DayZ 1.27
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◆ OnFinishProgressServer()

override void ActionCheckPulseTarget::OnFinishProgressServer ( ActionData action_data)
inlineprivate

См. определение в файле ActionCheckPulseTarget.c строка 87

88 {
89 PlayerBase target_player = PlayerBase.Cast(action_data.m_Target.GetObject());
90 if (target_player)
91 {
92 PlayerBase player = action_data.m_Player;
93 CachedObjectsParams.PARAM1_INT.param1 = target_player.GetStatLevelBlood();
94 bool pulse_type = target_player.GetPulseType();
95 if (pulse_type == EPulseType.IRREGULAR)
96 CachedObjectsParams.PARAM1_INT.param1 = CachedObjectsParams.PARAM1_INT.param1 | (1 << TARGET_IRREGULAR_PULSE_BIT);
97
98 GetGame().RPCSingleParam( player ,ERPCs.RPC_CHECK_PULSE, CachedObjectsParams.PARAM1_INT, true, player.GetIdentity() );
99 }
100 }
EPulseType
Определения EPulseType.c:2
ERPCs
Определения ERPCs.c:2
const int TARGET_IRREGULAR_PULSE_BIT
Определения ActionCheckPulseTarget.c:11
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
proto native CGame GetGame()

Перекрестные ссылки ActionData, GetGame(), CachedObjectsParams::PARAM1_INT, CGame::RPCSingleParam() и TARGET_IRREGULAR_PULSE_BIT.