DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ CommandHandler()

void DayZInfected::CommandHandler ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

CommandHandler

for mods

handle death

movement handler (just for sync now)

handle finished commands

default behaviour after finish is to start move

for mods

crawl transition

damage hits

См. определение в файле ZombieBase.c строка 198

199 {
200 m_DeltaTime = pDt;
201
203 if ( ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished) )
204 {
205 return;
206 }
207
209 if ( pCurrentCommandID != DayZInfectedConstants.COMMANDID_DEATH )
210 {
211 if ( HandleDeath(pCurrentCommandID) )
212 return;
213 }
214 else if (!pCurrentCommandFinished)
215 {
216 return;
217 }
218
219
221 HandleMove(pCurrentCommandID);
222 HandleOrientation(pDt,pCurrentCommandID);
223
225 if (pCurrentCommandFinished)
226 {
228 DayZInfectedCommandMove moveCommand = StartCommand_Move();
229 moveCommand.SetStanceVariation(m_StanceVariation);
230
231 return;
232 }
233
235 if ( ModCommandHandlerInside(pDt, pCurrentCommandID, pCurrentCommandFinished) )
236 {
237 return;
238 }
239
241 if ( HandleCrawlTransition(pCurrentCommandID) )
242 {
243 return;
244 }
245
247 if ( HandleDamageHit(pCurrentCommandID) )
248 {
249 return;
250 }
251
252 DayZInfectedInputController inputController = GetInputController();
253 if ( inputController )
254 {
255 if ( HandleVault(pCurrentCommandID, inputController, pDt) )
256 {
257 return;
258 }
259
260 if ( HandleMindStateChange(pCurrentCommandID, inputController, pDt) )
261 {
262 return;
263 }
264
265 if ( FightLogic(pCurrentCommandID, inputController, pDt) )
266 {
267 return;
268 }
269 }
270
272 if ( ModCommandHandlerAfter(pDt, pCurrentCommandID, pCurrentCommandFinished) )
273 {
274 return;
275 }
276 }
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Определения DayZAnimal.c:136
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Определения DayZAnimal.c:131
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Определения DayZAnimal.c:141
DayZInfectedConstants
Определения DayZInfected.c:2
int m_StanceVariation
server / singleplayer properties
Определения ZombieBase.c:10
bool FightLogic(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
Определения ZombieBase.c:607
bool HandleVault(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
Определения ZombieBase.c:413
float m_DeltaTime
Определения ZombieBase.c:24
void HandleOrientation(float pDt, int pCurrentCommandID)
Определения ZombieBase.c:314
bool HandleDamageHit(int pCurrentCommandID)
Определения ZombieBase.c:855
bool HandleCrawlTransition(int pCurrentCommandID)
Определения ZombieBase.c:799
void HandleMove(int pCurrentCommandID)
Определения ZombieBase.c:297
bool HandleDeath(int pCurrentCommandID)
Определения ZombieBase.c:349
bool HandleMindStateChange(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
Определения ZombieBase.c:450

Перекрестные ссылки FightLogic(), HandleCrawlTransition(), HandleDamageHit(), HandleDeath(), HandleMindStateChange(), HandleMove(), HandleOrientation(), HandleVault(), m_DeltaTime, m_StanceVariation, ModCommandHandlerAfter(), ModCommandHandlerBefore() и ModCommandHandlerInside().