См. определение в файле EmoteManager.c строка 864
865 {
867 bool guaranteedLaunch = false;
868
870 switch (id)
871 {
874 break;
875
878 break;
879
882 break;
883
886 break;
887 }
888
891 {
892 bool canProceed = true;
895 {
897 }
898
900 {
904 ctx.
Write(guaranteedLaunch);
906 {
908 }
911 }
912 else
913 {
915 }
916
918 }
919 else if (!
g_Game.IsMultiplayer())
920 {
922 {
924 }
926 {
928 }
930 {
932 }
933 else
934 {
936 }
937 }
938 }
const int CALLBACK_CMD_END
bool CanPlayEmoteClientCheck(int id)
bool CanPlayEmote(int id)
int m_DeferredEmoteExecution
void SetPending(bool state)
void SetEmoteLockState(bool state)
const int CALLBACK_CMD_GESTURE_INTERRUPT
ref map< int, ref EmoteBase > m_NameEmoteMap
void EndCallbackCommand()
bool CanBeCanceledNormally(notnull EmoteCB callback)
static const int FORCE_NONE
proto bool Write(void value_out)
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
Перекрестные ссылки CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, EmoteBase::CanBeCanceledNormally(), CanPlayEmote(), CanPlayEmoteClientCheck(), ScriptInputUserData::CanStoreInputUserData(), EndCallbackCommand(), EmoteLauncher::FORCE_NONE, g_Game, EmoteConstants::ID_EMOTE_RPS, EmoteConstants::ID_EMOTE_RPS_P, EmoteConstants::ID_EMOTE_RPS_R, EmoteConstants::ID_EMOTE_RPS_S, INPUT_UDT_GESTURE, IsEmotePlaying(), m_Callback, m_CurrentGestureID, m_DeferredEmoteExecution, m_NameEmoteMap, m_RPSOutcome, PlayEmote(), Math::RandomInt(), ScriptInputUserData::Send(), SetEmoteLockState(), SetPending() и Serializer::Write().
Используется в OnSyncJuncture() и Update().