См. определение в файле WeaponStateBase.c строка 34
35 {
37 {
39 {
40 if (LogManager.IsWeaponLogEnable()) {
wpnDebugSpam(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponStateBase::SaveCurrentFSMState - idle state, skipping other substates"); }
41 return m_fsm.SaveCurrentFSMState(ctx);
42 }
43 else
44 {
45
46 if (LogManager.IsWeaponLogEnable()) {
wpnDebugSpam(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponStateBase::SaveCurrentFSMState - NOT idle state, saving full submachine state"); }
47 return m_fsm.SaveCurrentUnstableFSMState(ctx);
48 }
49 return false;
50 }
51 return true;
52 }
void wpnDebugSpam(string s)
bool IsIdle()
idle state does not expect any animation events
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Перекрестные ссылки HasFSM(), IsIdle(), LogManager::IsWeaponLogEnable(), m_fsm, m_weapon и wpnDebugSpam().