DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnPartBuiltServer()

void ItemBase::OnPartBuiltServer ( notnull Man player,
string part_name,
int action_id )
inlineprotected

См. определение в файле BaseBuildingBase.c строка 587

588 {
589 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
590
591 //check base state
592 if (construtionPart.IsBase())
593 {
594 SetBaseState(true);
595
596 //spawn kit
598 }
599
600 //register constructed parts for synchronization
601 RegisterPartForSync(construtionPart.GetId());
602
603 //register action that was performed on part
604 RegisterActionForSync(construtionPart.GetId(), action_id);
605
606 //synchronize
608
609 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
610
612
613 //update visuals
615
616 //reset action sync data
618 }
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
int GetId()
Определения ConstructionPart.c:40
bool IsBase()
Определения ConstructionPart.c:65
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:148
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:276
void UpdateVisuals()
Определения BaseBuildingBase.c:786
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:360
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
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:376
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 ...
proto native CGame GetGame()
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, ScriptCallQueue::CallLater(), CreateConstructionKit(), CGame::GetCallQueue(), GetConstruction(), GetGame(), ConstructionPart::GetId(), ConstructionPart::IsBase(), RegisterActionForSync(), RegisterPartForSync(), ResetActionSyncData(), SetBaseState(), SetPartFromSyncData(), SynchronizeBaseState(), UpdateNavmesh() и BaseBuildingBase::UpdateVisuals().