class PlayerBaseMoveFEATURE_NETWORK_RECONCILIATIONSource
PlayerBaseMove › DayZPlayerImplementMove › DayZPlayerMove › AnimPhysMove › PawnMove
All members, including inherited
Constructors 1
protected void PlayerBaseMove()FEATURE_NETWORK_RECONCILIATIONReferences m_bStaminaSynced
Members 6
float m_fStaminaValueFEATURE_NETWORK_RECONCILIATIONThese stamina values are already properly synchronized. We do not have to store in state and synchronize. Some commands such as HumanCommandMove depend on stamina. It is much cheaper cost to store stamina here and call respective functions then store all values that are affected by stamina
float m_fStaminaCapacityFEATURE_NETWORK_RECONCILIATIONfloat m_fStaminaDepletionFEATURE_NETWORK_RECONCILIATIONReferenced by StaminaHandler.ReplayMove()
bool m_bStaminaSyncedFEATURE_NETWORK_RECONCILIATIONfloat m_fStaminaSyncedValueFEATURE_NETWORK_RECONCILIATIONReferenced by StaminaHandler.ReplayMove()
float m_fStaminaSyncedCapacityFEATURE_NETWORK_RECONCILIATIONReferenced by StaminaHandler.ReplayMove()
Methods 2
protected override event void Write(PawnMoveWriter ctx, PawnMove prev)FEATURE_NETWORK_RECONCILIATIONReferences DayZPlayerImplementMove.Write()
protected override event void Read(PawnMoveReader ctx, PawnMove prev)FEATURE_NETWORK_RECONCILIATIONReferences DayZPlayerImplementMove.Read()