DayZ 1.28
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◆ OnCommandHandlerTick()

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

См. определение в файле PlayerBase.c строка 2716

2717 {
2718 if (!IsAlive())
2719 {
2720 if (!m_DeathSyncSent && m_KillerData)
2721 {
2722 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2723 m_DeathSyncSent = true;
2724 }
2725 return;
2726 }
2728 m_DebugMonitorValues.OnScheduledTick(delta_time);
2729 if (GetSymptomManager())
2730 GetSymptomManager().OnTick(delta_time, pCurrentCommandID, m_MovementState);//needs to stay in command handler tick as it's playing animations
2731 //if (GetBleedingManagerServer()) GetBleedingManagerServer().OnTick(delta_time);
2732
2734 if (instType == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
2735 {
2736 if (m_PlayerSoundEventHandler)
2737 m_PlayerSoundEventHandler.OnTick(delta_time);
2738
2740 {
2741 m_EffectWidgets.RemoveActiveEffects(m_ProcessRemoveEffectWidgets);
2742 }
2743
2745 {
2747 }
2748
2750
2753
2754 #ifdef DIAG_DEVELOPER
2755 if (m_WeaponDebug)
2756 {
2757 m_WeaponDebug.OnCommandHandlerUpdate();
2758 }
2759 #endif
2760
2761 m_ProcessAddEffectWidgets.Clear(); //clears array for remotes as well
2762 m_ProcessRemoveEffectWidgets.Clear(); //clears array for remotes as well
2763 }
2764
2765 m_AnimCommandStarting = HumanMoveCommandID.None;
2766
2767 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2769
2770 if (m_ProcessResetADS)
2772 }
ref HumanMovementState m_MovementState
movement state
Определения DayZPlayerCamera3rdPerson.c:324
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2663
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:293
void ProcessADSSyncResetRequest()
Определения PlayerBase.c:2496
ref array< int > m_ProcessAddEffectWidgets
Определения PlayerBase.c:292
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
Определения PlayerBase.c:291
ref DebugMonitorValues m_DebugMonitorValues
Определения PlayerBase.c:56
void HandleGlassesEffect()
Определения PlayerBase.c:9327
int m_AnimCommandStarting
Определения PlayerBase.c:26
bool m_ContaminatedAreaEffectEnabled
Определения PlayerBase.c:159
void ContaminatedParticleAdjustment()
Определения PlayerBase.c:9287
void UpdateMovementInertia()
Update movement inertia based on stamina available.
Определения PlayerBase.c:2775
void OnTick(float deltatime, int pCurrentCommandID, HumanMovementState movement_state)
Определения StateManager.c:224
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1068
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().