DayZ 1.27
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◆ OnSyncJuncture()

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

SyncJunctures

См. определение в файле PlayerBase.c строка 7836

7837 {
7838 super.OnSyncJuncture(pJunctureID, pCtx);
7839
7840 switch(pJunctureID)
7841 {
7842 case DayZPlayerSyncJunctures.SJ_INJURY:
7844 bool enable;
7845 DayZPlayerSyncJunctures.ReadInjuryParams(pCtx, enable, level);
7846 m_InjuryHandler.SetInjuryCommandParams(enable, level);
7847 break;
7848 case DayZPlayerSyncJunctures.SJ_PLAYER_STATES:
7850 break;
7851 case DayZPlayerSyncJunctures.SJ_QUICKBAR_SET_SHORTCUT:
7853 break;
7854 case DayZPlayerSyncJunctures.SJ_INVENTORY:
7855 GetInventory().OnInventoryJunctureFromServer(pCtx);
7856 break;
7857 case DayZPlayerSyncJunctures.SJ_INVENTORY_REPAIR:
7858 GetInventory().OnInventoryJunctureRepairFromServer(pCtx);
7859 break;
7860 case DayZPlayerSyncJunctures.SJ_INVENTORY_FAILURE:
7861 GetInventory().OnInventoryJunctureFailureFromServer(pCtx);
7862 break;
7863 case DayZPlayerSyncJunctures.SJ_ACTION_INTERRUPT:
7864 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_ACCEPT:
7865 case DayZPlayerSyncJunctures.SJ_ACTION_ACK_REJECT:
7866 m_ActionManager.OnSyncJuncture(pJunctureID,pCtx);
7867 break;
7868 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT:
7869 case DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT:
7870 case DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE:
7871 m_WeaponManager.OnSyncJuncture(pJunctureID,pCtx);
7872 break;
7873 case DayZPlayerSyncJunctures.SJ_UNCONSCIOUSNESS:
7874 DayZPlayerSyncJunctures.ReadPlayerUnconsciousnessParams(pCtx, m_ShouldBeUnconscious);
7875 break;
7876 case DayZPlayerSyncJunctures.SJ_PLAYER_ADD_MODIFIER:
7878 break;
7879 case DayZPlayerSyncJunctures.SJ_KURU_REQUEST:
7880 float amount;
7881 if (DayZPlayerSyncJunctures.ReadKuruRequest(pCtx, amount))
7882 {
7883 if (GetAimingModel() && IsFireWeaponRaised())
7884 {
7885 GetAimingModel().RequestKuruShake(amount);
7886 }
7887 }
7888 break;
7889 case DayZPlayerSyncJunctures.SJ_GESTURE_REQUEST :
7890 m_EmoteManager.OnSyncJuncture(pJunctureID, pCtx);
7891 break;
7892 case DayZPlayerSyncJunctures.SJ_WEAPON_LIFT: // Obsolete
7893 SetLiftWeapon(pJunctureID, pCtx);
7894 break;
7895 case DayZPlayerSyncJunctures.SJ_ADS_RESET:
7896 m_ResetADS = true;
7897 break;
7898 case DayZPlayerSyncJunctures.SJ_DELETE_ITEM:
7899 SetToDelete(pCtx);
7900 break;
7901 case DayZPlayerSyncJunctures.SJ_BROKEN_LEGS:
7903 DayZPlayerSyncJunctures.ReadBrokenLegsParamsEx(pCtx, m_BrokenLegState);
7904 break;
7905 case DayZPlayerSyncJunctures.SJ_SHOCK :
7906 DayZPlayerSyncJunctures.ReadShockParams(pCtx, m_CurrentShock);
7907 break;
7908 case DayZPlayerSyncJunctures.SJ_STAMINA:
7909 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7910 break;
7911 case DayZPlayerSyncJunctures.SJ_STAMINA_MISC:
7912 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7913 break;
7914 #ifdef DEVELOPER
7915 case DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE:
7916 EntityAI vehicle;
7917 DayZPlayerSyncJunctures.ReadGetInVehicleParams(pCtx, vehicle);
7918 SetGetInVehicleDebug(vehicle);
7919 break;
7920 #endif
7921 }
7922 }
class LogManager EntityAI
eInjuryHandlerLevels
Определения InjuryHandler.c:19
SymptomManager GetSymptomManager()
Определения PlayerBase.c:2665
int m_BrokenLegState
Определения PlayerBase.c:145
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Определения PlayerBase.c:2114
bool m_BrokenLegsJunctureReceived
Определения PlayerBase.c:147
void SetToDelete(ParamsReadContext pCtx)
Определения PlayerBase.c:7929
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:8081
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.