DayZ 1.27
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◆ OnDoorStateChangedServer()

override void Land_Underground_Stairs_Exit::OnDoorStateChangedServer ( EUndegroundEntranceState newState)
inlineprivate

См. определение в файле Land_Underground_Stairs_Exit.c строка 46

47 {
48 switch (newState)
49 {
50 case EUndegroundEntranceState.OPENING_A:
52 SetAnimationPhase("EntranceDoor",1);
53 break;
54 case EUndegroundEntranceState.OPENING_B:
57 break;
58 case EUndegroundEntranceState.CLOSING_A:
59 m_AnimTimerDoorServer = new AnimationTimer();
60 m_AnimTimerDoorServer.Run(0, this, "OnUpdateServer", "OnFinishedTimerServer", GetOpeningTime(), false,1/ AdjustTime(1));
62 break;
63 case EUndegroundEntranceState.CLOSING_B:
66 break;
67 }
68 }
EUndegroundEntranceState
Определения Land_Underground_Entrance.c:2
void UpdatePathgraphRegionByObject(Object object)
Определения Game.c:1199
ref AnimationTimer m_AnimTimerDoorServer
Определения Land_Underground_Entrance.c:56
float AdjustTime(float originalTime, float adjustedTime=-1)
Определения Land_Underground_Entrance.c:154
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
Определения Land_Underground_Entrance.c:177
override float GetOpeningTime()
Определения Land_Underground_Stairs_Exit.c:41
proto native CGame GetGame()

Перекрестные ссылки Land_Underground_EntranceBase::AdjustTime(), GetGame(), GetOpeningTime(), Land_Underground_EntranceBase::m_AnimTimerDoorServer, Land_Underground_EntranceBase::RequestLatentTransition() и CGame::UpdatePathgraphRegionByObject().