DayZ 1.28
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◆ OnWork()

override void PoweredOptic_Base::OnWork ( float consumed_energy)
inlineprivate

См. определение в файле NVGoggles.c строка 107

108 {
109 //adjust on load - ComponentEnergyManager stores the 'working' state independently
110 if (!m_IsLowered)
111 RotateGoggles(false);
112
113 PlayerBase player;
114 EntityAI headgear;
115 EntityAI glasses;
116 if (m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()))
117 {
118 headgear = player.FindAttachmentBySlotName("Headgear");
119 glasses = player.FindAttachmentBySlotName("Eyewear");
120
121 if (!GetGame().IsServer() || !GetGame().IsMultiplayer()) // Client side
122 {
123 if ((headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer())
124 player.AddActiveNV(GetCurrentNVType());
125 }
126 }
127 }
class LogManager EntityAI
Clothing m_Strap
Определения NVGoggles.c:4
bool m_IsLowered
Определения NVGoggles.c:3
override int GetCurrentNVType()
Определения NVGoggles.c:152
void RotateGoggles(bool state)
Определения NVGoggles.c:129
proto native CGame GetGame()

Перекрестные ссылки GetCurrentNVType(), GetGame(), m_IsLowered, m_Strap и RotateGoggles().