DayZ 1.28
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SyncPlayerList.c
См. документацию.
2{
4
6 {
7 if (GetGame().IsServer())
8 {
10
12 GetGame().GetPlayerIndentities(identities);
13
14 foreach (auto identity : identities)
15 {
16 SyncPlayer sync_player = new SyncPlayer;
17 sync_player.m_Identity = identity;
18 sync_player.m_UID = identity.GetPlainId();
19 sync_player.m_PlayerName = identity.GetPlainName();
20 m_PlayerList.Insert(sync_player);
21 }
22 }
23 }
24
26 {
27 SyncPlayerList new_list = new SyncPlayerList;
29
30 if (!a && b && b.m_PlayerList)
31 {
32 foreach (SyncPlayer player3 : b.m_PlayerList)
33 {
34 new_list.m_PlayerList.Insert(player3);
35 }
36 }
37 else if (a && a.m_PlayerList && !b)
38 {
39 foreach (SyncPlayer player4 : a.m_PlayerList)
40 {
41 new_list.m_PlayerList.Insert(player4);
42 }
43 }
44 else if (a && a.m_PlayerList && b && b.m_PlayerList)
45 {
48
49 foreach (SyncPlayer player : array_b)
50 {
51 bool found = false;
52 foreach (SyncPlayer player2 : array_a)
53 {
54 if (player.m_UID == player2.m_UID)
55 {
56 found = true;
57 break;
58 }
59 }
60
61 if (!found)
62 {
63 new_list.m_PlayerList.Insert(player);
64 }
65 }
66 }
67 return new_list;
68 }
69}
proto native void GetPlayerIndentities(out array< PlayerIdentity > identities)
string m_PlayerName
Определения SyncPlayer.c:11
PlayerIdentity m_Identity
Определения SyncPlayer.c:3
string m_UID
Keeping for backwards compatability with mods.
Определения SyncPlayer.c:8
Определения SyncPlayer.c:2
void CreatePlayerList()
Определения SyncPlayerList.c:5
ref array< ref SyncPlayer > m_PlayerList
Определения SyncPlayerList.c:3
static SyncPlayerList Compare(SyncPlayerList a, SyncPlayerList b)
Определения SyncPlayerList.c:25
Определения SyncPlayerList.c:2
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()