DayZ 1.27
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◆ OnStoreSave()

void Entity::OnStoreSave ( ParamsWriteContext ctx)
inlineprotected

Engine calls this function to collect data from entity to store for persistence (on server side).

{
// dont forget to propagate this call trough class hierarchy!
super.OnStoreSave(ctx);
// write any data (using params) you want to store
int a = 5;
float b = 6.0;
ctx.Write(a);
ctx.Write(b);
}
void OnStoreSave(ParamsWriteContext ctx)
Engine calls this function to collect data from entity to store for persistence (on server side).
Определения EntityAI.c:2876
proto bool Write(void value_out)
Serializer ParamsWriteContext
Определения gameplay.c:16

См. определение в файле EntityAI.c строка 2876

2877 {
2878 // Saving of energy related states
2879 if ( m_EM )
2880 {
2881 // Save energy amount
2882 ctx.Write( m_EM.GetEnergy() );
2883
2884 // Save passive/active state
2885 ctx.Write( m_EM.IsPassive() );
2886
2887 // Save ON/OFF state
2888 ctx.Write( m_EM.IsSwitchedOn() );
2889
2890 // Save plugged/unplugged state
2891 ctx.Write( m_EM.IsPlugged() );
2892
2893 // ENERGY SOURCE
2894 // Save energy source IDs
2895 EntityAI energy_source = m_EM.GetEnergySource();
2896 int b1 = 0;
2897 int b2 = 0;
2898 int b3 = 0;
2899 int b4 = 0;
2900
2901 if (energy_source)
2902 {
2903 energy_source.GetPersistentID(b1, b2, b3, b4);
2904 }
2905
2906 ctx.Write( b1 ); // Save energy source block 1
2907 ctx.Write( b2 ); // Save energy source block 2
2908 ctx.Write( b3 ); // Save energy source block 3
2909 ctx.Write( b4 ); // Save energy source block 4
2910 }
2911
2912 // variable management system
2913 SaveVariables(ctx);
2914 }
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
Определения EntityAI.c:202
ComponentEnergyManager m_EM
Определения EntityAI.c:306
void SaveVariables(ParamsWriteContext ctx)
Определения EntityAI.c:3112

Перекрестные ссылки EntityAI(), m_EM, SaveVariables() и Serializer::Write().