См. определение в файле EmoteManager.c строка 897
898 {
900 bool guaranteedLaunch = false;
901
903 switch (id)
904 {
907 break;
908
911 break;
912
915 break;
916
919 break;
920 }
921
924 {
925 bool canProceed = true;
928 {
930 }
931
933 {
937 ctx.
Write(guaranteedLaunch);
939 {
941 }
944 }
945 else
946 {
948 }
949
951 }
952 else if (!
g_Game.IsMultiplayer())
953 {
955 {
957 }
959 {
961 }
963 {
965 }
966 else
967 {
969 }
970 }
971 }
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().