8 const int INTERVAL = 1;
16 if (m_ClientList.Count() != 0)
20 if (m_AccuTime > INTERVAL)
59 for (
int i = 0;
i < m_ClientList.Count(); ++
i)
82 m_ClientList.Remove(
i);
116 m_ClientList.Insert(
player);
119 else if (
index != -1 && m_ClientList.Count() != 0)
120 m_ClientList.Remove(
index);
122 if (m_ClientList.Count() == 0)
ref map< PlayerBase, ref RemotePlayerDamageDebug > m_PlayerDebugDamage
ref array< ref RemotePlayerStatDebug > m_PlayerDebugStats
void RemotePlayerStatDebug(PlayerBase player)
void OnDamageEvent(PlayerBase player, TotalDamageResult damageResult)
void SetWatching(bool enable)
void OnRPC(ParamsReadContext ctx, PlayerBase player)
void OnRequestReceived(PlayerBase player, bool enable)
eRemoteDebugType m_DebugType
override void OnUpdate(float delta_time)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()