DayZ 1.27
DayZ Explorer by KGB
 
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◆ OnFinishProgressServer()

override void ActionDigGardenPlot::OnFinishProgressServer ( ActionData action_data)
inlineprivate

См. определение в файле ActionDigGardenPlot.c строка 104

105 {
106 PlaceObjectActionData poActionData;
107 poActionData = PlaceObjectActionData.Cast(action_data);
108 EntityAI entity_for_placing = action_data.m_MainItem;
109 vector position = action_data.m_Player.GetLocalProjectionPosition();
110 vector orientation = action_data.m_Player.GetLocalProjectionOrientation();
111
112 if (GetGame().IsMultiplayer())
113 {
114 m_GardenPlot = GardenPlot.Cast(action_data.m_Player.GetHologramServer().PlaceEntity(entity_for_placing));
115 m_GardenPlot.SetOrientation(orientation);
116 action_data.m_Player.GetHologramServer().CheckPowerSource();
117 action_data.m_Player.PlacingCompleteServer();
118
119 m_GardenPlot.OnPlacementComplete(action_data.m_Player);
120 }
121
122 //local singleplayer
123 if (!GetGame().IsMultiplayer())
124 {
125 m_GardenPlot = GardenPlot.Cast(action_data.m_Player.GetHologramLocal().PlaceEntity(entity_for_placing));
126 m_GardenPlot.SetOrientation(orientation);
127 action_data.m_Player.PlacingCompleteServer();
128 action_data.m_Player.PlacingCompleteLocal();
129
130 m_GardenPlot.OnPlacementComplete(action_data.m_Player);
131 }
132
133 GetGame().ClearJuncture(action_data.m_Player, entity_for_placing);
134 action_data.m_MainItem.SetIsBeingPlaced(false);
135 poActionData.m_AlreadyPlaced = true;
136
137 MiscGameplayFunctions.DealEvinronmentAdjustedDmg(action_data.m_MainItem, action_data.m_Player, 10);
138
139 }
class LogManager EntityAI
GardenPlot m_GardenPlot
Определения ActionDigGardenPlot.c:11
proto native bool ClearJuncture(Man player, notnull EntityAI item)
bool m_AlreadyPlaced
Определения ActionDeployBase.c:5
proto native CGame GetGame()

Перекрестные ссылки ActionData, CGame::ClearJuncture(), GetGame(), PlaceObjectActionData::m_AlreadyPlaced и m_GardenPlot.