DayZ 1.24
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Go to the source code of this file.
Classes | |
class | DeferredEvent |
class | DeferredSwapEntities |
class | DeferredHandEvent |
Variables | |
class DeferredEvent | m_src |
ref InventoryLocation | m_dst |
DeferredSwapEntities | m_item1 |
EntityAI | m_item2 |
ref InventoryLocation | m_dst1 |
ref InventoryLocation | m_dst2 |
ref HandEventBase | m_event |
m_DeferredEvent = NULL | |
ref Timer | m_DeferredWeaponTimer = new Timer |
ref HandEventBase | m_DeferredPostedHandEvent = NULL |
ref WeaponEventBase | m_DeferredWeaponEvent = NULL |
deferred hand event | |
ref HandAnimatedTakingFromAtt | m_Taking |
deferred weapon event | |
ref HandAnimatedMovingToAtt | m_MovingTo |
ref HandAnimatedSwapping | m_Swapping |
ref HandAnimatedForceSwapping | m_FSwapping |
ref HandAnimatedForceSwapping_Inst | m_FSwappingInst |
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Definition at line 255 of file DayZPlayerInventory.c.
References Class::CastTo(), GetDayZPlayerOwner(), LogManager::IsWeaponLogEnable(), and wpnDebugPrint().
Referenced by ManBase::OnCommandClimbStart(), ManBase::OnCommandDeathStart(), ManBase::OnCommandFallStart(), ManBase::OnCommandMelee2Start(), ManBase::OnCommandSwimStart(), ManBase::OnJumpStart(), and ManBase::OnStanceChange().
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cancels any handevents that will be executed this frame @NOTE: this is used in situations where the player performs an action that renders the event invalid exactly on the frame it will be executed
Definition at line 243 of file DayZPlayerInventory.c.
References m_DeferredPostedHandEvent.
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Definition at line 249 of file DayZPlayerInventory.c.
References m_DeferredWeaponEvent, and m_DeferredWeaponTimer.
Referenced by DeferredWeaponFailed().
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Definition at line 1392 of file DayZPlayerInventory.c.
Referenced by ValidateHandEvent(), and ValidateSyncMove().
override void ClearInventoryReservation | ( | HumanInventory | inventory | ) |
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Definition at line 145 of file DayZPlayerInventory.c.
void DeferredForceSwapEntities | ( | InventoryMode | mode, |
notnull EntityAI | item1, | ||
notnull EntityAI | item2, | ||
notnull InventoryLocation | dst1, | ||
notnull InventoryLocation | dst2 ) |
Definition at line 77 of file DayZPlayerInventory.c.
References m_dst1, m_dst2, m_item1, and m_item2.
Referenced by ForceSwapEntities(), and HandleForceSwapEntities().
void DayZPlayerInventory::DeferredHandEvent | ( | InventoryMode | mode, |
HandEventBase | e ) |
Definition at line 108 of file DayZPlayerInventory.c.
Referenced by HandEvent().
void DeferredTakeToDst | ( | InventoryMode | mode, |
notnull InventoryLocation | src, | ||
notnull InventoryLocation | dst ) |
Definition at line 15 of file DayZPlayerInventory.c.
Referenced by HandleTakeToDst(), and TakeToDst().
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Definition at line 288 of file DayZPlayerInventory.c.
References CancelWeaponEvent(), Class::CastTo(), Error(), and m_DeferredWeaponEvent.
Definition at line 1384 of file DayZPlayerInventory.c.
Referenced by HandleHandEvent(), HandleSwapEntities(), HandleTakeToDst(), ValidateHandEvent(), ValidateSwap(), and ValidateSyncMove().
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Definition at line 1671 of file DayZPlayerInventory.c.
References DeferredForceSwapEntities(), InventoryLocation::DumpToStringNullSafe(), GetDayZPlayerOwner(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), m_DeferredEvent, GameInventory::MakeSrcAndDstForForceSwap(), and ToString().
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Definition at line 149 of file DayZPlayerInventory.c.
Referenced by AbortWeaponEvent(), ForceSwapEntities(), HandEvent(), HandleForceSwapEntities(), HandleHandEvent(), HandleInventory(), HandleSwapEntities(), HandleTakeToDst(), HandleWeaponEvents(), IsServerOrLocalPlayer(), NetSyncCurrentStateID(), OnAfterStoreLoad(), OnEventForRemoteWeapon(), OnHandleStoredInputUserData(), OnHandleStoredJunctureData(), OnHandsStateChanged(), OnInputUserDataForRemote(), OnInputUserDataProcess(), OnInventoryJunctureFromServer(), OnServerInventoryCommand(), PlayerCheckDropRequest(), PlayerCheckRequestDst(), PlayerCheckRequestSrc(), PlayerCheckSwapItemsRequest(), ProcessInputData(), StoreInputForRemotes(), SwapEntities(), SyncHandEventToRemote(), TakeToDst(), ValidateDestroy(), ValidateHandEvent(), ValidateSwap(), and ValidateSyncMove().
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Let the client know a failure happened
If singleplayer or the client is executing this
Definition at line 1952 of file DayZPlayerInventory.c.
References DeferredHandEvent(), GetDayZPlayerOwner(), GetGame(), IsProcessing(), m_DeferredEvent, OnInventoryFailure(), InventoryInputUserData::SerializeHandEvent(), and DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE.
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Definition at line 1708 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutShortMS, DeferredForceSwapEntities(), InventoryLocation::DumpToStringNullSafe(), Error(), GetDayZPlayerOwner(), GetGame(), inventoryDebugPrint(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), InventoryInputUserData::SendInputUserDataSwap(), and ToString().
Referenced by HandleInventoryManipulation().
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Default structure suffices
Definition at line 1992 of file DayZPlayerInventory.c.
References EnableMovableOverride(), Error(), GetDayZPlayerOwner(), hndDebugPrint(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), InventoryInputUserData::SendInputUserDataHandEvent(), InventoryInputUserData::SendServerHandEventViaInventoryCommand(), SendServerHandEventViaJuncture(), and ToString().
Referenced by HandleInventoryManipulation().
Definition at line 387 of file DayZPlayerInventory.c.
References Class::CastTo(), GetDayZPlayerOwner(), HandAnimEventFactory(), hndDebugPrint(), hndDebugSpamALot(), LogManager::IsInventoryHFSMLogEnable(), SyncHandEventToRemote(), and WeaponActionTypeToString().
Definition at line 2085 of file DayZPlayerInventory.c.
References ScriptInputUserData::CanStoreInputUserData(), HandleForceSwapEntities(), HandleHandEvent(), HandleSwapEntities(), HandleTakeToDst(), and m_DeferredEvent.
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Definition at line 1611 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutShortMS, InventoryLocation::DumpToStringNullSafe(), EnableMovableOverride(), Error(), GetDayZPlayerOwner(), GetGame(), inventoryDebugPrint(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), GameInventory::MakeSrcAndDstForSwap(), InventoryInputUserData::SendInputUserDataSwap(), and ToString().
Referenced by HandleInventoryManipulation().
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Definition at line 1501 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutShortMS, DeferredTakeToDst(), InventoryLocation::DumpToStringNullSafe(), EnableMovableOverride(), Error(), GetDayZPlayerOwner(), GetGame(), inventoryDebugPrint(), Debug::InventoryHFSMLog(), Debug::InventoryMoveLog(), LogManager::IsInventoryHFSMLogEnable(), LogManager::IsInventoryMoveLogEnable(), InventoryInputUserData::SendInputUserDataMove(), and ToString().
Referenced by HandleInventoryManipulation().
Definition at line 313 of file DayZPlayerInventory.c.
References Class::CastTo(), fsmDebugSpam(), GetDayZPlayerOwner(), LogManager::IsWeaponLogEnable(), m_DeferredWeaponEvent, m_DeferredWeaponTimer, WeaponActionTypeToString(), WeaponAnimEventFactory(), wpnDebugPrint(), and wpnDebugSpamALot().
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
pre-init arrays
Definition at line 178 of file DayZPlayerInventory.c.
References hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSwapping, m_FSwappingInst, m_MovingTo, m_Swapping, and m_Taking.
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Definition at line 151 of file DayZPlayerInventory.c.
References Class::CastTo().
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Definition at line 160 of file DayZPlayerInventory.c.
References Class::CastTo().
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Definition at line 2100 of file DayZPlayerInventory.c.
References m_DeferredEvent, and m_DeferredPostedHandEvent.
Referenced by HandEvent(), DayZPlayer::HandleADS(), and ManBase::OnQuickBarSingleUse().
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Definition at line 169 of file DayZPlayerInventory.c.
References Class::CastTo().
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Definition at line 1399 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), and GetGame().
Definition at line 1819 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), and DayZPlayer::OnItemInHandsChanged().
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engine reaction to load from database originates in: engine - Person::BinLoad script - PlayerBase.OnAfterStoreLoad
Definition at line 1832 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), and DayZPlayer::OnItemInHandsChanged().
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Definition at line 1840 of file DayZPlayerInventory.c.
References CreateWeaponEventFromContext(), Error(), fsmDebugSpam(), GetDayZPlayerOwner(), and LogManager::IsWeaponLogEnable().
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Definition at line 1876 of file DayZPlayerInventory.c.
References hndDebugSpam(), and LogManager::IsInventoryHFSMLogEnable().
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Definition at line 634 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), ProcessInputData(), and syncDebugPrint().
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Juncture is only ever Server Req->Client Ack and Perform->Server Perform, never remote
Definition at line 594 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), ProcessInputData(), and syncDebugPrint().
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Definition at line 1924 of file DayZPlayerInventory.c.
References hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().
Referenced by OnHandsStateChanged().
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Definition at line 1916 of file DayZPlayerInventory.c.
References hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().
Referenced by OnHandsStateChanged().
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Definition at line 1932 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), OnHandsEnteredStableState(), and OnHandsExitedStableState().
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Definition at line 651 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), ProcessInputData(), and syncDebugPrint().
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Definition at line 621 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), StoreInputUserData(), and syncDebugPrint().
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TODO(kumarjac): Notify player here
Definition at line 580 of file DayZPlayerInventory.c.
Referenced by HandEvent(), and OnInventoryJunctureFailureFromServer().
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Function and setup is still messy due to the switch statement and relation with reading.
It could be cleaner if we used classes to handle each inventory command type, but that comes at a performance cost and will also probably require making a fair amount of changes elsewhere.
The downsides with this system right now:
The new changes at least remove the massive switch block and allow for all inventory commands to respond back to the client if something goes wrong
Definition at line 509 of file DayZPlayerInventory.c.
References GetGame(), INPUT_UDT_INVENTORY, and OnInventoryFailure().
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Definition at line 464 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), StoreJunctureData(), and syncDebugPrint().
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Definition at line 484 of file DayZPlayerInventory.c.
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Definition at line 659 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), LogManager::IsSyncLogEnable(), ProcessInputData(), and syncDebugPrint().
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Definition at line 2206 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner().
Referenced by ValidateDestroy().
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Definition at line 2132 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner().
Referenced by ValidateSyncMove().
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Definition at line 2105 of file DayZPlayerInventory.c.
References CheckRequestSrc(), and GetDayZPlayerOwner().
Referenced by ValidateDestroy(), ValidateSwap(), and ValidateSyncMove().
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Definition at line 2159 of file DayZPlayerInventory.c.
References GameInventory::c_MaxItemDistanceRadius, and GetDayZPlayerOwner().
Referenced by ValidateSwap().
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Definition at line 275 of file DayZPlayerInventory.c.
References Error(), LogManager::IsWeaponLogEnable(), m_DeferredWeaponEvent, and wpnDebugPrint().
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It should be impossible for juncture to be ran on remote
Serializer can be updated and re-written to when we may want to only correct the client instead of denying the inventory command
Only inform client about failure
General purpose serializer change from read to write here if the validation doesn't update it
Only send juncture back to client
Definition at line 1295 of file DayZPlayerInventory.c.
References Error(), GetDayZPlayerOwner(), DayZPlayerSyncJunctures::SJ_INVENTORY, DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE, StoreInputForRemotes(), ValidateDestroy(), ValidateHandEvent(), ValidateSwap(), and ValidateSyncMove().
Referenced by OnHandleStoredInputUserData(), OnHandleStoredJunctureData(), OnInputUserDataForRemote(), and OnServerInventoryCommand().
Definition at line 1377 of file DayZPlayerInventory.c.
Referenced by ValidateHandEvent(), ValidateSwap(), and ValidateSyncMove().
override bool ReserveInventory | ( | HumanInventory | inventory | ) |
Definition at line 22 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutShortMS, and m_dst.
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Remote inputs are processed in sync juncture once performed on the server - this code below was executing the inventory command before the player simulation timeestamp for remotes which is illegal
Definition at line 1767 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutMS, InventoryLocation::DumpToStringNullSafe(), Error(), GetGame(), LogManager::IsSyncLogEnable(), InventoryInputUserData::SerializeHandEvent(), DayZPlayerSyncJunctures::SJ_INVENTORY, and syncDebugPrint().
Referenced by HandleHandEvent().
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Definition at line 1404 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), GetInstanceType(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), and ToString().
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Referenced by OnInputUserDataProcess().
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Referenced by OnInventoryJunctureFromServer().
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Definition at line 1577 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), m_DeferredEvent, GameInventory::MakeSrcAndDstForSwap(), and ToString().
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Definition at line 1899 of file DayZPlayerInventory.c.
References GetDayZPlayerOwner(), hndDebugPrint(), INPUT_UDT_HAND_REMOTE_EVENT, and LogManager::IsInventoryHFSMLogEnable().
Referenced by HandleInventory().
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Remote inputs are processed in sync juncture once performed on the server - this code below was executing the inventory command before the player simulation timeestamp for remotes which is illegal
Definition at line 1420 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutMS, DeferredTakeToDst(), InventoryLocation::DumpToStringNullSafe(), GetDayZPlayerOwner(), GetGame(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), LogManager::IsSyncLogEnable(), m_DeferredEvent, InventoryInputUserData::SerializeMove(), DayZPlayerSyncJunctures::SJ_INVENTORY, syncDebugPrint(), and ToString().
Referenced by EntityAI::PredictiveMoveItemFromHandsToInventory().
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TODO(kumarjac): Probably should be called through inventory juncture, we shouldn't allow the client to delete until the server says it is okay as there can be more reasons than "cheater" for it to be rejected such as desync
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Definition at line 1219 of file DayZPlayerInventory.c.
References GameInventory::c_MaxItemDistanceRadius, InventoryLocation::DumpToStringNullSafe(), Error(), GetDayZPlayerOwner(), GetGame(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), PlayerCheckDropRequest(), PlayerCheckRequestSrc(), and ToString().
Referenced by ProcessInputData().
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Pass partial information to guards so guards can do minimal checks if needed The guards can't prevent event so it would be incorrect to pass full InventoryValidation struct. We have to make sure guards don't inadvertantly produce different results in the FSM as that will create desync (two players attempting to put a rag into the same fireplace slot at the same time)
kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote
TODO(kumarjac): Is this one correct to be 'RemoveMovableOverride' or are the other Validate methdos wrong with 'EnableMovableOverride'?
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
'HandEventBase.CheckRequestEx' updates failure reason
if it already happened on server, remote just needs to comply TODO(kumarjac): Move m_IsRemote check to inside of HandEventBase.CanPerformEventEx
'HandEventBase.CanPerformEventEx' updates failure reason
Check if this this is being executed on the server and not by a juncture or AI
Continuing on with execution of rest of the function
Is called twice unfortunately... but it works so won't change
TODO(kumarjac): We should probably set the result to failure like so
Definition at line 833 of file DayZPlayerInventory.c.
References CheckForRope(), EnableMovableOverride(), Error(), GetDayZPlayerOwner(), GetInstanceType(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), LogManager::IsSyncLogEnable(), RemoveMovableOverride(), InventoryInputUserData::SerializeHandEvent(), and syncDebugPrint().
Referenced by ProcessInputData().
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kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Check if this this is being executed on the server and not by a juncture or AI
Continuing on with execution of rest of the function
Definition at line 1009 of file DayZPlayerInventory.c.
References GameInventory::c_InventoryReservationTimeoutShortMS, GameInventory::c_MaxItemDistanceRadius, GameInventory::CanForceSwapEntitiesEx(), ClearInventoryReservationEx(), InventoryLocation::DumpToStringNullSafe(), EnableMovableOverride(), Error(), GetDayZPlayerOwner(), GetInstanceType(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), LogManager::IsSyncLogEnable(), PlayerCheckRequestSrc(), PlayerCheckSwapItemsRequest(), RemoveMovableOverride(), InventoryInputUserData::SerializeSwap(), syncDebugPrint(), ToString(), and TryAcquireTwoInventoryJuncturesFromServer().
Referenced by ProcessInputData().
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kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
kumarjac: This indicates a failure in replication relationships as player full inventory should be synchronized always if player exists on the remote
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Check if this this is being executed on the server and not by a juncture or AI so we can lock the item and ensure replication relationships are setup
TODO(kumarjac): We should continue with the execution and not have this special block but making a change here now will require testing
Is called twice unfortunately...
Do not check for action validity on remotes or when performing through juncture. Juncture locks guarentee the item is safe to interact with and the server has validated the command at this point. Checking at this point is both wasteful and can result in a failure which leads to desync
Definition at line 667 of file DayZPlayerInventory.c.
References GameInventory::c_MaxItemDistanceRadius, CheckForRope(), ClearInventoryReservationEx(), InventoryLocation::DumpToStringNullSafe(), EnableMovableOverride(), Error(), GetDayZPlayerOwner(), GetGame(), GetInstanceType(), GetTime(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), LogManager::IsSyncLogEnable(), GameInventory::LocationCanMoveEntity(), GameInventory::LocationCanMoveEntitySyncCheck(), PlayerCheckRequestDst(), PlayerCheckRequestSrc(), RemoveMovableOverride(), syncDebugPrint(), ToString(), and TryAcquireInventoryJunctureFromServer().
Referenced by ProcessInputData().
m_DeferredEvent = NULL |
Referenced by ForceSwapEntities(), HandEvent(), HandleInventoryManipulation(), IsProcessing(), SwapEntities(), and TakeToDst().
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Definition at line 136 of file DayZPlayerInventory.c.
Referenced by CancelHandEvent(), and IsProcessing().
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deferred hand event
Definition at line 137 of file DayZPlayerInventory.c.
Referenced by CancelWeaponEvent(), DeferredWeaponFailed(), HandleWeaponEvents(), and PostWeaponEvent().
Definition at line 132 of file DayZPlayerInventory.c.
Referenced by CancelWeaponEvent(), and HandleWeaponEvents().
ref InventoryLocation m_dst |
Definition at line 13 of file DayZPlayerInventory.c.
Referenced by ClearInventoryReservation(), DeferredTakeToDst(), WeaponStateBase::LoadCurrentFSMState(), WeaponStateBase::OnAbort(), WeaponStateBase::OnEntry(), WeaponStateBase::OnExit(), WeaponEventBase::ReadFromContext(), ReserveInventory(), WeaponStateBase::SaveCurrentFSMState(), WeaponEventBase::WeaponEventDetachMagazine(), WeaponEventBase::WeaponEventSwapMagazine(), and WeaponEventBase::WriteToContext().
ref InventoryLocation m_dst1 |
Definition at line 74 of file DayZPlayerInventory.c.
Referenced by DeferredForceSwapEntities().
ref InventoryLocation m_dst2 |
Definition at line 75 of file DayZPlayerInventory.c.
Referenced by DeferredForceSwapEntities().
ref HandEventBase m_event |
Definition at line 107 of file DayZPlayerInventory.c.
Referenced by FSMTransition< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::FSMTransition().
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Definition at line 142 of file DayZPlayerInventory.c.
Referenced by Init().
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Definition at line 143 of file DayZPlayerInventory.c.
Referenced by Init().
DeferredSwapEntities m_item1 |
Referenced by DeferredForceSwapEntities().
EntityAI m_item2 |
Definition at line 73 of file DayZPlayerInventory.c.
Referenced by DeferredForceSwapEntities().
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Definition at line 140 of file DayZPlayerInventory.c.
Referenced by Init().
class DeferredEvent m_src |
Referenced by DeferredTakeToDst().
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Definition at line 141 of file DayZPlayerInventory.c.
Referenced by Init().
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