DayZ 1.30
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◆ EntityAI()

void Entity::EntityAI ( )
inlineprivate

cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)

См. определение в файле 3_Game/DayZ/Entities/EntityAI.c строка 208

209 {
210 // Set up the Energy Manager
211 string type = GetType();
212 string param_access_energy_sys = "CfgVehicles " + type + " EnergyManager ";
213 bool is_electic_device = g_Game.ConfigIsExisting(param_access_energy_sys);
214
215 if (is_electic_device) // TO DO: Check if this instance is a hologram (advanced placement). If Yes, then do not create Energy Manager component.
216 {
218 RegisterNetSyncVariableBool("m_EM.m_IsSwichedOn");
219 RegisterNetSyncVariableBool("m_EM.m_CanWork");
220 RegisterNetSyncVariableBool("m_EM.m_IsPlugged");
221 RegisterNetSyncVariableInt("m_EM.m_EnergySourceNetworkIDLow");
222 RegisterNetSyncVariableInt("m_EM.m_EnergySourceNetworkIDHigh");
223 RegisterNetSyncVariableFloat("m_EM.m_Energy");
224 }
225
226 // Item preview index
227 RegisterNetSyncVariableInt( "m_ViewIndex", 0, 99 );
228 // Refresher signalization
229 RegisterNetSyncVariableBool("m_RefresherViable");
230
231 m_AttachmentsWithCargo = new array<EntityAI>();
232 m_AttachmentsWithAttachments = new array<EntityAI>();
233
237
238 m_HiddenSelectionsData = new HiddenSelectionsData( GetType() );
239
240 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(DeferredInit,34);
241
242 m_BloodInfectionChanceCached = new map<eAgents, float>();
243
245
247
248 if (g_Game.ConfigIsExisting("cfgVehicles" + " " + GetType() + " " + "Construction"))
250 }
eBleedingSourceType GetType()
DayZGame g_Game
Определения DayZGame.c:4074
ref array< EntityAI > m_AttachmentsWithCargo
proto native void RegisterNetSyncVariableFloat(string variableName, float minValue=0, float maxValue=0, int precision=1)
registers float variable synchronized over network
ref map< eAgents, float > m_BloodInfectionChanceCached
ref array< EntityAI > m_AttachmentsWithAttachments
void InitDamageZoneMapping()
Initializes script-side map of damage zones and their components (named selections in models)
proto native void RegisterNetSyncVariableBool(string variableName)
registers bool variable synchronized over network
void ConstructionInit()
ref HiddenSelectionsData m_HiddenSelectionsData
void SetActionAnimOverrides()
proto native void RegisterNetSyncVariableInt(string variableName, int minValue=0, int maxValue=0)
registers int variable synchronized over network
void InitItemVariables()
void InitDamageZoneDisplayNameMapping()
Initialize map of damage zone display names for more optimized retrieval.
Component CreateComponent(int comp_type, string extended_class_name="")
CreateComponent.
void InitializeInstanceAttachmentGroupsData()
Override on children to create the desired data class subtype.
void DeferredInit()
const int COMP_TYPE_ENERGY_MANAGER
Определения Component.c:9
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, COMP_TYPE_ENERGY_MANAGER, ConstructionInit(), CreateComponent(), DeferredInit(), g_Game, GetType(), InitDamageZoneDisplayNameMapping(), InitDamageZoneMapping(), InitializeInstanceAttachmentGroupsData(), InitItemVariables(), m_AttachmentsWithAttachments, m_AttachmentsWithCargo, m_BloodInfectionChanceCached, m_HiddenSelectionsData, RegisterNetSyncVariableBool(), RegisterNetSyncVariableFloat(), RegisterNetSyncVariableInt() и SetActionAnimOverrides().

Используется в AreChildrenAccessible(), CanBeCombined(), CanBeIgnitedBy(), CanBeSkinnedWith(), CanBeTargetedByAI(), CanCombineAttachment(), CanDetachAttachment(), CanDisplayAttachmentCargo(), CanDropEntity(), CanIgniteItem(), CanLoadAttachment(), CanLoadItemIntoCargo(), CanPutAsAttachment(), CanPutInCargo(), CanPutIntoHands(), CanReceiveAttachment(), CanReceiveItemIntoCargo(), CanReceiveItemIntoHands(), CanReleaseAttachment(), CanReleaseCargo(), CanReleaseFromHands(), CanRemoveFromCargo(), CanRemoveFromHands(), CanSaveItemInHands(), CanSwapEntities(), CanSwapItemInCargo(), CanSwitchDuringAttach(), CheckAttachmentReceiveExclusion(), ClearExclusionValueRecursive(), CombineItemsClient(), CombineItemsEx(), DeathUpdate(), EECargoIn(), EECargoMove(), EECargoOut(), EEDelete(), EEHealthLevelChanged(), EEHitBy(), EEHitByRemote(), EEInit(), EEInventoryIn(), EEInventoryOut(), EEItemAttached(), EEItemDetached(), EEItemIntoHands(), EEItemLocationChanged(), EEItemOutOfHands(), EEOnAfterLoad(), EEParentedFrom(), EEParentedTo(), FindAttachmentBySlotName(), GetAttachmentByConfigTypeName(), GetAttachmentByType(), GetHierarchyParent(), GetHierarchyRoot(), GetPairDevice(), InitTemperature(), IsExclusionFlagPresentRecursive(), IsLockedInSlot(), IsTargetIgnitionSuccessful(), IsThisIgnitionSuccessful(), LocalDropEntity(), LocalTakeEntityAsAttachment(), LocalTakeEntityAsAttachmentEx(), LocalTakeEntityToCargo(), LocalTakeEntityToCargoEx(), LocalTakeEntityToInventory(), LocalTakeEntityToTargetAttachment(), LocalTakeEntityToTargetAttachmentEx(), LocalTakeEntityToTargetCargo(), LocalTakeEntityToTargetCargoEx(), LocalTakeEntityToTargetInventory(), NotifyPlayerInventoryLoadChanged(), NotifyPlayerLoadChanged(), OnAttachmentRuined(), OnIgnitedTarget(), OnIgnitedTargetFailed(), OnIgnitedThis(), OnIgnitedThisFailed(), OnIsPlugged(), OnIsUnplugged(), OnItemLocationChanged(), OnMovedInsideCargo(), OnMovedWithinCargo(), OnOwnSocketReleased(), OnOwnSocketTaken(), OnRemovedFromCargo(), OnStoreSave(), OnVariablesSynchronized(), OnWasAttached(), OnWasDetached(), PairRemote(), PredictiveDropEntity(), PredictiveTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachmentEx(), PredictiveTakeEntityToCargo(), PredictiveTakeEntityToCargoEx(), PredictiveTakeEntityToInventory(), PredictiveTakeEntityToTargetAttachment(), PredictiveTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetCargo(), PredictiveTakeEntityToTargetCargoEx(), PredictiveTakeEntityToTargetInventory(), ProcessMeleeItemDamage(), ProcessVariables(), PropagateExclusionValueRecursive(), ServerDropEntity(), ServerTakeEntityAsAttachment(), ServerTakeEntityAsAttachmentEx(), ServerTakeEntityToCargo(), ServerTakeEntityToInventory(), ServerTakeEntityToTargetAttachment(), ServerTakeEntityToTargetAttachmentEx(), ServerTakeEntityToTargetCargo(), ServerTakeEntityToTargetCargoEx(), ServerTakeEntityToTargetInventory(), SetInvisibleRecursive(), SpawnEntityOnGround(), SpawnEntityOnGroundPos(), SpawnInInventoryOrGroundPos(), SplitIntoStackMaxClient(), SplitIntoStackMaxEx() и SwitchItemSelectionTexture().