only inside AfterLoad event. Do not use this in anywhere else.

Its main purpose is only for keep track on object connections after server restarts, all data related to this function are deleted when server initialization is done.

◆ GetFoodDecayModifier()

float CGame::GetFoodDecayModifier ( )
protected

Definition at line 3850 of file dayzgame.c.

◆ GetFOVByZoomType()

float CGame::GetFOVByZoomType ( ECameraZoomType type)
protected

Definition at line 3762 of file dayzgame.c.

◆ GetHighestSurfaceYDifference()

float CGame::GetHighestSurfaceYDifference ( array< vector > positions)
protected

Returns the largest height difference between the given positions.

Definition at line 1192 of file game.c.

◆ GetHUDBrightnessSetting()

float CGame::GetHUDBrightnessSetting ( )
protected

Definition at line 3784 of file dayzgame.c.

◆ GetLastVisitedServer()

bool CGame::GetLastVisitedServer ( out string ip,
out int port )
protected

Definition at line 2604 of file dayzgame.c.

◆ GetLogoutAfterCancelTimeout()

proto native int CGame::GetLogoutAfterCancelTimeout ( )
protected

◆ GetMainMenuWorld()

proto native owned string CGame::GetMainMenuWorld ( )
protected

◆ GetMenuDefaultCharacterData()

MenuDefaultCharacterData CGame::GetMenuDefaultCharacterData ( bool fill_data = true)
protected

Definition at line 1568 of file game.c.

◆ GetMouseCursorDesiredVisibility()

bool CGame::GetMouseCursorDesiredVisibility ( )
protected

Definition at line 3878 of file dayzgame.c.

◆ GetPlayerGameName()

string CGame::GetPlayerGameName ( )
protected

Definition at line 3720 of file dayzgame.c.

◆ GetPlayerIndentities()

proto native void CGame::GetPlayerIndentities ( out array< PlayerIdentity > identities)
protected

◆ GetPostUpdateQueue()

ScriptInvoker CGame::GetPostUpdateQueue ( int call_category)
protected

Definition at line 1529 of file game.c.

◆ GetPreviousEVValue()

float CGame::GetPreviousEVValue ( )
protected

Definition at line 3821 of file dayzgame.c.

◆ GetPreviousGamepad()

int CGame::GetPreviousGamepad ( )
protected

Definition at line 2430 of file dayzgame.c.

◆ GetSurface()

proto native bool CGame::GetSurface ( SurfaceDetectionParameters params,
SurfaceDetectionResult result )
protected

API for surface detection.

◆ GetSurfaceDigPile()

bool CGame::GetSurfaceDigPile ( string surface,
out string result )
protected

Definition at line 1234 of file game.c.

◆ GetSurfaceOrientation()

vector CGame::GetSurfaceOrientation ( float x,
float z )
protected

Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any item according to terrain.

Definition at line 1216 of file game.c.

◆ GetTime()

proto int CGame::GetTime ( )
protected

returns mission time in milliseconds

◆ GetTimerQueue()

TimerQueue CGame::GetTimerQueue ( int call_category)
protected

Returns TimerQueue for certain category

Parameters
call_categorycall category, valid values are:
CALL_CATEGORY_SYSTEM - calls & timers in this queue are processed every time without any restrictions
CALL_CATEGORY_GUI - calls & timers in this queue are processed when GUI is enabled (even during pase game)
CALL_CATEGORY_GAMEPLAY - calls & timers in this queue are processed only during mission, when game is not paused

Definition at line 1537 of file game.c.

◆ GetUpdateQueue()

ScriptInvoker CGame::GetUpdateQueue ( int call_category)
protected

Definition at line 1527 of file game.c.

◆ GetUserFOV()

float CGame::GetUserFOV ( )
protected

Definition at line 3746 of file dayzgame.c.

◆ GetUserFOVFromConfig()

float CGame::GetUserFOVFromConfig ( )
staticprotected

Definition at line 3751 of file dayzgame.c.

◆ GetUserManager()

proto native BiosUserManager CGame::GetUserManager ( )
protected

◆ GetWaterDepth()

proto native float CGame::GetWaterDepth ( vector posWS)
protected

◆ GetWaterSurfaceHeightNoFakeWave()

proto native float CGame::GetWaterSurfaceHeightNoFakeWave ( vector posWS)
protected

Get the nearest water or object surface under a point, ignoring land (without the fake wave that's on top of the real wave).

◆ GetWaterSurfaceHeightWithFakeWave()

proto native float CGame::GetWaterSurfaceHeightWithFakeWave ( vector posWS)
protected

Get the nearest water or object surface under a point, ignoring land (with the fake wave that's on top of the real wave).

◆ GetWeather()

proto native Weather CGame::GetWeather ( )
protected

Returns weather controller object.

◆ InitCharacterMenuDataInfo()

void CGame::InitCharacterMenuDataInfo ( int menudata_count)
protected

Definition at line 3710 of file dayzgame.c.

◆ InitDamageEffects()

proto native void CGame::InitDamageEffects ( Object effect)
protected

Initialization of damage effects.

◆ InitNotifications()

void CGame::InitNotifications ( )
protected

Definition at line 2119 of file dayzgame.c.

◆ IsBoxColliding()

proto native bool CGame::IsBoxColliding ( vector center,
vector orientation,
vector edgeLength,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects that are in choosen oriented bounding box (OBB).

Parameters
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Returns
bool, true if at least one object collided with OBB, false otherwise
Note
Object that doesn't have collision geometry will be ignored, as this only uses geometry
vector orientation = GetOrientation();
vector size = "10 4 8";
array<Object> excluded_objects = new array<Object>;
excluded_objects.Insert(this);
array<Object> nearby_objects = new array<Object>;
if(g_Game.IsBoxColliding( pos, orientation, size, excluded_objects, nearby_objects))
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}
vector GetOrientation()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
class array< Class T > PrintString
vector GetPosition()
Get the world position of the Effect.
Definition effect.c:473

◆ IsBoxCollidingGeometry()

proto native bool CGame::IsBoxCollidingGeometry ( vector center,
vector orientation,
vector edgeLength,
int iPrimaryType,
int iSecondaryType,
array< Object > excludeObjects,
array< Object > collidedObjects = NULL )
protected

Finds all objects with geometry iType that are in choosen oriented bounding box (OBB).

Parameters
centervector, center of OBB
orientationvector, direction (front vector), used for calculation of OBB rotation
edgeLengthvector, sizes of whole box
iPrimaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
iSecondaryTypeint, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), ObjIntersectNone(4)
excludeObjectsarray<Object>, objects that should be excluded from collision check
collidedObjectsarray<Object>, out parameter, objects that collided with OBB
Returns
bool, true if at least one object collided with OBB, false otherwise
vector orientation = GetOrientation();
vector size = "10 4 8";
array<Object> excluded_objects = new array<Object>;
excluded_objects.Insert(this);
array<Object> nearby_objects = new array<Object>;
if(g_Game.IsBoxCollidingGeometry( pos, orientation, size, ObjIntersectView, ObjIntersectGeom, excluded_objects, nearby_objects))
{
for (int i = 0, c = nearby_objects.Count(); i < c; ++i)
{
PrintString("object " + i.ToString());
}
}

◆ IsBoxCollidingGeometryProxy()

proto native bool CGame::IsBoxCollidingGeometryProxy ( notnull BoxCollidingParams params,
array< Object > excludeObjects,
array< ref BoxCollidingResult > collidedObjects = NULL )
protected

◆ IsClient()

proto native bool CGame::IsClient ( )
protected

◆ IsConnecting()

bool CGame::IsConnecting ( )
protected

Definition at line 3404 of file dayzgame.c.

◆ IsDebug()

proto native bool CGame::IsDebug ( )
protected

◆ IsDebugMonitor()

bool CGame::IsDebugMonitor ( )
protected

Definition at line 1152 of file game.c.

◆ IsDedicatedServer()

proto native bool CGame::IsDedicatedServer ( )
protected

Robust check which is preferred than the above, as it is valid much sooner.

Note
You may want to use #ifdef SERVER instead for slight performance gain...

◆ IsDigitalCopy()

bool CGame::IsDigitalCopy ( )
staticprotected

Definition at line 1136 of file game.c.

◆ IsFoodDecayEnabled()

bool CGame::IsFoodDecayEnabled ( )
protected

Definition at line 3845 of file dayzgame.c.

◆ IsInventoryOpen()

bool CGame::IsInventoryOpen ( )
protected

Definition at line 1553 of file game.c.

◆ IsKindOf()

bool CGame::IsKindOf ( string cfg_class_name,
string cfg_parent_name )
protected

Returns is class name inherited from parent class name.

Parameters
cfg_class_nameConfig Class name ("Animal_CervusElaphus")
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Returns
bool is class name inherited from parent class name
bool is_kind = g_Game.IsKindOf( "Animal_CervusElaphus", "DZ_LightAI");
>> 1
proto string ToString()

Definition at line 1412 of file game.c.

◆ IsLeftCtrlDown()

bool CGame::IsLeftCtrlDown ( )
protected

Definition at line 2798 of file dayzgame.c.

◆ IsLoading()

bool CGame::IsLoading ( )
protected

Definition at line 3410 of file dayzgame.c.

◆ IsMissionMainMenu()

bool CGame::IsMissionMainMenu ( )
protected

Returns true when current mission is Main Menu.

Definition at line 1563 of file game.c.

◆ IsMultiplayer()

proto native bool CGame::IsMultiplayer ( )
protected

◆ IsNewCharacter()

bool CGame::IsNewCharacter ( )
protected

Definition at line 3730 of file dayzgame.c.

◆ IsServer()

proto native bool CGame::IsServer ( )
protected

◆ IsSurfaceDigable()

bool CGame::IsSurfaceDigable ( string surface)
protected

Checks if the surface is digable.

Definition at line 1229 of file game.c.

◆ IsSurfaceFertile()

bool CGame::IsSurfaceFertile ( string surface)
protected

Checks if the surface is fertile.

Definition at line 1240 of file game.c.

◆ IsVisited()

bool CGame::IsVisited ( string ip,
int port )
protected

Definition at line 2648 of file dayzgame.c.

◆ IsWorldWetTempUpdateEnabled()

bool CGame::IsWorldWetTempUpdateEnabled ( )
protected

Definition at line 3840 of file dayzgame.c.

◆ JoinLaunch()

void CGame::JoinLaunch ( )
protected

Definition at line 2222 of file dayzgame.c.

◆ ListAvailableCharacters() [1/2]

override TStringArray CGame::ListAvailableCharacters ( )
protected

Definition at line 3464 of file dayzgame.c.

◆ ListAvailableCharacters() [2/2]

TStringArray CGame::ListAvailableCharacters ( )
protected

outputs array of all valid survivor class names

Definition at line 1551 of file game.c.

◆ LoadingHide()

void CGame::LoadingHide ( bool force = false)
protected

Definition at line 3430 of file dayzgame.c.

◆ LoadingShow()

void CGame::LoadingShow ( )
protected

Definition at line 3422 of file dayzgame.c.

◆ LoadProgressUpdate()

void CGame::LoadProgressUpdate ( int progressState,
float progress,
string title )
protected

Definition at line 2010 of file dayzgame.c.

◆ LoginTimeCountdown()

void CGame::LoginTimeCountdown ( )
protected

Definition at line 1910 of file dayzgame.c.

◆ LogoutRequestCancel()

proto native void CGame::LogoutRequestCancel ( )
protected

◆ LogoutRequestTime()

proto native void CGame::LogoutRequestTime ( )
protected

Logout methods.

◆ MainMenuLaunch()

void CGame::MainMenuLaunch ( )
protected

Definition at line 2272 of file dayzgame.c.

◆ MissionLaunch()

void CGame::MissionLaunch ( )
protected

Definition at line 2291 of file dayzgame.c.

◆ NightVissionLightParams()

proto native void CGame::NightVissionLightParams ( float lightIntensityMul,
float noiseIntensity )
protected

set night vission parameters (set to zero when to disable it)

Parameters
lightIntensityMulmultiplicator of lights intensity
noiseIntensityintensity of noise PP

◆ ObjectIsKindOf()

bool CGame::ObjectIsKindOf ( Object object,
string cfg_parent_name )
protected

Returns is object inherited from parent class name.

Parameters
objectObject
cfg_parent_nameParent Config Class name ("DZ_LightAI")
Returns
bool is object inherited from parent class name
bool is_kind = g_Game.IsKindOf( my_animal, "DZ_LightAI");
>> 1

Definition at line 1465 of file game.c.

◆ OnActivateMessage()

override void CGame::OnActivateMessage ( )
protected

Definition at line 2058 of file dayzgame.c.

◆ OnAfterCreate()

override void CGame::OnAfterCreate ( )
protected

Definition at line 2052 of file dayzgame.c.

◆ OnConnectivityStatChange()

bool CGame::OnConnectivityStatChange ( EConnectivityStatType type,
EConnectivityStatLevel newLevel,
EConnectivityStatLevel oldLevel )
protected

Definition at line 1761 of file dayzgame.c.

◆ OnDeactivateMessage()

override void CGame::OnDeactivateMessage ( )
protected

Definition at line 2064 of file dayzgame.c.

◆ OnDeviceReset()

override void CGame::OnDeviceReset ( )
protected

Definition at line 2941 of file dayzgame.c.

◆ OnInitialize()

override bool CGame::OnInitialize ( )
protected

Definition at line 2070 of file dayzgame.c.

◆ OnKeyPress()

override void CGame::OnKeyPress ( int key)
protected

Definition at line 2804 of file dayzgame.c.

◆ OnKeyRelease()

override void CGame::OnKeyRelease ( int key)
protected

Definition at line 2886 of file dayzgame.c.

◆ OnLoginTimeEvent()

void CGame::OnLoginTimeEvent ( int loginTime)
protected

Definition at line 1872 of file dayzgame.c.

◆ OnMouseButtonPress()

override void CGame::OnMouseButtonPress ( int button)
protected

Definition at line 2921 of file dayzgame.c.

◆ OnMouseButtonRelease()

override void CGame::OnMouseButtonRelease ( int button)
protected

Definition at line 2931 of file dayzgame.c.

◆ OnMPConnectionLostEvent()

void CGame::OnMPConnectionLostEvent ( int duration)
protected

Definition at line 1989 of file dayzgame.c.

◆ OnPostUpdate()

override void CGame::OnPostUpdate ( bool doSim,
float timeslice )
protected

Definition at line 3043 of file dayzgame.c.

◆ OnPreloadEvent()

void CGame::OnPreloadEvent ( vector pos)
protected

Definition at line 1955 of file dayzgame.c.

◆ OnProjectileStopped()

void CGame::OnProjectileStopped ( ProjectileStoppedInfo info)
protected

Definition at line 3528 of file dayzgame.c.

◆ OnProjectileStoppedInObject()

void CGame::OnProjectileStoppedInObject ( ObjectCollisionInfo info)
protected

Definition at line 3574 of file dayzgame.c.

◆ OnProjectileStoppedInTerrain()

void CGame::OnProjectileStoppedInTerrain ( TerrainCollisionInfo info)
protected

Definition at line 3549 of file dayzgame.c.

◆ OnRespawnEvent()

void CGame::OnRespawnEvent ( int time)
protected

Definition at line 1927 of file dayzgame.c.

◆ OnRPC()

override void CGame::OnRPC ( PlayerIdentity sender,
Object target,
int rpc_type,
ParamsReadContext ctx )
protected

Definition at line 3086 of file dayzgame.c.

◆ OnUpdate()

override void CGame::OnUpdate ( bool doSim,
float timeslice )
protected

Definition at line 2956 of file dayzgame.c.

◆ OpenURL()

proto native void CGame::OpenURL ( string url)
protected

◆ OverrideDOF()

proto native void CGame::OverrideDOF ( bool enable,
float focusDistance,
float focusLength,
float focusLengthNear,
float blur,
float focusDepthOffset )
protected

◆ OverrideInventoryLights()

proto native void CGame::OverrideInventoryLights ( vector diffuse,
vector ambient,
vector ground,
vector dir )
protected

override inventory light

Parameters
diffusedirectional light
ambientambient light
groundground light
dirdirection of light, Vector(0,0,1) is from camera

◆ PartyLaunch()

void CGame::PartyLaunch ( )
protected

Definition at line 2258 of file dayzgame.c.

◆ RefreshCurrentServerInfo()

void CGame::RefreshCurrentServerInfo ( )
protected

Definition at line 2655 of file dayzgame.c.

◆ RefreshMouseCursorVisibility()

void CGame::RefreshMouseCursorVisibility ( )
protected

Handles app active-ness

Fallback, just in-case

Definition at line 3902 of file dayzgame.c.

◆ RemoveVoiceNotification()

void CGame::RemoveVoiceNotification ( VONStopSpeakingEventParams vonStopParams)
protected

Definition at line 1832 of file dayzgame.c.

◆ ResetPPMask()

proto native void CGame::ResetPPMask ( )
protected

◆ RespawnPlayer()

proto native void CGame::RespawnPlayer ( )
protected

◆ RestartMission()

proto native void CGame::RestartMission ( )
protected

◆ SelectGamepad()

void CGame::SelectGamepad ( )
protected

Definition at line 2485 of file dayzgame.c.

◆ SelectUser()

void CGame::SelectUser ( int gamepad = -1)
protected

Definition at line 2338 of file dayzgame.c.

◆ ServerConfigGetInt()

proto native int CGame::ServerConfigGetInt ( string name)
protected

Server config parsing. Returns 0 if not found.

◆ SetConnecting()

void CGame::SetConnecting ( bool value)
protected

Returns true when connecting to server.

Definition at line 3399 of file dayzgame.c.

◆ SetDatabaseID()

void CGame::SetDatabaseID ( string id)
protected

Definition at line 2144 of file dayzgame.c.

◆ SetDebugMonitorEnabled()

void CGame::SetDebugMonitorEnabled ( int value)
protected

Definition at line 1147 of file game.c.

◆ SetEVUser()

proto native void CGame::SetEVUser ( float value)
protected

Sets custom camera camera EV. range: -50.0..50.0? //TODO.

◆ SetEVValue()

void CGame::SetEVValue ( float value)
protected

Definition at line 3809 of file dayzgame.c.

◆ SetHudBrightness()

void CGame::SetHudBrightness ( float value)
protected

Definition at line 3778 of file dayzgame.c.

◆ SetKeyboardHandle()

void CGame::SetKeyboardHandle ( UIScriptedMenu handler)
protected

Definition at line 3416 of file dayzgame.c.

◆ SetLoginTimerFinished()

proto native void CGame::SetLoginTimerFinished ( )
protected

◆ SetMainMenuWorld()

proto native void CGame::SetMainMenuWorld ( string world)
protected

◆ SetMouseCursorDesiredVisibility()

void CGame::SetMouseCursorDesiredVisibility ( bool visible)
protected

Definition at line 3871 of file dayzgame.c.

◆ SetNewCharacter()

void CGame::SetNewCharacter ( bool state)
protected

Definition at line 3725 of file dayzgame.c.

◆ SetPlayerGameName()

void CGame::SetPlayerGameName ( string name)
protected

Definition at line 3715 of file dayzgame.c.

◆ SetPreviousGamepad()

void CGame::SetPreviousGamepad ( int gamepad)
protected

Definition at line 2425 of file dayzgame.c.

◆ SetUserFOV()

void CGame::SetUserFOV ( float pFov)
protected

Definition at line 3735 of file dayzgame.c.

◆ ShouldShowControllerDisconnect()

bool CGame::ShouldShowControllerDisconnect ( )
protected

Definition at line 2201 of file dayzgame.c.

◆ StoreLoginDataPrepare()

void CGame::StoreLoginDataPrepare ( )
protected

Definition at line 1967 of file dayzgame.c.

◆ SurfaceGetNoiseMultiplier()

proto native float CGame::SurfaceGetNoiseMultiplier ( Object directHit,
vector pos,
int componentIndex )
protected

◆ SurfaceGetNormal()

proto native vector CGame::SurfaceGetNormal ( float x,
float z )
protected

◆ SurfaceGetSeaLevel()

proto native float CGame::SurfaceGetSeaLevel ( )
protected

◆ SurfaceGetSeaLevelMax()

proto native float CGame::SurfaceGetSeaLevelMax ( )
protected

◆ SurfaceGetSeaLevelMin()

proto native float CGame::SurfaceGetSeaLevelMin ( )
protected

◆ SurfaceGetSeaWaveCurrent()

proto native float CGame::SurfaceGetSeaWaveCurrent ( )
protected

Get current sea wave height.

◆ SurfaceGetSeaWaveMax()

proto native float CGame::SurfaceGetSeaWaveMax ( )
protected

Get max sea wave height.

◆ SurfaceGetType()

proto float CGame::SurfaceGetType ( float x,
float z,
out string type )
protected

Returns: Y position the surface was found.

◆ SurfaceGetType3D()

proto float CGame::SurfaceGetType3D ( float x,
float y,
float z,
out string type )
protected

Y input: Maximum Y to trace down from; Returns: Y position the surface was found.

◆ SurfaceIsPond()

proto native bool CGame::SurfaceIsPond ( float x,
float z )
protected

◆ SurfaceIsSea()

proto native bool CGame::SurfaceIsSea ( float x,
float z )
protected

◆ SurfaceRoadY()

proto native float CGame::SurfaceRoadY ( float x,
float z,
RoadSurfaceDetection rsd = RoadSurfaceDetection.LEGACY )
protected

◆ SurfaceRoadY3D()

proto native float CGame::SurfaceRoadY3D ( float x,
float y,
float z,
RoadSurfaceDetection rsd )
protected

◆ SurfaceUnderObject()

proto void CGame::SurfaceUnderObject ( notnull Object object,
out string type,
out int liquidType )
protected

◆ SurfaceUnderObjectByBone()

proto void CGame::SurfaceUnderObjectByBone ( notnull Object object,
int boneType,
out string type,
out int liquidType )
protected

◆ SurfaceUnderObjectByBoneCorrectedLiquid()

void CGame::SurfaceUnderObjectByBoneCorrectedLiquid ( notnull Object object,
int boneType,
out string type,
out int liquidType )
protected

Definition at line 1266 of file game.c.

◆ SurfaceUnderObjectCorrectedLiquid()

void CGame::SurfaceUnderObjectCorrectedLiquid ( notnull Object object,
out string type,
out int liquidType )
protected

Definition at line 1256 of file game.c.

◆ SurfaceUnderObjectEx()

proto void CGame::SurfaceUnderObjectEx ( notnull Object object,
out string type,
out string impact,
out int liquidType )
protected

◆ SurfaceUnderObjectExCorrectedLiquid()

void CGame::SurfaceUnderObjectExCorrectedLiquid ( notnull Object object,
out string type,
out string impact,
out int liquidType )
protected

Definition at line 1261 of file game.c.

◆ SurfaceY()

proto native float CGame::SurfaceY ( float x,
float z )
protected

◆ TryConnect()

void CGame::TryConnect ( )
protected

Definition at line 2550 of file dayzgame.c.

◆ UpdateInputDeviceDisconnectWarning()

void CGame::UpdateInputDeviceDisconnectWarning ( )
protected

Definition at line 2206 of file dayzgame.c.

◆ UpdateLoginQueue()

void CGame::UpdateLoginQueue ( float timeslice)
protected

Display login queue position dialog

manually update static login queue dialog

Definition at line 1838 of file dayzgame.c.

◆ UpdatePathgraphRegion()

proto native void CGame::UpdatePathgraphRegion ( vector regionMin,
vector regionMax )
protected

◆ UpdatePathgraphRegionByObject()

void CGame::UpdatePathgraphRegionByObject ( Object object)
protected

Definition at line 1272 of file game.c.

◆ UpdateVoiceLevel()

void CGame::UpdateVoiceLevel ( int level)
protected

Definition at line 3705 of file dayzgame.c.

Member Data Documentation

◆ ARROW_PIERCE_DEPTH

const float CGame::ARROW_PIERCE_DEPTH = 0.05
protected

Definition at line 3546 of file dayzgame.c.

◆ m_AutotestEnabled

bool CGame::m_AutotestEnabled
protected

Definition at line 899 of file dayzgame.c.

◆ m_BillboardSetHandler

ref BillboardSetHandler CGame::m_BillboardSetHandler
protected

Definition at line 893 of file dayzgame.c.

◆ m_ConnectAddress

string CGame::m_ConnectAddress
protected

Definition at line 2131 of file dayzgame.c.

◆ m_ConnectPassword

string CGame::m_ConnectPassword
protected

Definition at line 2134 of file dayzgame.c.

◆ m_ConnectPort

int CGame::m_ConnectPort
protected

Definition at line 2132 of file dayzgame.c.

◆ m_ConnectSteamQueryPort

int CGame::m_ConnectSteamQueryPort
protected

Definition at line 2133 of file dayzgame.c.

◆ m_DatabaseID

string CGame::m_DatabaseID
protected

Definition at line 2129 of file dayzgame.c.

◆ m_FirstConnect

bool CGame::m_FirstConnect = true
protected

Definition at line 910 of file dayzgame.c.

◆ m_GamepadDisconnectMenu

ref Widget CGame::m_GamepadDisconnectMenu
protected

Definition at line 2126 of file dayzgame.c.

◆ m_GameState

DayZGameState CGame::m_GameState
protected

Definition at line 907 of file dayzgame.c.

◆ m_IntroMenu

ref Widget CGame::m_IntroMenu
protected

Definition at line 2125 of file dayzgame.c.

◆ m_loading

ref LoadingScreen CGame::m_loading
protected

Definition at line 913 of file dayzgame.c.

◆ m_LoadState

DayZLoadState CGame::m_LoadState
protected

Definition at line 908 of file dayzgame.c.

◆ m_Notifications

ref NotificationUI CGame::m_Notifications
protected

Definition at line 909 of file dayzgame.c.

◆ m_PrevBlur

int CGame::m_PrevBlur
protected

Definition at line 2127 of file dayzgame.c.

◆ m_Visited

ref TStringArray CGame::m_Visited
protected

Definition at line 2137 of file dayzgame.c.

◆ MAX_VISITED

const int CGame::MAX_VISITED = 50
protected

Definition at line 2136 of file dayzgame.c.

◆ MISSION_STATE_FINNISH

const int CGame::MISSION_STATE_FINNISH = 2
protected

Definition at line 897 of file dayzgame.c.

◆ MISSION_STATE_GAME

const int CGame::MISSION_STATE_GAME = 1
protected

Definition at line 896 of file dayzgame.c.

◆ MISSION_STATE_MAINMENU

const int CGame::MISSION_STATE_MAINMENU = 0
protected

Definition at line 895 of file dayzgame.c.


The documentation for this class was generated from the following files: