См. определение в файле EmoteManager.c строка 794
795 {
798 {
800 }
801
803 switch (id)
804 {
807 break;
808
811 break;
812
815 break;
816
819 break;
820 }
821
824 {
825 bool canProceed = true;
828 {
830 }
831
833 {
838 {
840 }
843 }
844 else
845 {
847 }
850 }
851 else if (!
GetGame().IsMultiplayer())
852 {
854 {
856 }
858 {
860 }
862 {
864 }
865 else
866 {
868 }
870 }
871 }
const int CALLBACK_CMD_END
bool CanPlayEmoteClientCheck(int id)
bool CanPlayEmote(int id)
int m_DeferredEmoteExecution
void SetEmoteLockState(bool state)
ref EmoteLauncher m_MenuEmote
const int CALLBACK_CMD_GESTURE_INTERRUPT
ref map< int, ref EmoteBase > m_NameEmoteMap
void EndCallbackCommand()
bool m_bEmoteIsRequestPending
bool CanBeCanceledNormally(notnull EmoteCB callback)
static const int FORCE_NONE
proto bool Write(void value_out)
proto native CGame GetGame()
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, GetGame(), EmoteConstants::ID_EMOTE_RPS, EmoteConstants::ID_EMOTE_RPS_P, EmoteConstants::ID_EMOTE_RPS_R, EmoteConstants::ID_EMOTE_RPS_S, INPUT_UDT_GESTURE, IsEmotePlaying(), m_bEmoteIsRequestPending, m_Callback, m_CurrentGestureID, m_DeferredEmoteExecution, m_MenuEmote, m_NameEmoteMap, m_RPSOutcome, PlayEmote(), Math::RandomInt(), ScriptInputUserData::Send(), SetEmoteLockState() и Serializer::Write().
Используется в Update().