DayZ 1.27
DayZ Explorer by KGB
 
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◆ OnPartDestroyedServer()

void ItemBase::OnPartDestroyedServer ( Man player,
string part_name,
int action_id,
bool destroyed_by_connected_part = false )
inlineprotected

См. определение в файле BaseBuildingBase.c строка 646

647 {
648 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
649 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
650
651 //register constructed parts for synchronization
652 UnregisterPartForSync(construtionPart.GetId());
653
654 //register action that was performed on part
655 RegisterActionForSync(construtionPart.GetId(), action_id);
656
657 //synchronize
659
660 // server part of sync, client will be synced from SetPartsFromSyncData
661 SetPartFromSyncData(construtionPart);
662
664
665 //update visuals
667
668 //reset action sync data
670
671 //check base state
672 if (construtionPart.IsBase())
673 {
674 //Destroy construction
676 }
677
678 if (GetGame().IsServer())
679 HandleItemFalling(construtionPart);
680 }
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
int GetId()
Определения ConstructionPart.c:40
bool IsBase()
Определения ConstructionPart.c:65
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:252
void UpdateVisuals()
Определения BaseBuildingBase.c:766
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:153
void DestroyConstruction()
Определения BaseBuildingBase.c:389
Construction GetConstruction()
Определения BaseBuildingBase.c:955
void SynchronizeBaseState()
Определения BaseBuildingBase.c:95
void UpdateNavmesh()
Определения BaseBuildingBase.c:885
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:222
void ResetActionSyncData()
Определения BaseBuildingBase.c:228
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:688
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
override string GetDebugName()
Определения dayzplayer.c:1170
proto native CGame GetGame()
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10

Перекрестные ссылки bsbDebugPrint(), CALL_CATEGORY_GAMEPLAY, ScriptCallQueue::CallLater(), DestroyConstruction(), CGame::GetCallQueue(), GetConstruction(), GetDebugName(), GetGame(), ConstructionPart::GetId(), HandleItemFalling(), ConstructionPart::IsBase(), LogManager::IsBaseBuildingLogEnable(), RegisterActionForSync(), ResetActionSyncData(), SetPartFromSyncData(), SynchronizeBaseState(), UnregisterPartForSync(), UpdateNavmesh() и BaseBuildingBase::UpdateVisuals().