DayZ 1.27
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◆ CGame()

void CGame::CGame ( )
inlineprivate

См. определение в файле Game.c строка 34

35 {
36 Math.Randomize(-1);
37
38 LogManager.Init();
39
40 m_ParamCache = new array<ref Param>;
41 m_ParamCache.Insert(null);
42
43 //analytics
44 m_AnalyticsManagerServer = new AnalyticsManagerServer;
45 m_AnalyticsManagerClient = new AnalyticsManagerClient;
46
47 //m_CharacterData = new MenuCharacrerData;
48
49 // actual script version - increase by one when you make changes
51
52 #ifdef DIAG_DEVELOPER
53 m_EnergyManagerArray = new array<ComponentEnergyManager>;
54 #endif
55
56 if (!IsDedicatedServer())
57 {
58 SEffectManager.Init();
59 AmmoEffects.Init();
60 VONManager.Init();
61 if (!IsMultiplayer())
62 {
63 SEffectManager.InitServer();
64 }
65 }
66 else
67 {
68 SEffectManager.InitServer();
69 }
70 }
static int GAME_STORAGE_VERSION
Определения Game.c:5
proto native bool IsMultiplayer()
ref array< ref Param > m_ParamCache
Определения Game.c:15
proto native void StorageVersion(int iVersion)
Set actual storage version - for next save.
proto native bool IsDedicatedServer()
Robust check which is preferred than the above, as it is valid much sooner.
ref AnalyticsManagerServer m_AnalyticsManagerServer
Определения Game.c:18
ref AnalyticsManagerClient m_AnalyticsManagerClient
Определения Game.c:19

Перекрестные ссылки GAME_STORAGE_VERSION, AmmoEffects::Init(), LogManager::Init(), SEffectManager::Init(), VONManager::Init(), SEffectManager::InitServer(), IsDedicatedServer(), IsMultiplayer(), m_AnalyticsManagerClient, m_AnalyticsManagerServer, m_ParamCache, Math::Randomize() и StorageVersion().