DayZ 1.27
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◆ SaveCurrentFSMState() [19/20]

bool WeaponStateBase::SaveCurrentFSMState ( ParamsWriteContext ctx)
inlineprivate

См. определение в файле WeaponStateBase.c строка 34

35 {
36 if (HasFSM())
37 {
38 if (IsIdle())
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 // if parent state is !idle (unstable) then save whole machine
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)
Определения Debug.c:17
bool HasFSM()
Определения WeaponStateBase.c:28
bool IsIdle()
idle state does not expect any animation events
Определения WeaponStateBase.c:158
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
class LOD Object

Перекрестные ссылки HasFSM(), IsIdle(), LogManager::IsWeaponLogEnable(), m_fsm, m_weapon и wpnDebugSpam().