class HandEventBase
Constructors 1
void HandEventBase(Man p = null, InventoryLocation src = null)Members 6
int m_EventID = 0Referenced by HandAnimEventChanged.HandAnimEventChanged(), GetEventID(), WriteToContext()
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, HandEventCreated.HandEventCreated(), HandEventDestroy.HandEventDestroy(), HandEventDestroyAndReplaceWithNew.HandEventDestroyAndReplaceWithNew(), HandEventDestroyAndReplaceWithNewElsewhere.HandEventDestroyAndReplaceWithNewElsewhere(), HandEventDestroyed.HandEventDestroyed(), HandEventDestroyElsewhereAndReplaceWithNewInHands.HandEventDestroyElsewhereAndReplaceWithNewInHands(), HandEventDrop.HandEventDrop(), HandEventForceSwap.HandEventForceSwap(), HandEventHumanCommandActionAborted.HandEventHumanCommandActionAborted(), HandEventHumanCommandActionFinished.HandEventHumanCommandActionFinished(), HandEventMoveTo.HandEventMoveTo(), HandEventReplaced.HandEventReplaced(), HandEventReplaceWithNewBase.HandEvengReplaceWithNewBase(), HandEventSwap.HandEventSwap(), HandEventTake.HandEventTake(), HandEventThrow.HandEventThrow(), HandStateEmpty.OnEntry(), and HandStateEquipped.OnEntry()int m_AnimationID = -1Referenced by HandAnimatedForceSwapping.OnEntry(), HandAnimatedForceSwapping_Inst.OnEntry(), HandAnimatedSwapping.OnEntry()
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, CreateHandEventFromContext(), GetAnimationID(), WriteToContext(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), HandSelectAnimationOfMoveFromHandsEvent.GuardCondition(), HandSelectAnimationOfSwapInHandsEvent.GuardCondition(), and HandSelectAnimationOfTakeToHandsEvent.GuardCondition()DayZPlayer m_Playerref InventoryLocation m_SrcReferenced by DumpToString(), GetSrc(), GetSrcEntity()
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, HandEventBase(), WriteToContext(), HandEventForceSwap.CanPerformEvent(), HandEventForceSwap.CheckRequest(), HandEventMoveTo.CheckRequest(), HandEventMoveTo.DumpToString(), HandEventRemove.CheckRequest(), HandEventSwap.CheckAndExecuteForceStandUp(), HandEventSwap.CheckRequest(), HandEventSwap.DumpToString(), HandGuardInstantForceSwap.GuardCondition(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), and HandSelectAnimationOfForceSwapInHandsEvent.ProcessSwapEvent()bool m_IsJunctureFor 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_IsRemoteReferenced by DayZPlayerInventory.ExecuteHandEventCommandClient(), DayZPlayerInventory.ExecuteHandEventCommandRemote(), DayZPlayerInventory.ExecuteHandEventCommandServer()
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, DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateHandEventServer(), HandGuardCanForceSwap.GuardCondition(), HandGuardCanMove.GuardCondition(), HandGuardCanSwap.GuardCondition(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), and HandSelectAnimationOfMoveFromHandsEvent.GuardCondition()Methods 25
HandEventID GetEventID()References m_EventID
Referenced by DayZPlayerInventory.ExecuteHandEventCommandRemote(), DayZPlayerInventory.OnHandEventForRemote(), DayZPlayerInventory.SyncHandEventToRemote()
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, DayZPlayerInventory.ValidateHandEvent(), DumpToString(), HandEventForceSwap.CanPerformEvent(), HandEventForceSwap.CheckRequest(), HandEventMoveTo.CanPerformEvent(), HandEventMoveTo.CheckRequestSrc(), HandEventMoveTo.DumpToString(), HandEventRemove.CanPerformEvent(), HandEventRemove.CheckRequestSrc(), HandEventReplaceWithNewBase.DumpToString(), HandEventSwap.CanPerformEvent(), HandEventSwap.CheckRequest(), HandEventSwap.CheckRequestSrc(), HandEventSwap.DumpToString(), HandEventTake.CanPerformEventEx(), and HandEventTake.CheckRequestSrc()bool IsAuthoritative()Referenced by HandEventDrop.CheckRequestEx()
bool IsOwner()bool IsProxy()void ReadFromContext(ParamsReadContext ctx)void WriteToContext(ParamsWriteContext ctx)InventoryLocation GetSrc()References m_Src
Referenced by DayZPlayerInventory.ExecuteHandEventCommandRemote(), DayZPlayerInventory.ExecuteHandEventCommandServer(), DayZPlayerInventory.HandEvent()
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, DayZPlayerInventory.OnInventoryJunctureFailureFromServer(), DayZPlayerInventory.SendServerHandEventViaJuncture(), DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateHandEventServer(), HandActionDrop.Action(), HandActionForceSwap.Action(), HandActionMoveTo.Action(), HandActionSwap.Action(), HandActionTake.Action(), HandActionThrow.Action(), HandAnimatedForceSwapping.OnEntry(), HandAnimatedForceSwapping_Inst.OnEntry(), HandAnimatedSwapping.OnEntry(), HandAnimatedTakingFromAtt.OnEntry(), ClearInventoryReservation(), ReserveInventory(), HandEventMoveTo.AcquireInventoryJunctureFromServer(), HandEventMoveTo.CanPerformEvent(), HandEventMoveTo.CheckRequestSrc(), HandEventRemove.AcquireInventoryJunctureFromServer(), HandEventRemove.CanPerformEvent(), HandEventRemove.CheckRequestSrc(), HandEventReplaceWithNewBase.DumpToString(), HandEventSwap.AcquireInventoryJunctureFromServer(), HandEventSwap.CanPerformEvent(), HandEventSwap.CheckRequestSrc(), HandEventTake.AcquireInventoryJunctureFromServer(), HandEventTake.CanPerformEventEx(), HandEventTake.CheckRequest(), HandEventTake.CheckRequestSrc(), HandGuardCanForceSwap.GuardCondition(), HandGuardCanMove.GuardCondition(), HandGuardCanSwap.GuardCondition(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), and HandSelectAnimationOfTakeToHandsEvent.GuardCondition()InventoryLocation GetSecondSrc()EntityAI GetSrcEntity()Referenced by DayZPlayerInventory.ExecuteHandEventCommandClient(), DayZPlayerInventory.ExecuteHandEventCommandRemote(), DayZPlayerInventory.ExecuteHandEventCommandServer()
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, DayZPlayerInventory.HandleHandEvent(), DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateHandEventServer(), GameInventory.OnServerInventoryCommandStatic(), HandActionDestroy.Action(), HandActionThrow.Action(), HandAnimatedMovingToAtt.OnEntry(), HandEventDrop.CanPerformEventEx(), HandEventDrop.CheckRequestEx(), HandEventForceSwap.CheckRequest(), HandEventReplaceWithNewBase.GetDst(), HandEventTake.GetDst(), HandEventThrow.HandEventThrow(), HandGuardHasDestroyedItemInHands.GuardCondition(), HandGuardHasItemInEvent.GuardCondition(), HandGuardHasWeaponInEvent.GuardCondition(), HandGuardIsSameItemInHands.GuardCondition(), HandStateEmpty.OnEntry(), HandStateEquipped.OnEntry(), and InventoryInputUserData.SendServerHandEventViaInventoryCommand()EntityAI GetSecondSrcEntity()InventoryLocation GetDst()Referenced by DayZPlayerInventory.ExecuteHandEventCommandServer(), DayZPlayerInventory.HandEvent(), DayZPlayerInventory.HandleHandEvent()
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, DayZPlayerInventory.OnInventoryJunctureFailureFromServer(), DayZPlayerInventory.SendServerHandEventViaJuncture(), DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateHandEventServer(), HandActionDrop.Action(), HandActionTake.Action(), HandActionThrow.Action(), HandAnimatedTakingFromAtt.OnEntry(), ClearInventoryReservation(), ReserveInventory(), HandGuardHasRoomForItem.GuardCondition(), HandSelectAnimationOfMoveFromHandsEvent.GuardCondition(), HandSelectAnimationOfTakeToHandsEvent.GuardCondition(), HandStateEmpty.OnEntry(), HandStateEquipped.OnEntry(), and HumanInventory.ReplaceItemInElsewhereWithNewinHandsImpl()InventoryLocation GetSecondDst()int GetAnimationID()References m_AnimationID
bool CheckRequest()Referenced by CheckRequestEx()
bool CheckRequestEx(InventoryValidation validation)bool CanPerformEvent()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
Referenced by CanPerformEventEx()
bool CanPerformEventEx(InventoryValidation validation)References CanPerformEvent()
bool CheckRequestSrc()bool IsServerSideOnly()static HandEventBase HandEventFactory(HandEventID id, Man p = null, InventoryLocation src = null)References Error(), HandAnimEventChanged.HandAnimEventChanged(), new HandEventCreated()
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, new HandEventDestroy(), new HandEventDestroyAndReplaceWithNew(), new HandEventDestroyAndReplaceWithNewElsewhere(), new HandEventDestroyed(), new HandEventDestroyElsewhereAndReplaceWithNewInHands(), new HandEventDrop(), new HandEventForceSwap(), HandEventHumanCommandActionAborted.HandEventHumanCommandActionAborted(), HandEventHumanCommandActionFinished.HandEventHumanCommandActionFinished(), new HandEventMoveTo(), new HandEventReplaced(), new HandEventSwap(), new HandEventTake(), and new HandEventThrow()static HandEventBase CreateHandEventFromContext(ParamsReadContext ctx)References Error(), HandEventFactory(), OptionalLocationReadFromContext()
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, Serializer.Read(), ReadFromContext(), and m_AnimationIDstring DumpToString()References InventoryLocation.DumpToStringNullSafe(), typename.EnumToString(), Object.GetDebugName()
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, GetEventID(), m_Player, and m_SrcReferenced by DayZPlayerInventory.ExecuteHandEventCommandClient(), DayZPlayerInventory.ExecuteHandEventCommandRemote(), DayZPlayerInventory.ExecuteHandEventCommandServer()
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, DayZPlayerInventory.HandleHandEvent(), DayZPlayerInventory.SendServerHandEventViaJuncture(), DayZPlayerInventory.SyncHandEventToRemote(), DayZPlayerInventory.ValidateHandEvent(), DayZPlayerInventory.ValidateHandEventServer(), GameInventory.OnServerInventoryCommandStatic(), HandEventRemove.AcquireInventoryJunctureFromServer(), HandEventTake.AcquireInventoryJunctureFromServer(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), HumanInventory.ReplaceItemInElsewhereWithNewinHandsImpl(), HumanInventory.ReplaceItemInHandsWithNewImpl(), InventoryInputUserData.SendInputUserDataHandEvent(), and InventoryInputUserData.SendServerHandEventViaInventoryCommand()bool ReserveInventory()void ClearInventoryReservation()References GameInventory.ClearInventoryReservationEx(), GetDst(), Man.GetHumanInventory()