DayZ 1.29
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◆ OnSyncJuncture()

override void ManBase::OnSyncJuncture ( int pJunctureID,
ParamsReadContext pCtx )
inlineprotected

SyncJunctures

См. определение в файле PlayerBase.c строка 8124

8125 {
8126 super.OnSyncJuncture(pJunctureID, pCtx);
8127
8128 switch(pJunctureID)
8129 {
8130 case DayZPlayerSyncJunctures.SJ_INJURY:
8132 bool enable;
8133 DayZPlayerSyncJunctures.ReadInjuryParams(pCtx, enable, level);
8134 m_InjuryHandler.SetInjuryCommandParams(enable, level);
8135 break;
8136 case DayZPlayerSyncJunctures.SJ_PLAYER_STATES:
8138 break;
8139 case DayZPlayerSyncJunctures.SJ_QUICKBAR_SET_SHORTCUT:
8141 break;
8142 case DayZPlayerSyncJunctures.SJ_INVENTORY:
8143 GetInventory().OnInventoryJunctureFromServer(pCtx);
8144 break;
8145 case DayZPlayerSyncJunctures.SJ_INVENTORY_FAILURE:
8146 GetInventory().OnInventoryJunctureFailureFromServer(pCtx);
8147 break;
8148 case DayZPlayerSyncJunctures.SJ_ACTION_INTERRUPT:
8149 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_ACCEPT:
8150 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_REJECT:
8151 m_ActionManager.OnSyncJuncture(pJunctureID,pCtx);
8152 break;
8153 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT:
8154 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT:
8155 case DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE:
8156 m_WeaponManager.OnSyncJuncture(pJunctureID,pCtx);
8157 break;
8158 case DayZPlayerSyncJunctures.SJ_UNCONSCIOUSNESS:
8159 DayZPlayerSyncJunctures.ReadPlayerUnconsciousnessParams(pCtx, m_ShouldBeUnconscious);
8160 break;
8161 case DayZPlayerSyncJunctures.SJ_PLAYER_ADD_MODIFIER:
8163 break;
8164 case DayZPlayerSyncJunctures.SJ_KURU_REQUEST:
8165 float amount;
8166 if (DayZPlayerSyncJunctures.ReadKuruRequest(pCtx, amount))
8167 {
8168 if (GetAimingModel() && IsFireWeaponRaised())
8169 {
8170 GetAimingModel().RequestKuruShake(amount);
8171 }
8172 }
8173 break;
8174 case DayZPlayerSyncJunctures.SJ_GESTURE_REQUEST :
8175 m_EmoteManager.OnSyncJuncture(pJunctureID, pCtx);
8176 break;
8177 case DayZPlayerSyncJunctures.SJ_WEAPON_LIFT: // Obsolete
8178 SetLiftWeapon(pJunctureID, pCtx);
8179 break;
8180 case DayZPlayerSyncJunctures.SJ_ADS_RESET:
8181 m_ResetADS = true;
8182 break;
8183 case DayZPlayerSyncJunctures.SJ_DELETE_ITEM:
8184 SetToDelete(pCtx);
8185 break;
8186 case DayZPlayerSyncJunctures.SJ_BROKEN_LEGS:
8188 DayZPlayerSyncJunctures.ReadBrokenLegsParamsEx(pCtx, m_BrokenLegState);
8189 break;
8190 case DayZPlayerSyncJunctures.SJ_SHOCK :
8191 DayZPlayerSyncJunctures.ReadShockParams(pCtx, m_CurrentShock);
8192 break;
8193 case DayZPlayerSyncJunctures.SJ_STAMINA:
8194 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
8195 break;
8196 case DayZPlayerSyncJunctures.SJ_STAMINA_MISC:
8197 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
8198 break;
8199 #ifdef DEVELOPER
8200 case DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE:
8201 EntityAI vehicle;
8202 DayZPlayerSyncJunctures.ReadGetInVehicleParams(pCtx, vehicle);
8203 SetGetInVehicleDebug(vehicle);
8204 break;
8205 #endif
8206 }
8207 }
class LogManager EntityAI
eInjuryHandlerLevels
Определения InjuryHandler.c:19
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2783
int m_BrokenLegState
Определения PlayerBase.c:192
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Определения PlayerBase.c:2237
bool m_BrokenLegsJunctureReceived
Определения PlayerBase.c:194
void SetToDelete(ParamsReadContext pCtx)
Определения PlayerBase.c:8214
float m_CurrentShock
Определения PlayerBase.c:157
ref WeaponManager m_WeaponManager
Определения PlayerBase.c:129
ref StaminaHandler m_StaminaHandler
Определения PlayerBase.c:97
void SetLiftWeapon(int pJunctureID, ParamsReadContext ctx)
Определения PlayerBase.c:8403
ActionManagerBase m_ActionManager
Определения PlayerBase.c:90
ref InjuryAnimationHandler m_InjuryHandler
Определения PlayerBase.c:98
ref EmoteManager m_EmoteManager
Определения PlayerBase.c:94
void SetAnimation(ParamsReadContext ctx)
Определения StateManager.c:302

Перекрестные ссылки GetSymptomManager(), m_ActionManager, m_BrokenLegsJunctureReceived, m_BrokenLegState, m_CurrentShock, m_EmoteManager, m_InjuryHandler, m_StaminaHandler, m_WeaponManager, OnQuickbarSetEntityRequest(), DayZPlayerSyncJunctures::ReadBrokenLegsParamsEx(), DayZPlayerSyncJunctures::ReadInjuryParams(), DayZPlayerSyncJunctures::ReadKuruRequest(), DayZPlayerSyncJunctures::ReadPlayerUnconsciousnessParams(), DayZPlayerSyncJunctures::ReadShockParams(), SetLiftWeapon(), SetToDelete(), DayZPlayerSyncJunctures::SJ_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures::SJ_ACTION_ACK_REJECT, DayZPlayerSyncJunctures::SJ_ACTION_INTERRUPT, DayZPlayerSyncJunctures::SJ_ADS_RESET, DayZPlayerSyncJunctures::SJ_BROKEN_LEGS, DayZPlayerSyncJunctures::SJ_DELETE_ITEM, DayZPlayerSyncJunctures::SJ_GESTURE_REQUEST, DayZPlayerSyncJunctures::SJ_INJURY, DayZPlayerSyncJunctures::SJ_INVENTORY, DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE, DayZPlayerSyncJunctures::SJ_KURU_REQUEST, DayZPlayerSyncJunctures::SJ_PLAYER_ADD_MODIFIER, DayZPlayerSyncJunctures::SJ_PLAYER_STATES, DayZPlayerSyncJunctures::SJ_QUICKBAR_SET_SHORTCUT, DayZPlayerSyncJunctures::SJ_SHOCK, DayZPlayerSyncJunctures::SJ_STAMINA, DayZPlayerSyncJunctures::SJ_STAMINA_MISC, DayZPlayerSyncJunctures::SJ_UNCONSCIOUSNESS, DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_REJECT, DayZPlayerSyncJunctures::SJ_WEAPON_LIFT и DayZPlayerSyncJunctures::SJ_WEAPON_SET_JAMMING_CHANCE.