DayZ 1.28
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◆ OnSyncJuncture()

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

SyncJunctures

См. определение в файле PlayerBase.c строка 7871

7872 {
7873 super.OnSyncJuncture(pJunctureID, pCtx);
7874
7875 switch(pJunctureID)
7876 {
7877 case DayZPlayerSyncJunctures.SJ_INJURY:
7879 bool enable;
7880 DayZPlayerSyncJunctures.ReadInjuryParams(pCtx, enable, level);
7881 m_InjuryHandler.SetInjuryCommandParams(enable, level);
7882 break;
7883 case DayZPlayerSyncJunctures.SJ_PLAYER_STATES:
7885 break;
7886 case DayZPlayerSyncJunctures.SJ_QUICKBAR_SET_SHORTCUT:
7888 break;
7889 case DayZPlayerSyncJunctures.SJ_INVENTORY:
7890 GetInventory().OnInventoryJunctureFromServer(pCtx);
7891 break;
7892 case DayZPlayerSyncJunctures.SJ_INVENTORY_REPAIR:
7893 GetInventory().OnInventoryJunctureRepairFromServer(pCtx);
7894 break;
7895 case DayZPlayerSyncJunctures.SJ_INVENTORY_FAILURE:
7896 GetInventory().OnInventoryJunctureFailureFromServer(pCtx);
7897 break;
7898 case DayZPlayerSyncJunctures.SJ_ACTION_INTERRUPT:
7899 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_ACCEPT:
7900 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_REJECT:
7901 m_ActionManager.OnSyncJuncture(pJunctureID,pCtx);
7902 break;
7903 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT:
7904 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT:
7905 case DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE:
7906 m_WeaponManager.OnSyncJuncture(pJunctureID,pCtx);
7907 break;
7908 case DayZPlayerSyncJunctures.SJ_UNCONSCIOUSNESS:
7909 DayZPlayerSyncJunctures.ReadPlayerUnconsciousnessParams(pCtx, m_ShouldBeUnconscious);
7910 break;
7911 case DayZPlayerSyncJunctures.SJ_PLAYER_ADD_MODIFIER:
7913 break;
7914 case DayZPlayerSyncJunctures.SJ_KURU_REQUEST:
7915 float amount;
7916 if (DayZPlayerSyncJunctures.ReadKuruRequest(pCtx, amount))
7917 {
7918 if (GetAimingModel() && IsFireWeaponRaised())
7919 {
7920 GetAimingModel().RequestKuruShake(amount);
7921 }
7922 }
7923 break;
7924 case DayZPlayerSyncJunctures.SJ_GESTURE_REQUEST :
7925 m_EmoteManager.OnSyncJuncture(pJunctureID, pCtx);
7926 break;
7927 case DayZPlayerSyncJunctures.SJ_WEAPON_LIFT: // Obsolete
7928 SetLiftWeapon(pJunctureID, pCtx);
7929 break;
7930 case DayZPlayerSyncJunctures.SJ_ADS_RESET:
7931 m_ResetADS = true;
7932 break;
7933 case DayZPlayerSyncJunctures.SJ_DELETE_ITEM:
7934 SetToDelete(pCtx);
7935 break;
7936 case DayZPlayerSyncJunctures.SJ_BROKEN_LEGS:
7938 DayZPlayerSyncJunctures.ReadBrokenLegsParamsEx(pCtx, m_BrokenLegState);
7939 break;
7940 case DayZPlayerSyncJunctures.SJ_SHOCK :
7941 DayZPlayerSyncJunctures.ReadShockParams(pCtx, m_CurrentShock);
7942 break;
7943 case DayZPlayerSyncJunctures.SJ_STAMINA:
7944 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7945 break;
7946 case DayZPlayerSyncJunctures.SJ_STAMINA_MISC:
7947 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7948 break;
7949 #ifdef DEVELOPER
7950 case DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE:
7951 EntityAI vehicle;
7952 DayZPlayerSyncJunctures.ReadGetInVehicleParams(pCtx, vehicle);
7953 SetGetInVehicleDebug(vehicle);
7954 break;
7955 #endif
7956 }
7957 }
class LogManager EntityAI
eInjuryHandlerLevels
Определения InjuryHandler.c:19
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2663
int m_BrokenLegState
Определения PlayerBase.c:145
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Определения PlayerBase.c:2105
bool m_BrokenLegsJunctureReceived
Определения PlayerBase.c:147
void SetToDelete(ParamsReadContext pCtx)
Определения PlayerBase.c:7964
float m_CurrentShock
Определения PlayerBase.c:110
ref WeaponManager m_WeaponManager
Определения PlayerBase.c:82
ref StaminaHandler m_StaminaHandler
Определения PlayerBase.c:50
void SetLiftWeapon(int pJunctureID, ParamsReadContext ctx)
Определения PlayerBase.c:8153
ActionManagerBase m_ActionManager
Определения PlayerBase.c:43
ref InjuryAnimationHandler m_InjuryHandler
Определения PlayerBase.c:51
ref EmoteManager m_EmoteManager
Определения PlayerBase.c:47
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_INVENTORY_REPAIR, 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.