DayZ 1.28
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◆ OnStartServer()

override void OnStartServer ( ActionData action_data)

См. определение в файле ActionDeployObject.c строка 126

127 {
128 super.OnStartServer(action_data);
129
130 PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
131 if (!poActionData)
132 return;
133
134 if (GetGame().IsMultiplayer())
135 {
136 EntityAI entity_for_placing = poActionData.m_MainItem;
137 poActionData.m_Player.SetLocalProjectionPosition(poActionData.m_Position);
138 poActionData.m_Player.SetLocalProjectionOrientation(poActionData.m_Orientation);
139
140 if (poActionData.m_MainItem)
141 {
142 poActionData.m_Player.PlacingStartServer(poActionData.m_MainItem);
143
144 GetGame().AddActionJuncture(poActionData.m_Player, entity_for_placing, 10000);
145 poActionData.m_MainItem.SetIsBeingPlaced(true);
146 }
147 }
148 else
149 {
150 //local singleplayer
151 poActionData.m_Player.PlacingStartServer(poActionData.m_MainItem);
152 poActionData.m_MainItem.SetIsBeingPlaced(true);
153 }
154
155 if (poActionData.m_MainItem.GetPlaceSoundset() != string.Empty)
156 poActionData.m_MainItem.StartItemSoundServer(SoundConstants.ITEM_PLACE);
157
158 if (poActionData.m_MainItem.GetLoopDeploySoundset() != string.Empty)
159 poActionData.m_MainItem.StartItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
160 }
proto native bool AddActionJuncture(Man player, notnull EntityAI item, int timeout_ms)
vector m_Orientation
Определения ActionDeployBase.c:4
vector m_Position
Определения ActionDeployBase.c:3
proto native CGame GetGame()

Перекрестные ссылки ActionData, CGame::AddActionJuncture(), GetGame(), PlaceObjectActionData::m_Orientation и PlaceObjectActionData::m_Position.