DayZ 1.28
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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 3_Game/Entities/EntityAI.c:2878
proto bool Write(void value_out)
Serializer ParamsWriteContext
Определения gameplay.c:16

См. определение в файле 3_Game/Entities/EntityAI.c строка 2878

2879 {
2880 // Saving of energy related states
2881 if ( m_EM )
2882 {
2883 // Save energy amount
2884 ctx.Write( m_EM.GetEnergy() );
2885
2886 // Save passive/active state
2887 ctx.Write( m_EM.IsPassive() );
2888
2889 // Save ON/OFF state
2890 ctx.Write( m_EM.IsSwitchedOn() );
2891
2892 // Save plugged/unplugged state
2893 ctx.Write( m_EM.IsPlugged() );
2894
2895 // ENERGY SOURCE
2896 // Save energy source IDs
2897 EntityAI energy_source = m_EM.GetEnergySource();
2898 int b1 = 0;
2899 int b2 = 0;
2900 int b3 = 0;
2901 int b4 = 0;
2902
2903 if (energy_source)
2904 {
2905 energy_source.GetPersistentID(b1, b2, b3, b4);
2906 }
2907
2908 ctx.Write( b1 ); // Save energy source block 1
2909 ctx.Write( b2 ); // Save energy source block 2
2910 ctx.Write( b3 ); // Save energy source block 3
2911 ctx.Write( b4 ); // Save energy source block 4
2912 }
2913
2914 // variable management system
2915 SaveVariables(ctx);
2916 }
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
Определения 3_Game/Entities/EntityAI.c:202
ComponentEnergyManager m_EM
Определения 3_Game/Entities/EntityAI.c:306
void SaveVariables(ParamsWriteContext ctx)
Определения 3_Game/Entities/EntityAI.c:3114

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