DayZ 1.27
DayZ Explorer by KGB
 
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HandStartAction.c
См. документацию.
1
5{
8
9 void HandStartAction (Man player = NULL, HandStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
10 {
11 m_Action = action;
12 m_ActionType = actionType;
13 }
14
15 override void OnEntry (HandEventBase e)
16 {
17 super.OnEntry(e);
18
19 if (e.m_Player)
20 {
21 HumanCommandWeapons hcw = e.m_Player.GetCommandModifier_Weapons();
22 if (hcw)
23 {
24 if (m_ActionType == -1)
25 {
26 hcw.StartAction(-1, -1);
27 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=-1 AT=-1 fini=" + hcw.IsActionFinished());
28 }
29 else
30 {
32
34 {
35 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished());
36 }
37 else
38 Error("HCW: NOT playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished());
39 }
40 }
41 else
42 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: remote playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType));
43 }
44 else
45 {
46 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: warning, no player wants to play A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType));
47 }
48 }
49 override void OnExit (HandEventBase e)
50 {
51 super.OnExit(e);
52 }
53
54 override bool IsIdle () { return false; }
55};
56
57
58
void hndDebugPrint(string s)
Определения HandFSM.c:1
Abstracted event, not to be used, only inherited.
Определения Hand_Events.c:209
simple class starting animation action specified by m_action and m_actionType
Определения HandAnimatedForceSwapping.c:55
override void OnExit(HandEventBase e)
Определения HandStartAction.c:49
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
Определения HandStateBase.c:11
override void OnEntry(HandEventBase e)
Определения HandStartAction.c:15
override bool IsIdle()
Определения HandStartAction.c:54
void HandStartAction(Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
Определения HandStartAction.c:9
WeaponActions m_Action
Определения HandStartAction.c:6
int m_ActionType
action to be played
Определения HandStartAction.c:7
represent hand state base
Определения HandAnimatedForceSwapping.c:4
proto native bool IsActionFinished()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
Определения human.c:994
static bool IsInventoryHFSMLogEnable()
Определения Debug.c:668
Определения Debug.c:594
Определения ObjectTyped.c:2
void Error(string err)
Messagebox with error message.
Определения EnDebug.c:90
WeaponActions
actions
Определения human.c:816
string WeaponActionTypeToString(int A, int AT)
Определения human.c:943