См. определение в файле EmoteManager.c строка 796
797 {
800 {
802 }
803
805 switch (id)
806 {
809 break;
810
813 break;
814
817 break;
818
821 break;
822 }
823
826 {
827 bool canProceed = true;
830 {
832 }
833
835 {
840 {
842 }
845 }
846 else
847 {
849 }
852 }
853 else if (!
GetGame().IsMultiplayer())
854 {
856 {
858 }
860 {
862 }
864 {
866 }
867 else
868 {
870 }
872 }
873 }
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().