DayZ 1.30
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◆ OnSyncJuncture()

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

SyncJunctures

См. определение в файле PlayerBase.c строка 8478

8479 {
8480 super.OnSyncJuncture(pJunctureID, pCtx);
8481
8482 switch(pJunctureID)
8483 {
8484 case DayZPlayerSyncJunctures.SJ_INJURY:
8486 bool enable;
8487 DayZPlayerSyncJunctures.ReadInjuryParams(pCtx, enable, level);
8488 m_InjuryHandler.SetInjuryCommandParams(enable, level);
8489 break;
8490 case DayZPlayerSyncJunctures.SJ_PLAYER_STATES:
8491 GetSymptomManager().SetAnimation(pCtx);
8492 break;
8493 case DayZPlayerSyncJunctures.SJ_QUICKBAR_SET_SHORTCUT:
8495 break;
8496 case DayZPlayerSyncJunctures.SJ_INVENTORY:
8497 GetInventory().OnInventoryJunctureFromServer(pCtx);
8498 break;
8499 case DayZPlayerSyncJunctures.SJ_INVENTORY_FAILURE:
8500 GetInventory().OnInventoryJunctureFailureFromServer(pCtx);
8501 break;
8502 case DayZPlayerSyncJunctures.SJ_ACTION_INTERRUPT:
8503 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_ACCEPT:
8504 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_REJECT:
8505 m_ActionManager.OnSyncJuncture(pJunctureID,pCtx);
8506 break;
8507 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT:
8508 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT:
8509 case DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE:
8510 m_WeaponManager.OnSyncJuncture(pJunctureID,pCtx);
8511 break;
8512 case DayZPlayerSyncJunctures.SJ_UNCONSCIOUSNESS:
8513 DayZPlayerSyncJunctures.ReadPlayerUnconsciousnessParams(pCtx, m_ShouldBeUnconscious);
8514 break;
8515 case DayZPlayerSyncJunctures.SJ_PLAYER_ADD_MODIFIER:
8516 GetSymptomManager().SetAnimation(pCtx);
8517 break;
8518 case DayZPlayerSyncJunctures.SJ_KURU_REQUEST:
8519 float amount;
8520 if (DayZPlayerSyncJunctures.ReadKuruRequest(pCtx, amount))
8521 {
8522 if (GetAimingModel() && IsFireWeaponRaised())
8523 {
8524 GetAimingModel().RequestKuruShake(amount);
8525 }
8526 }
8527 break;
8528 case DayZPlayerSyncJunctures.SJ_GESTURE_REQUEST :
8529 m_EmoteManager.OnSyncJuncture(pJunctureID, pCtx);
8530 break;
8531 case DayZPlayerSyncJunctures.SJ_WEAPON_LIFT: // Obsolete
8532 SetLiftWeapon(pJunctureID, pCtx);
8533 break;
8534 case DayZPlayerSyncJunctures.SJ_ADS_RESET:
8535 m_ResetADS = true;
8536 break;
8537 case DayZPlayerSyncJunctures.SJ_DELETE_ITEM:
8538 SetToDelete(pCtx);
8539 break;
8540 case DayZPlayerSyncJunctures.SJ_BROKEN_LEGS:
8542 DayZPlayerSyncJunctures.ReadBrokenLegsParamsEx(pCtx, m_BrokenLegState);
8543 break;
8544 case DayZPlayerSyncJunctures.SJ_SHOCK :
8545 DayZPlayerSyncJunctures.ReadShockParams(pCtx, m_CurrentShock);
8546 break;
8547 case DayZPlayerSyncJunctures.SJ_STAMINA:
8548 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
8549 break;
8550 case DayZPlayerSyncJunctures.SJ_STAMINA_MISC:
8551 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
8552 break;
8553 #ifdef DEVELOPER
8554 case DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE:
8555 EntityAI vehicle;
8556 DayZPlayerSyncJunctures.ReadGetInVehicleParams(pCtx, vehicle);
8557 SetGetInVehicleDebug(vehicle);
8558 break;
8559 #endif
8560 }
8561 }
class LogManager EntityAI
eInjuryHandlerLevels
Определения InjuryHandler.c:19
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2983
int m_BrokenLegState
Определения PlayerBase.c:191
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Определения PlayerBase.c:2416
bool m_BrokenLegsJunctureReceived
Определения PlayerBase.c:193
void SetToDelete(ParamsReadContext pCtx)
Определения PlayerBase.c:8568
float m_CurrentShock
Определения PlayerBase.c:156
ref WeaponManager m_WeaponManager
Определения PlayerBase.c:128
ref StaminaHandler m_StaminaHandler
Определения PlayerBase.c:97
void SetLiftWeapon(int pJunctureID, ParamsReadContext ctx)
Определения PlayerBase.c:8757
ActionManagerBase m_ActionManager
Определения PlayerBase.c:90
ref InjuryAnimationHandler m_InjuryHandler
Определения PlayerBase.c:98
ref EmoteManager m_EmoteManager
Определения PlayerBase.c:94

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.