Data Structures | |
| class | HandEventBase |
| Abstracted event, not to be used, only inherited. More... | |
| class | HandEventRemove |
| class | HandEventSwap |
| class | HandEventReplaceWithNewBase |
| class | HandEventDestroyAndReplaceWithNew |
| enum HandEventID |
| bool AcquireInventoryJunctureFromServer | ( | notnull Man | player | ) |
| bool CanPerformEvent | ( | ) |
| bool CanPerformEventEx | ( | InventoryValidation | validation | ) |
References HandEventBase::CanPerformEvent().
| bool CheckRequest | ( | ) |
| bool CheckRequestEx | ( | InventoryValidation | validation | ) |
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
References HandEventBase::CheckRequest(), InventoryValidation::m_IsJuncture, and InventoryValidation::m_IsRemote.
| bool CheckRequestSrc | ( | ) |
Referenced by PlayerCheckRequestSrc().
| void ClearInventoryReservation | ( | ) |
References HandEventBase::GetDst(), InventoryLocation::GetItem(), and GetSrc().
Referenced by GameInventory::ClearInventoryReservationEx().
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| string DumpToString | ( | ) |
References InventoryLocation::DumpToStringNullSafe(), GetEventID(), and m_Src.
Referenced by HandEventBase::AcquireInventoryJunctureFromServer(), and DbgPrintTargetDump().
| int GetAnimationID | ( | ) |
References m_AnimationID.
| InventoryLocation GetDst | ( | ) |
| HandEventID GetEventID | ( | ) |
| InventoryLocation GetSecondDst | ( | ) |
| InventoryLocation GetSecondSrc | ( | ) |
| EntityAI GetSecondSrcEntity | ( | ) |
| InventoryLocation GetSrc | ( | ) |
References m_Src.
Referenced by HandEventBase::AcquireInventoryJunctureFromServer(), HandEventBase::CanPerformEvent(), HandEventBase::CanPerformEventEx(), HandEventBase::CheckRequest(), HandEventBase::CheckRequestSrc(), ClearInventoryReservation(), HandEventBase::DumpToString(), and ReserveInventory().
| EntityAI GetSrcEntity | ( | ) |
| HandEventBase HandAnimEventFactory | ( | WeaponEvents | type, |
| Man | p = null, |
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| InventoryLocation | src = null |
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| ) |
Referenced by HandleInventory().
| void HandEventBase | ( | Man | p = null, |
| InventoryLocation | src = null |
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| ) |
References Class::CastTo(), and m_Src.
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References Error(), HandEventBase::HandAnimEventChanged(), HandEventBase::HandEventCreated(), HandEventBase::HandEventDestroy(), HandEventBase::HandEventDestroyed(), HandEventBase::HandEventHumanCommandActionAborted(), HandEventBase::HandEventHumanCommandActionFinished(), HandEventBase::HandEventMoveTo(), HandEventBase::HandEventReplaced(), and HandEventBase::HandEventTake().
Referenced by CreateHandEventFromContext().
| bool IsAuthoritative | ( | ) |
Referenced by HandEventRemove::CheckRequestEx().
| bool IsOwner | ( | ) |
Referenced by Car::IsServerOrOwner(), and Car::OnVariablesSynchronized().
| bool IsProxy | ( | ) |
Referenced by BoatScript::EEHitBy(), BoatScript::EOnPostSimulate(), BoatScript::EOnSimulate(), and BoatScript::OnContact().
| bool IsServerSideOnly | ( | ) |
| void ReadFromContext | ( | ParamsReadContext | ctx | ) |
| bool ReserveInventory | ( | ) |
| void WriteToContext | ( | ParamsWriteContext | ctx | ) |
References m_AnimationID, m_EventID, m_Src, OptionalLocationWriteToContext(), and Serializer::Write().
| @ ERROR |
| JUNCTURE_ACQUIRED |
| JUNCTURE_DENIED |
| JUNCTURE_NOT_REQUIRED |
| int m_AnimationID = -1 |
Referenced by GetAnimationID(), and WriteToContext().
| m_EventID = 0 |
Referenced by GetEventID(), HandEventBase::HandAnimEventChanged(), HandEventBase::HandEvengReplaceWithNewBase(), HandEventBase::HandEventCreated(), HandEventBase::HandEventDestroy(), HandEventReplaceWithNewBase::HandEventDestroyAndReplaceWithNew(), HandEventDestroyAndReplaceWithNew::HandEventDestroyAndReplaceWithNewElsewhere(), HandEventBase::HandEventDestroyed(), HandEventReplaceWithNewBase::HandEventDestroyElsewhereAndReplaceWithNewInHands(), HandEventRemove::HandEventDrop(), HandEventSwap::HandEventForceSwap(), HandEventBase::HandEventHumanCommandActionAborted(), HandEventBase::HandEventHumanCommandActionFinished(), HandEventBase::HandEventMoveTo(), HandEventBase::HandEventReplaced(), HandEventBase::HandEventSwap(), HandEventBase::HandEventTake(), HandEventRemove::HandEventThrow(), and WriteToContext().
| bool m_IsJuncture |
For action guards. Although we can guarantee the item will exist for remotes and juncture, we can't guarantee the conditions will be the same as when the action was first performed. So therefore we only perform maximal checks on the Client and then Server but then do minimal checks on Juncture-Client and Juncture-Server and no checks on Remote-Client.
| bool m_IsRemote |
| ref InventoryLocation m_Src |
Referenced by HandEventBase::AcquireInventoryJunctureFromServer(), HandEventSwap::CanPerformEvent(), HandEventBase::CheckAndExecuteForceStandUp(), HandEventBase::CheckRequest(), HandEventSwap::CheckRequest(), DumpToString(), HandEventBase::DumpToString(), GetSrc(), GetSrcEntity(), HandEventBase(), HandStartAction::HandTakingAnimated_Show(), HandStartAction::OnAbort(), OnEntry(), HandStartAction::OnEntry(), HandStartAction::OnExit(), OnUpdate(), and WriteToContext().