DayZ 1.29
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◆ OnCommandHandlerTick()

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

См. определение в файле PlayerBase.c строка 2836

2837 {
2838 if (!IsAlive())
2839 {
2840 if (!m_DeathSyncSent && m_KillerData)
2841 {
2842 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2843 m_DeathSyncSent = true;
2844 }
2845 return;
2846 }
2848 m_DebugMonitorValues.OnScheduledTick(delta_time);
2849 if (GetSymptomManager())
2850 GetSymptomManager().OnTick(delta_time, pCurrentCommandID, m_MovementState);//needs to stay in command handler tick as it's playing animations
2851 //if (GetBleedingManagerServer()) GetBleedingManagerServer().OnTick(delta_time);
2852
2854 if (instType == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
2855 {
2856 if (m_PlayerSoundEventHandler)
2857 m_PlayerSoundEventHandler.OnTick(delta_time);
2858
2860 {
2861 m_EffectWidgets.RemoveActiveEffects(m_ProcessRemoveEffectWidgets);
2862 }
2863
2865 {
2867 }
2868
2870
2873
2874 #ifdef DIAG_DEVELOPER
2875 if (m_WeaponDebug)
2876 {
2877 m_WeaponDebug.OnCommandHandlerUpdate();
2878 }
2879 #endif
2880
2881 m_ProcessAddEffectWidgets.Clear(); //clears array for remotes as well
2882 m_ProcessRemoveEffectWidgets.Clear(); //clears array for remotes as well
2883 }
2884
2885 m_AnimCommandStarting = HumanMoveCommandID.None;
2886
2887 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2889
2890 if (m_ProcessResetADS)
2892 }
ref HumanMovementState m_MovementState
movement state
Определения DayZPlayerCamera3rdPerson.c:324
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2783
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:340
void ProcessADSSyncResetRequest()
Определения PlayerBase.c:2625
ref array< int > m_ProcessAddEffectWidgets
Определения PlayerBase.c:339
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
Определения PlayerBase.c:338
ref DebugMonitorValues m_DebugMonitorValues
Определения PlayerBase.c:103
void HandleGlassesEffect()
Определения PlayerBase.c:9577
int m_AnimCommandStarting
Определения PlayerBase.c:74
bool m_ContaminatedAreaEffectEnabled
Определения PlayerBase.c:206
void ContaminatedParticleAdjustment()
Определения PlayerBase.c:9537
void UpdateMovementInertia()
Update movement inertia based on stamina available.
Определения PlayerBase.c:2895
void OnTick(float deltatime, int pCurrentCommandID, HumanMovementState movement_state)
Определения StateManager.c:224
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1071
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().