DayZ 1.27
DayZ Explorer by KGB
 
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Класс WeaponStateBase

represent weapon state base Подробнее...

Закрытые члены

override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void RifleChambering (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void RifleEjectCasing (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
void RifleReChambering (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void RemoveNewMagazineFromInventory (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponAttachMagazine (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
void WeaponChamberFromAttMag (Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponChamberFromInnerMag (Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponChamberFromAttMagOnExit (Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 source of the cartridge
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override bool IsWaitingForActionFinish ()
 waiting for active animation action/actionType finish
 
void WeaponChambering (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
bool FindNextFreeMuzzle (int currentMuzzle, out int nextMuzzle)
 
override void OnEntry (WeaponEventBase e)
 
void WeaponMagnumChambering (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override bool IsWaitingForActionFinish ()
 
void LoopedChambering (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void LoopedChamberingEjectLast (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponCharging (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnEntry (WeaponEventBase e)
 destination of the cartridge
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override void OnEntry (WeaponEventBase e)
 destination of the cartridge
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponChargingInnerMag (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponChargingMultiple (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponChargingStretch (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponDetachingMag (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponEjectBullet (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponEjectCasing (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override void OnEntry (WeaponEventBase e)
 
void WeaponEjectCasingMultiMuzzle (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void WeaponEjectAllMuzzles (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void WeaponFireAndChamberNext (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override float GetCoolDown ()
 
void WeaponFireAndChamberNextFromInnerMag (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
void WeaponFireLast (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponRechamber (Weapon_Base w=NULL, WeaponStateBase parent=NULL, int actionEject=-1, int actionTypeEject=-1, int actionLoad=-1, int actionTypeLoad=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void DetachOldMagazine (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void AttachNewMagazine (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override bool IsWaitingForActionFinish ()
 
void WeaponReplacingMagAndChamberNext (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
void WeaponStartAction (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 specific action sub-type
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
void WeaponStateBase (Weapon_Base w=NULL, WeaponStateBase parent=NULL)
 internal state id used for load/restore
 
void SetParentState (WeaponStateBase parent)
 allows construction of hierarchical state machine
 
WeaponStateBase GetParentState ()
 
bool HasFSM ()
 
WeaponFSM GetFSM ()
 
void SetInternalStateID (int i)
 
int GetInternalStateID ()
 
bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
bool ProcessEvent (WeaponEventBase e)
 
void AddTransition (WeaponTransition t)
 adds transition into m_fsm transition table
 
void OnEntry (WeaponEventBase e)
 
void OnUpdate (float dt)
 
void OnAbort (WeaponEventBase e)
 
void OnExit (WeaponEventBase e)
 
bool IsWaitingForActionFinish ()
 
bool IsIdle ()
 idle state does not expect any animation events
 
bool IsBoltOpen ()
 
void OnSubMachineChanged (WeaponStateBase src, WeaponStateBase dst)
 called when sub-machine has changed its state
 
void OnStateChanged (WeaponStateBase src, WeaponStateBase dst)
 called on current state when state machine has changed its state
 
float GetCoolDown ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
 
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override bool IsWaitingForActionFinish ()
 
void WeaponUnjamming (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 

Закрытые данные

WeaponActions m_action
 
int m_actionType
 action to be played
 
Magazine m_srcMagazine
 destination of the ejected cartridge
 
ref WeaponStateBase m_start
 source of the cartridge
 
ref WeaponEjectCasing m_eject
 
ref WeaponChambering_Cartridge m_chamber
 
ref WeaponChambering_W4T m_w4t
 
ref WeaponStartAction m_start
 
ref BulletHide_W4T m_hideB
 
Magazine m_dstMagazine
 
ref WeaponEjectBullet_Cartridge m_eject
 
Magazine m_newMagazine
 magazine that will be detached
 
ref InventoryLocation m_newSrc
 magazine that will be removed from inventory
 
ref AttachNewMagazine m_attach
 
ref WeaponChamberFromAttMag_W4T m_chamber
 
ref WeaponCharging_CK m_onCK
 
float m_damage
 
string m_type
 
string m_magazineType
 
ref InventoryLocation m_srcMagazinePrevLocation
 source of the cartridge
 
int m_startActionType
 
int m_endActionType
 
ref WeaponEjectAllMuzzles m_eject
 
ref WeaponCylinderRotate m_rotate
 
ref WeaponChambering_Base m_chamber
 
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
 
ref WeaponStartAction m_endLoop
 
ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag
 
ref WeaponCharging_Start m_start
 
ref WeaponEjectAndChamberFromAttMag m_ejectChamber
 
ref WeaponEjectBullet_Cartridge_W4T m_onBE
 
ref WeaponEjectCasing_W4T m_onBEFireOut
 
ref WeaponChamberFromInnerMag_W4T m_chamber
 
Magazine m_magazine
 
ref InventoryLocation m_dst
 magazine that will be detached
 
ref WeaponDetachingMag_Store m_store
 
ref MagazineHide_W4T m_hideM
 
ref WeaponEjectBullet_Start m_start
 destination of the cartridge
 
ref WeaponEjectBullet_Cartridge_W4T m_eject
 
float m_dtAccumulator
 
ref WeaponFire m_fire
 
ref WeaponFireWithEject m_fire
 
int m_actionEject
 
int m_actionTypeEject
 
int m_actionLoad
 
int m_actionTypeLoad
 
ref WeaponEjectBullet m_eje
 source of the loaded cartridge
 
ref WeaponChambering m_loa
 
Magazine m_oldMagazine
 
ref InventoryLocation m_newDst
 magazine that will be detached
 
ref DetachOldMagazine m_detach
 
ref OldMagazineHide m_hideOld
 
ref SwapOldAndNewMagazine m_swapMags
 
ref AttachNewMagazine_W4T m_attach
 
Weapon_Base m_weapon
 
WeaponStateBase m_parentState
 weapon that this state relates to
 
ref WeaponFSM m_fsm
 hierarchical parent state of this state (or null)
 
int m_InternalID = -1
 nested state machine (or null)
 
float m_jamTime
 
ref WeaponUnjamming_Start m_start
 
ref WeaponUnjamming_Cartridge_W4T m_eject
 
ref WeaponUnjamming_W4T m_w4t
 

Подробное описание

represent weapon state base

Class comes with entry/update/abort/exit hooks that can be overriden in custom states

Class is ready for hierarchic composition, i.e. this state having a sub-machine running under hood. If no m_fsm member is configured, class acts as ordinary plain finite machine state.

См. определение в файле BulletHide.c строка 1