54 override bool IsIdle () {
return false; }
void hndDebugPrint(string s)
Abstracted event, not to be used, only inherited.
simple class starting animation action specified by m_action and m_actionType
override void OnExit(HandEventBase e)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
void HandStartAction(Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
int m_ActionType
action to be played
represent hand state base
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
static bool IsInventoryHFSMLogEnable()
void Error(string err)
Messagebox with error message.
string WeaponActionTypeToString(int A, int AT)