16 {
17 super.OnEntry(e);
18
19 if (e.m_Player)
20 {
22 if (hcw)
23 {
25 {
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 {
36 }
37 else
39 }
40 }
41 else
43 }
44 else
45 {
47 }
48 }
void hndDebugPrint(string s)
int m_ActionType
action to be played
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
void Error(string err)
Messagebox with error message.
string WeaponActionTypeToString(int A, int AT)
void HumanCommandWeapons()