DayZ 1.28
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◆ OnVariablesSynchronized()

override void ManBase::OnVariablesSynchronized ( )
inlineprotected

Remotely Activated Item Behaviour refresh on item is in hands

См. определение в файле PlayerBase.c строка 5717

5718 {
5719 super.OnVariablesSynchronized();
5720 if (m_ModuleLifespan)
5721 {
5723
5724 if (m_LifespanLevelLocal != m_LifeSpanState) //client solution, lifespan level changed
5725 {
5728 }
5729 }
5730
5733 {
5734 GetBleedingManagerRemote().OnVariablesSynchronized(GetBleedingBits());
5735 }
5736
5737 if (m_CorpseStateLocal != m_CorpseState && (IsPlayerLoaded() || IsControlledPlayer()))
5738 {
5740 }
5741
5743 {
5744 RefreshHandAnimationState(396); //mean animation blend time
5746 }
5748 {
5750 {
5752 }
5753 else
5754 {
5756 }
5758 }
5759
5760 //-------MODIFIERS START--------
5762 {
5763 int diff = (m_SyncedModifiers & ~m_SyncedModifiersPrev) | (~m_SyncedModifiers & m_SyncedModifiersPrev);//XOR gets us a mask for modifiers that changed by either deactivating, or activating
5764
5765 if (eModifierSyncIDs.MODIFIER_SYNC_DROWNING & diff)//has this modifier's status as active/inactive changed ?
5766 {
5767 if (eModifierSyncIDs.MODIFIER_SYNC_DROWNING & m_SyncedModifiers)//is this modifier currently active ? if so, it means it's been just activated
5768 {
5769 SetDrowning(true);
5770 }
5771 else
5772 {
5773 SetDrowning(false);
5774 }
5775
5776 }
5777
5779 }
5780 //-------MODIFIERS END--------
5781
5783
5785 ItemBase itemHands = GetItemInHands();
5786 if (itemHands)
5787 {
5788 RemotelyActivatedItemBehaviour raib = itemHands.GetRemotelyActivatedItemBehaviour();
5789 if (raib)
5791 }
5792
5793 //restrain events
5795 {
5798 }
5799
5801 {
5804 }
5805 }
class GP5GasMask extends MaskBase ItemBase
eModifierSyncIDs
Определения ModifiersManager.c:3
void UpdateCorpseState()
Определения PlayerBase.c:5688
void UpdateHairSelectionVisibility(bool was_debug=false)
Определения PlayerBase.c:8760
void RefreshHandAnimationState(int delay=0)
Определения PlayerBase.c:4457
int m_SyncedModifiersPrev
Определения PlayerBase.c:271
int m_BloodType
Определения PlayerBase.c:7
bool m_InsideEffectAreaPrev
Определения PlayerBase.c:165
bool m_IsRestrained
Определения PlayerBase.c:111
bool m_IsRestrainStarted
Определения PlayerBase.c:113
void HandleBrokenLegsSync()
Определения PlayerBase.c:5813
bool m_IsRestrainStartedLocal
Определения PlayerBase.c:114
int m_RefreshAnimStateIdx
Определения PlayerBase.c:22
void OnPlayerIsNowInsideEffectAreaEndClient()
Определения PlayerBase.c:804
bool IsPlayerLoaded()
Определения PlayerBase.c:8365
int GetBleedingBits()
Определения PlayerBase.c:919
bool m_HasBloodTypeVisible
Определения PlayerBase.c:8
void OnPlayerIsNowInsideEffectAreaBeginClient()
Определения PlayerBase.c:799
BleedingSourcesManagerRemote GetBleedingManagerRemote()
Определения PlayerBase.c:2658
int m_LifeSpanState
Определения PlayerBase.c:5
ItemBase GetItemInHands()
Определения PlayerBase.c:6202
void SetDrowning(bool enable)
Определения PlayerBase.c:2434
int m_LifespanLevelLocal
Определения PlayerBase.c:25
void CheckSoundEvent()
Определения PlayerBase.c:7400
PluginLifespan m_ModuleLifespan
Определения PlayerBase.c:31
void OnRestrainChangeClient()
Определения PlayerBase.c:1926
int m_HasBloodyHandsVisible
Определения PlayerBase.c:11
bool m_InsideEffectArea
Определения PlayerBase.c:164
bool m_IsRestrainedLocal
Определения PlayerBase.c:112
int m_LocalRefreshAnimStateIdx
Определения PlayerBase.c:21
int m_CorpseState
Определения PlayerBase.c:101
int m_CorpseStateLocal
Определения PlayerBase.c:102
void OnRestrainStartedChangeClient()
Определения PlayerBase.c:1915
int m_SyncedModifiers
Определения PlayerBase.c:270

Перекрестные ссылки CheckSoundEvent(), GetBleedingBits(), GetBleedingManagerRemote(), GetItemInHands(), HandleBrokenLegsSync(), IsPlayerLoaded(), m_BloodType, m_CorpseState, m_CorpseStateLocal, m_HasBloodTypeVisible, m_HasBloodyHandsVisible, m_InsideEffectArea, m_InsideEffectAreaPrev, m_IsRestrained, m_IsRestrainedLocal, m_IsRestrainStarted, m_IsRestrainStartedLocal, m_LifespanLevelLocal, m_LifeSpanState, m_LocalRefreshAnimStateIdx, m_ModuleLifespan, m_RefreshAnimStateIdx, m_SyncedModifiers, m_SyncedModifiersPrev, OnPlayerIsNowInsideEffectAreaBeginClient(), OnPlayerIsNowInsideEffectAreaEndClient(), OnRestrainChangeClient(), OnRestrainStartedChangeClient(), RemotelyActivatedItemBehaviour::OnVariableSynchronized(), RefreshHandAnimationState(), SetDrowning(), UpdateCorpseState() и UpdateHairSelectionVisibility().