13 ref HandStartHidingAnimated m_Hide;
14 ref HandSwappingAnimated_Show
m_Show;
23 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
49 m_Hide.m_ActionType = es.m_AnimationID;
50 m_Show.m_ActionType = es.m_Animation2ID;
52 if (!
GetGame().IsDedicatedServer())
64 if ( !
GetGame().IsDedicatedServer())
97 if ( !
GetGame().IsDedicatedServer())
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
bool ClearJunctureEx(Man player, notnull EntityAI item)
const int c_InventoryReservationTimeoutShortMS
script counterpart to engine's class Inventory
Abstracted event, not to be used, only inherited.
Hand finite state machine.
override void OnExit(HandEventBase e)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
ref InventoryLocation m_Dst1
ref InventoryLocation m_Src1
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
void HandAnimatedSwapping(Man player=null, HandStateBase parent=null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref HandAnimatedMoveToDst_W4T m_Show
override void OnAbort(HandEventBase e)
ref InventoryLocation m_Dst2
ref InventoryLocation m_Src2
represent hand state base
proto native CGame GetGame()