DayZ 1.27
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◆ OnCommandHandlerTick()

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

См. определение в файле PlayerBase.c строка 2718

2719 {
2720 if (!IsAlive())
2721 {
2722 if (!m_DeathSyncSent && m_KillerData)
2723 {
2724 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2725 m_DeathSyncSent = true;
2726 }
2727 return;
2728 }
2730 m_DebugMonitorValues.OnScheduledTick(delta_time);
2731 if (GetSymptomManager())
2732 GetSymptomManager().OnTick(delta_time, pCurrentCommandID, m_MovementState);//needs to stay in command handler tick as it's playing animations
2733 //if (GetBleedingManagerServer()) GetBleedingManagerServer().OnTick(delta_time);
2734
2736 if (instType == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
2737 {
2738 if (m_PlayerSoundEventHandler)
2739 m_PlayerSoundEventHandler.OnTick(delta_time);
2740
2742 {
2743 m_EffectWidgets.RemoveActiveEffects(m_ProcessRemoveEffectWidgets);
2744 }
2745
2747 {
2749 }
2750
2752
2755
2756 #ifdef DIAG_DEVELOPER
2757 if (m_WeaponDebug)
2758 {
2759 m_WeaponDebug.OnCommandHandlerUpdate();
2760 }
2761 #endif
2762
2763 m_ProcessAddEffectWidgets.Clear(); //clears array for remotes as well
2764 m_ProcessRemoveEffectWidgets.Clear(); //clears array for remotes as well
2765 }
2766
2767 m_AnimCommandStarting = HumanMoveCommandID.None;
2768
2769 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2771
2772 if (m_ProcessResetADS)
2774 }
ref HumanMovementState m_MovementState
movement state
Определения DayZPlayerCamera3rdPerson.c:324
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2665
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:293
void ProcessADSSyncResetRequest()
Определения PlayerBase.c:2505
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:9229
int m_AnimCommandStarting
Определения PlayerBase.c:26
bool m_ContaminatedAreaEffectEnabled
Определения PlayerBase.c:159
void ContaminatedParticleAdjustment()
Определения PlayerBase.c:9189
void UpdateMovementInertia()
Update movement inertia based on stamina available.
Определения PlayerBase.c:2777
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().