DayZ 1.27
DayZ Explorer by KGB
 
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◆ OnPartBuiltServer()

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

См. определение в файле BaseBuildingBase.c строка 563

564 {
565 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
566
567 //check base state
568 if (construtionPart.IsBase())
569 {
570 SetBaseState(true);
571
572 //spawn kit
574 }
575
576 //register constructed parts for synchronization
577 RegisterPartForSync(construtionPart.GetId());
578
579 //register action that was performed on part
580 RegisterActionForSync(construtionPart.GetId(), action_id);
581
582 //synchronize
584
585 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
586
588
589 //update visuals
591
592 //reset action sync data
594 }
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:124
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:252
void UpdateVisuals()
Определения BaseBuildingBase.c:766
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:336
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
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:352
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 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().