DayZ 1.26
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Класс DayZPlayerSyncJunctures

Закрытые статические члены

static void SendDeath (DayZPlayer pPlayer, int pType, float pHitDir)
 
static bool ReadDeathParams (ParamsReadContext pCtx, out int pType, out float pHitDir)
 
static void SendDamageHit (DayZPlayer pPlayer, int pType, float pHitDir, bool pFullbody)
 
static void SendDamageHitEx (DayZPlayer pPlayer, int pType, float pHitDir, bool pFullbody, TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos)
 
static bool ReadDamageHitParams (ParamsReadContext pCtx, out int pType, out float pHitDir, out bool pFullbody)
 
static bool ReadDamageHitParamsEx (ParamsReadContext pCtx, out SyncHitInfo pData)
 
static void SendInjury (DayZPlayer pPlayer, bool pEnable, eInjuryHandlerLevels level)
 
static bool ReadInjuryParams (ParamsReadContext pCtx, out bool pEnable, out eInjuryHandlerLevels level)
 
static void SendPlayerUnconsciousness (DayZPlayer pPlayer, bool enable)
 
static bool ReadPlayerUnconsciousnessParams (ParamsReadContext pCtx, out bool enable)
 
static void SendPlayerFBModifier (PlayerBase pPlayer, int type)
 
static bool ReadPlayerFBModifier (ParamsReadContext pCtx, out int type)
 
static void SendPlayerSymptomADD (DayZPlayer pPlayer, int type, int state_type)
 
static bool ReadPlayerSymptomADDParams (ParamsReadContext pCtx, out int type)
 
static void SendPlayerSymptomFB (DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
 
static bool ReadPlayerSymptomFBParams (ParamsReadContext pCtx, out DayZPlayerConstants anim_id, out int stance_mask, out float duration)
 
static void SendActionInterrupt (DayZPlayer pPlayer)
 
static bool ReadActionInterruptParams (ParamsReadContext pCtx)
 
static void SendActionAcknowledgment (DayZPlayer pPlayer, int AckID, bool accept)
 
static void SendWeaponActionAcknowledgment (DayZPlayer pPlayer, int AckID, bool accept)
 
static bool ReadKuruRequest (ParamsReadContext pCtx, out float amount)
 
static void SendKuruRequest (DayZPlayer pPlayer, float amount)
 
static void SendQuickbarSetShortcut (DayZPlayer pPlayer, EntityAI item, int index, bool force=false)
 
static void SendWeaponJamChance (DayZPlayer pPlayer, float jamChance)
 
static void SendDeleteItem (DayZPlayer pPlayer, EntityAI item)
 
static void SendBrokenLegs (DayZPlayer pPlayer, bool canPlaySound, eBrokenLegs currentState, eBrokenLegs localState)
 
static bool ReadBrokenLegsParams (ParamsReadContext pCtx, out bool canPlaySound, out eBrokenLegs currentState, out eBrokenLegs localState)
 
static void SendBrokenLegsEx (DayZPlayer pPlayer, int currentState)
 
static bool ReadBrokenLegsParamsEx (ParamsReadContext pCtx, out int currentState)
 
static void SendShock (DayZPlayer pPlayer, float shockValue)
 
static bool ReadShockParams (ParamsReadContext pCtx, out float shockValue)
 

Закрытые статические данные

static const int SJ_DAMAGE_HIT = 0
 
static const int SJ_INJURY = 1
 
static const int SJ_ACTION_INTERRUPT = 2
 
static const int SJ_PLAYER_STATES = 3
 
static const int SJ_QUICKBAR_SET_SHORTCUT = 4
 
static const int SJ_INVENTORY = 5
 
static const int SJ_ACTION_ACK_ACCEPT = 6
 
static const int SJ_ACTION_ACK_REJECT = 7
 
static const int SJ_WEAPON_ACTION_ACK_ACCEPT = 8
 
static const int SJ_WEAPON_ACTION_ACK_REJECT = 9
 
static const int SJ_WEAPON_SET_JAMMING_CHANCE = 10
 
static const int SJ_UNCONSCIOUSNESS = 11
 
static const int SJ_DEATH = 12
 
static const int SJ_PLAYER_FB_MODIFIER = 13
 
static const int SJ_PLAYER_ADD_MODIFIER = 14
 
static const int SJ_KURU_REQUEST = 15
 
static const int SJ_GESTURE_REQUEST = 16
 
static const int SJ_INVENTORY_REPAIR = 17
 
static const int SJ_WEAPON_LIFT = 18
 
static const int SJ_WEAPON_RAISE_COMPLETED = 19
 
static const int SJ_DELETE_ITEM = 20
 
static const int SJ_BROKEN_LEGS = 21
 
static const int SJ_SHOCK = 22
 
static const int SJ_STAMINA = 23
 
static const int SJ_STAMINA_MISC = 24
 
static const int SJ_ADS_RESET = 25
 
static const int SJ_INVENTORY_FAILURE = 26
 

Подробное описание

Методы

◆ ReadActionInterruptParams()

static bool ReadActionInterruptParams ( ParamsReadContext pCtx)
inlinestaticprivate
272 {
273 return true;
274 }

◆ ReadBrokenLegsParams()

static bool ReadBrokenLegsParams ( ParamsReadContext pCtx,
out bool canPlaySound,
out eBrokenLegs currentState,
out eBrokenLegs localState )
inlinestaticprivate
381 {
382 if ( !pCtx.Read(canPlaySound) )
383 return false; // error
384 if ( !pCtx.Read(currentState) )
385 return false; // error
386 if ( !pCtx.Read(localState) )
387 return false;
388
389 return true;
390 }
Definition EntityAI.c:95

◆ ReadBrokenLegsParamsEx()

static bool ReadBrokenLegsParamsEx ( ParamsReadContext pCtx,
out int currentState )
inlinestaticprivate
401 {
402 if ( !pCtx.Read(currentState) )
403 return false;
404
405 return true;
406 }

Используется в ManBase::OnSyncJuncture().

◆ ReadDamageHitParams()

static bool ReadDamageHitParams ( ParamsReadContext pCtx,
out int pType,
out float pHitDir,
out bool pFullbody )
inlinestaticprivate
122 {
123 if (!pCtx.Read(pType))
124 return false;
125 if (!pCtx.Read(pHitDir))
126 return false;
127 if (!pCtx.Read(pFullbody))
128 return false;
129 return true;
130 }

◆ ReadDamageHitParamsEx()

static bool ReadDamageHitParamsEx ( ParamsReadContext pCtx,
out SyncHitInfo pData )
inlinestaticprivate
133 {
134 if (!pCtx.Read(pData))
135 return false;
136 return true;
137 }

Используется в DayZPlayer::OnSyncJuncture().

◆ ReadDeathParams()

static bool ReadDeathParams ( ParamsReadContext pCtx,
out int pType,
out float pHitDir )
inlinestaticprivate
75 {
76 if (!pCtx.Read(pType))
77 return false;
78 if (!pCtx.Read(pHitDir))
79 return false;
80
81 return true;
82 }

Используется в DayZPlayer::OnSyncJuncture().

◆ ReadInjuryParams()

static bool ReadInjuryParams ( ParamsReadContext pCtx,
out bool pEnable,
out eInjuryHandlerLevels level )
inlinestaticprivate
154 {
155 if ( !pCtx.Read(pEnable) )
156 return false; // error
157 if ( !pCtx.Read(level) )
158 return false; // error
159
160 return true;
161 }

Используется в ManBase::OnSyncJuncture().

◆ ReadKuruRequest()

static bool ReadKuruRequest ( ParamsReadContext pCtx,
out float amount )
inlinestaticprivate

Kuru Disease Shake

307 {
308 if ( !pCtx.Read(amount) )
309 return false; // error
310 return true;
311 }

Используется в ManBase::OnSyncJuncture().

◆ ReadPlayerFBModifier()

static bool ReadPlayerFBModifier ( ParamsReadContext pCtx,
out int type )
inlinestaticprivate
200 {
201 if ( !pCtx.Read(type) )
202 return false; // error
203 return true;
204 }

◆ ReadPlayerSymptomADDParams()

static bool ReadPlayerSymptomADDParams ( ParamsReadContext pCtx,
out int type )
inlinestaticprivate
222 {
223 if ( !pCtx.Read(type) )
224 return false; // error
225 return true;
226 }

◆ ReadPlayerSymptomFBParams()

static bool ReadPlayerSymptomFBParams ( ParamsReadContext pCtx,
out DayZPlayerConstants anim_id,
out int stance_mask,
out float duration )
inlinestaticprivate
247 {
248 if ( !pCtx.Read(anim_id) )
249 return false; // error
250 if ( !pCtx.Read(stance_mask) )
251 return false; // error
252 if ( !pCtx.Read(duration) )
253 return false; // error
254 //if ( !pCtx.Read(pPlayer) )
255 //return false; // error
256 return true;
257 }

Используется в SmptAnimMetaBase::Init().

◆ ReadPlayerUnconsciousnessParams()

static bool ReadPlayerUnconsciousnessParams ( ParamsReadContext pCtx,
out bool enable )
inlinestaticprivate
178 {
179 if ( !pCtx.Read(enable) )
180 {
181 return false;
182 }
183 return true;
184 }

Используется в ManBase::OnSyncJuncture().

◆ ReadShockParams()

static bool ReadShockParams ( ParamsReadContext pCtx,
out float shockValue )
inlinestaticprivate
422 {
423 if ( !pCtx.Read(shockValue) )
424 return false; // error
425
426 return true;
427 }

Используется в ManBase::OnSyncJuncture().

◆ SendActionAcknowledgment()

static void SendActionAcknowledgment ( DayZPlayer pPlayer,
int AckID,
bool accept )
inlinestaticprivate

Action Acknowledgment

281 {
283 ctx.Write(AckID);
284 if (accept)
285 pPlayer.SendSyncJuncture(SJ_ACTION_ACK_ACCEPT, ctx);
286 else
287 pPlayer.SendSyncJuncture(SJ_ACTION_ACK_REJECT, ctx);
288 }
static const int SJ_ACTION_ACK_ACCEPT
Definition DayZPlayerSyncJunctures.c:12
static const int SJ_ACTION_ACK_REJECT
Definition DayZPlayerSyncJunctures.c:13
Definition gameplay.c:151

Перекрестные ссылки SJ_ACTION_ACK_ACCEPT и SJ_ACTION_ACK_REJECT.

Используется в ActionManagerServer::OnInputUserDataProcess(), ActionManagerServer::StartDeliveredAction() и ActionManagerServer::Update().

◆ SendActionInterrupt()

static void SendActionInterrupt ( DayZPlayer pPlayer)
inlinestaticprivate

Action interrupt

266 {
268 pPlayer.SendSyncJuncture(SJ_ACTION_INTERRUPT, ctx);
269 }
static const int SJ_ACTION_INTERRUPT
Definition DayZPlayerSyncJunctures.c:8

Перекрестные ссылки SJ_ACTION_INTERRUPT.

Используется в ActionManagerServer::Interrupt() и ActionBaseCB::Interrupt().

◆ SendBrokenLegs()

static void SendBrokenLegs ( DayZPlayer pPlayer,
bool canPlaySound,
eBrokenLegs currentState,
eBrokenLegs localState )
inlinestaticprivate

BrokenLegs

371 {
373 ctx.Write(canPlaySound);
374 ctx.Write(currentState);
375 ctx.Write(localState);
376
377 pPlayer.SendSyncJuncture(SJ_BROKEN_LEGS, ctx);
378 }
static const int SJ_BROKEN_LEGS
Definition DayZPlayerSyncJunctures.c:27

Перекрестные ссылки SJ_BROKEN_LEGS.

◆ SendBrokenLegsEx()

static void SendBrokenLegsEx ( DayZPlayer pPlayer,
int currentState )
inlinestaticprivate
393 {
395 ctx.Write(currentState);
396
397 pPlayer.SendSyncJuncture(SJ_BROKEN_LEGS, ctx);
398 }

Перекрестные ссылки SJ_BROKEN_LEGS.

Используется в ManBase::SetBrokenLegs().

◆ SendDamageHit()

static void SendDamageHit ( DayZPlayer pPlayer,
int pType,
float pHitDir,
bool pFullbody )
inlinestaticprivate

DamageHit

90 {
92
93 ctx.Write(pType);
94 ctx.Write(pHitDir);
95 ctx.Write(pFullbody);
96 pPlayer.SendSyncJuncture(SJ_DAMAGE_HIT, ctx);
97 }
static const int SJ_DAMAGE_HIT
Definition DayZPlayerSyncJunctures.c:6

Перекрестные ссылки SJ_DAMAGE_HIT.

◆ SendDamageHitEx()

static void SendDamageHitEx ( DayZPlayer pPlayer,
int pType,
float pHitDir,
bool pFullbody,
TotalDamageResult pDamageResult,
int pDamageType,
EntityAI pSource,
string pComponent,
string pAmmoType,
vector pModelPos )
inlinestaticprivate
100 {
103
104 data.m_AnimType = pType;
105 data.m_HitDir = pHitDir;
106 data.m_Fullbody = pFullbody;
107 data.m_HasSource = pSource != null;
108 if ( !pDamageResult )
109 {
110 data.m_HealthDamage = -1.0;
111 }
112 else
113 {
114 data.m_HealthDamage = pDamageResult.GetHighestDamage("Health");
115 }
116
117 ctx.Write(data);
118 pPlayer.SendSyncJuncture(SJ_DAMAGE_HIT, ctx);
119 }

Перекрестные ссылки SJ_DAMAGE_HIT.

Используется в DayZPlayer::EEHitBy().

◆ SendDeath()

static void SendDeath ( DayZPlayer pPlayer,
int pType,
float pHitDir )
inlinestaticprivate

Death

66 {
68
69 ctx.Write(pType);
70 ctx.Write(pHitDir);
71 pPlayer.SendSyncJuncture(SJ_DEATH, ctx);
72 }
static const int SJ_DEATH
Definition DayZPlayerSyncJunctures.c:18

Перекрестные ссылки SJ_DEATH.

Используется в DayZPlayer::SendDeathJuncture().

◆ SendDeleteItem()

static void SendDeleteItem ( DayZPlayer pPlayer,
EntityAI item )
inlinestaticprivate
357 {
359 ctx.Write(item);
360
361 pPlayer.SendSyncJuncture(SJ_DELETE_ITEM, ctx);
362 }
static const int SJ_DELETE_ITEM
Definition DayZPlayerSyncJunctures.c:26

Перекрестные ссылки SJ_DELETE_ITEM.

Используется в ManBase::JunctureDeleteItem().

◆ SendInjury()

static void SendInjury ( DayZPlayer pPlayer,
bool pEnable,
eInjuryHandlerLevels level )
inlinestaticprivate

Injury

145 {
147 ctx.Write(pEnable);
148 ctx.Write(level);
149
150 pPlayer.SendSyncJuncture(SJ_INJURY, ctx);
151 }
static const int SJ_INJURY
Definition DayZPlayerSyncJunctures.c:7

Перекрестные ссылки SJ_INJURY.

Используется в SendValue().

◆ SendKuruRequest()

static void SendKuruRequest ( DayZPlayer pPlayer,
float amount )
inlinestaticprivate
314 {
316 ctx.Write(amount);
317 pPlayer.SendSyncJuncture(SJ_KURU_REQUEST, ctx);
318 }
static const int SJ_KURU_REQUEST
Definition DayZPlayerSyncJunctures.c:21

Перекрестные ссылки SJ_KURU_REQUEST.

Используется в BrainDiseaseMdfr::OnTick().

◆ SendPlayerFBModifier()

static void SendPlayerFBModifier ( PlayerBase pPlayer,
int type )
inlinestaticprivate

Full body

192 {
194 ctx.Write(type);
195
196 pPlayer.SendSyncJuncture(SJ_PLAYER_FB_MODIFIER, ctx);
197 }
static const int SJ_PLAYER_FB_MODIFIER
Definition DayZPlayerSyncJunctures.c:19

Перекрестные ссылки SJ_PLAYER_FB_MODIFIER.

◆ SendPlayerSymptomADD()

static void SendPlayerSymptomADD ( DayZPlayer pPlayer,
int type,
int state_type )
inlinestaticprivate

Additive Symptoms

212 {
214 ctx.Write(state_type);
215 ctx.Write(type);
216
217
218 pPlayer.SendSyncJuncture(SJ_PLAYER_ADD_MODIFIER, ctx);
219 }
static const int SJ_PLAYER_ADD_MODIFIER
Definition DayZPlayerSyncJunctures.c:20

Перекрестные ссылки SJ_PLAYER_ADD_MODIFIER.

Используется в SymptomBase::PlayAnimationADD().

◆ SendPlayerSymptomFB()

static void SendPlayerSymptomFB ( DayZPlayer pPlayer,
DayZPlayerConstants anim_id,
int state_type,
int stance_mask,
float duration )
inlinestaticprivate

Full body Symptoms

235 {
237 ctx.Write(state_type);
238 ctx.Write(anim_id);
239 ctx.Write(stance_mask);
240 ctx.Write(duration);
241 //ctx.Write(pPlayer);
242
243 pPlayer.SendSyncJuncture(SJ_PLAYER_STATES, ctx);
244 }
static const int SJ_PLAYER_STATES
Definition DayZPlayerSyncJunctures.c:9

Перекрестные ссылки SJ_PLAYER_STATES.

Используется в SymptomBase::PlayAnimationFB().

◆ SendPlayerUnconsciousness()

static void SendPlayerUnconsciousness ( DayZPlayer pPlayer,
bool enable )
inlinestaticprivate

Conscious / Unconscious

169 {
171
172 ctx.Write(enable);
173
174 pPlayer.SendSyncJuncture(SJ_UNCONSCIOUSNESS, ctx);
175 }
static const int SJ_UNCONSCIOUSNESS
Definition DayZPlayerSyncJunctures.c:17

Перекрестные ссылки SJ_UNCONSCIOUSNESS.

Используется в ManBase::EEHitBy(), UnconsciousnessMdfr::OnActivate(), UnconsciousnessMdfr::OnDeactivate(), ManBase::RequestUnconsciousness() и ManBase::ResetPlayer().

◆ SendQuickbarSetShortcut()

static void SendQuickbarSetShortcut ( DayZPlayer pPlayer,
EntityAI item,
int index,
bool force = false )
inlinestaticprivate

Quickbar

326 {
328 ctx.Write(item);
329 ctx.Write(index);
330 ctx.Write(force);
331
332 pPlayer.SendSyncJuncture(SJ_QUICKBAR_SET_SHORTCUT, ctx);
333 }
static const int SJ_QUICKBAR_SET_SHORTCUT
Definition DayZPlayerSyncJunctures.c:10

Перекрестные ссылки SJ_QUICKBAR_SET_SHORTCUT.

Используется в SetEntityShortcut().

◆ SendShock()

static void SendShock ( DayZPlayer pPlayer,
float shockValue )
inlinestaticprivate

Shock

414 {
416 ctx.Write(shockValue);
417
418 pPlayer.SendSyncJuncture(SJ_SHOCK, ctx);
419 }
static const int SJ_SHOCK
Definition DayZPlayerSyncJunctures.c:28

Перекрестные ссылки SJ_SHOCK.

Используется в ShockHandler::Synchronize().

◆ SendWeaponActionAcknowledgment()

static void SendWeaponActionAcknowledgment ( DayZPlayer pPlayer,
int AckID,
bool accept )
inlinestaticprivate
292 {
294 ctx.Write(AckID);
295 if (accept)
296 pPlayer.SendSyncJuncture(SJ_WEAPON_ACTION_ACK_ACCEPT, ctx);
297 else
298 pPlayer.SendSyncJuncture(SJ_WEAPON_ACTION_ACK_REJECT, ctx);
299 }
static const int SJ_WEAPON_ACTION_ACK_REJECT
Definition DayZPlayerSyncJunctures.c:15
static const int SJ_WEAPON_ACTION_ACK_ACCEPT
Definition DayZPlayerSyncJunctures.c:14

Перекрестные ссылки SJ_WEAPON_ACTION_ACK_ACCEPT и SJ_WEAPON_ACTION_ACK_REJECT.

Используется в WeaponManager::OnInputUserDataProcess().

◆ SendWeaponJamChance()

static void SendWeaponJamChance ( DayZPlayer pPlayer,
float jamChance )
inlinestaticprivate
336 {
338 ctx.Write(jamChance);
339
340 pPlayer.SendSyncJuncture(SJ_WEAPON_SET_JAMMING_CHANCE, ctx);
341 }
static const int SJ_WEAPON_SET_JAMMING_CHANCE
Definition DayZPlayerSyncJunctures.c:16

Перекрестные ссылки SJ_WEAPON_SET_JAMMING_CHANCE.

Используется в WeaponManager::Update().

Поля

◆ SJ_ACTION_ACK_ACCEPT

const int SJ_ACTION_ACK_ACCEPT = 6
staticprivate

◆ SJ_ACTION_ACK_REJECT

const int SJ_ACTION_ACK_REJECT = 7
staticprivate

◆ SJ_ACTION_INTERRUPT

const int SJ_ACTION_INTERRUPT = 2
staticprivate

◆ SJ_ADS_RESET

const int SJ_ADS_RESET = 25
staticprivate

◆ SJ_BROKEN_LEGS

const int SJ_BROKEN_LEGS = 21
staticprivate

◆ SJ_DAMAGE_HIT

const int SJ_DAMAGE_HIT = 0
staticprivate

◆ SJ_DEATH

const int SJ_DEATH = 12
staticprivate

Используется в DayZPlayer::OnSyncJuncture() и SendDeath().

◆ SJ_DELETE_ITEM

const int SJ_DELETE_ITEM = 20
staticprivate

Используется в ManBase::OnSyncJuncture() и SendDeleteItem().

◆ SJ_GESTURE_REQUEST

const int SJ_GESTURE_REQUEST = 16
staticprivate

◆ SJ_INJURY

const int SJ_INJURY = 1
staticprivate

Используется в ManBase::OnSyncJuncture() и SendInjury().

◆ SJ_INVENTORY

const int SJ_INVENTORY = 5
staticprivate

◆ SJ_INVENTORY_FAILURE

const int SJ_INVENTORY_FAILURE = 26
staticprivate

Используется в HandEvent(), ManBase::OnSyncJuncture() и ProcessInputData().

◆ SJ_INVENTORY_REPAIR

const int SJ_INVENTORY_REPAIR = 17
staticprivate

Используется в ManBase::OnSyncJuncture().

◆ SJ_KURU_REQUEST

const int SJ_KURU_REQUEST = 15
staticprivate

Используется в ManBase::OnSyncJuncture() и SendKuruRequest().

◆ SJ_PLAYER_ADD_MODIFIER

const int SJ_PLAYER_ADD_MODIFIER = 14
staticprivate

Используется в ManBase::OnSyncJuncture() и SendPlayerSymptomADD().

◆ SJ_PLAYER_FB_MODIFIER

const int SJ_PLAYER_FB_MODIFIER = 13
staticprivate

Используется в SendPlayerFBModifier().

◆ SJ_PLAYER_STATES

const int SJ_PLAYER_STATES = 3
staticprivate

Используется в ManBase::OnSyncJuncture() и SendPlayerSymptomFB().

◆ SJ_QUICKBAR_SET_SHORTCUT

const int SJ_QUICKBAR_SET_SHORTCUT = 4
staticprivate

Используется в ManBase::OnSyncJuncture() и SendQuickbarSetShortcut().

◆ SJ_SHOCK

const int SJ_SHOCK = 22
staticprivate

Используется в ManBase::OnSyncJuncture() и SendShock().

◆ SJ_STAMINA

const int SJ_STAMINA = 23
staticprivate

◆ SJ_STAMINA_MISC

const int SJ_STAMINA_MISC = 24
staticprivate

◆ SJ_UNCONSCIOUSNESS

const int SJ_UNCONSCIOUSNESS = 11
staticprivate

Используется в ManBase::OnSyncJuncture() и SendPlayerUnconsciousness().

◆ SJ_WEAPON_ACTION_ACK_ACCEPT

const int SJ_WEAPON_ACTION_ACK_ACCEPT = 8
staticprivate

◆ SJ_WEAPON_ACTION_ACK_REJECT

const int SJ_WEAPON_ACTION_ACK_REJECT = 9
staticprivate

◆ SJ_WEAPON_LIFT

const int SJ_WEAPON_LIFT = 18
staticprivate

Используется в ManBase::OnSyncJuncture().

◆ SJ_WEAPON_RAISE_COMPLETED

const int SJ_WEAPON_RAISE_COMPLETED = 19
staticprivate

◆ SJ_WEAPON_SET_JAMMING_CHANCE

const int SJ_WEAPON_SET_JAMMING_CHANCE = 10
staticprivate

Объявления и описания членов класса находятся в файле: