DayZ 1.28
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 667

668 {
669 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
670 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
671
672 //register constructed parts for synchronization
673 UnregisterPartForSync(construtionPart.GetId());
674
675 //register action that was performed on part
676 RegisterActionForSync(construtionPart.GetId(), action_id);
677
678 //synchronize
680
681 // server part of sync, client will be synced from SetPartsFromSyncData
682 SetPartFromSyncData(construtionPart);
683
685
686 //update visuals
688
689 //reset action sync data
691
692 //check base state
693 if (construtionPart.IsBase())
694 {
695 //Destroy construction
697 }
698 }
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
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:276
void UpdateVisuals()
Определения BaseBuildingBase.c:786
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:177
void DestroyConstruction()
Определения BaseBuildingBase.c:413
Construction GetConstruction()
Определения BaseBuildingBase.c:975
void SynchronizeBaseState()
Определения BaseBuildingBase.c:119
void UpdateNavmesh()
Определения BaseBuildingBase.c:905
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:246
void ResetActionSyncData()
Определения BaseBuildingBase.c:252
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 3_Game/tools/tools.c:10

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