DayZ 1.30
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◆ OnCommandHandlerTick()

void ManBase::OnCommandHandlerTick ( float delta_time,
int pCurrentCommandID )
inlineprotected

См. определение в файле PlayerBase.c строка 3038

3039 {
3040 if (!IsAlive())
3041 {
3042 if (!m_DeathSyncSent && m_KillerData)
3043 {
3044 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
3045 m_DeathSyncSent = true;
3046 }
3047 return;
3048 }
3050 m_DebugMonitorValues.OnScheduledTick(delta_time);
3051 if (GetSymptomManager())
3052 GetSymptomManager().OnTick(delta_time, pCurrentCommandID, m_MovementState);//needs to stay in command handler tick as it's playing animations
3053 //if (GetBleedingManagerServer()) GetBleedingManagerServer().OnTick(delta_time);
3054
3056 if (instType == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
3057 {
3058 if (m_PlayerSoundEventHandler)
3059 m_PlayerSoundEventHandler.OnTick(delta_time);
3060
3062 {
3063 m_EffectWidgets.RemoveActiveEffects(m_ProcessRemoveEffectWidgets);
3064 }
3065
3067 {
3069 }
3070
3072
3075
3076 #ifdef DIAG_DEVELOPER
3077 if (m_WeaponDebug)
3078 {
3079 m_WeaponDebug.OnCommandHandlerUpdate();
3080 }
3081 #endif
3082
3083 m_ProcessAddEffectWidgets.Clear(); //clears array for remotes as well
3084 m_ProcessRemoveEffectWidgets.Clear(); //clears array for remotes as well
3085 }
3086
3087 m_AnimCommandStarting = HumanMoveCommandID.None;
3088
3089 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
3091
3092 if (m_ProcessResetADS)
3094 }
ref HumanMovementState m_MovementState
movement state
Определения DayZPlayerCamera3rdPerson.c:324
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2983
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:344
void ProcessADSSyncResetRequest()
Определения PlayerBase.c:2809
ref array< int > m_ProcessAddEffectWidgets
Определения PlayerBase.c:343
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
Определения PlayerBase.c:342
ref DebugMonitorValues m_DebugMonitorValues
Определения PlayerBase.c:103
void HandleGlassesEffect()
Определения PlayerBase.c:9930
int m_AnimCommandStarting
Определения PlayerBase.c:74
bool m_ContaminatedAreaEffectEnabled
Определения PlayerBase.c:205
void ContaminatedParticleAdjustment()
Определения PlayerBase.c:9890
void UpdateMovementInertia()
Update movement inertia based on stamina available.
Определения PlayerBase.c:3097
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1084
proto native DayZPlayerInstanceType GetInstanceType()

Перекрестные ссылки ContaminatedParticleAdjustment(), CfgGameplayHandler::GetAllowStaminaAffectInertia(), GetInstanceType(), GetSymptomManager(), HandleGlassesEffect(), m_AnimCommandStarting, m_ContaminatedAreaEffectEnabled, m_DebugMonitorValues, m_EffectWidgets, m_MovementState, m_ProcessAddEffectWidgets, m_ProcessRemoveEffectWidgets, ProcessADSSyncResetRequest(), SyncEvents::SendEntityKilled() и UpdateMovementInertia().

Используется в CommandHandler().