DayZ 1.28
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◆ WeaponAttachMagazineOpenBoltCharged()

void WeaponStateBase::WeaponAttachMagazineOpenBoltCharged ( Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate

См. определение в файле WeaponAttachMagazine.c строка 239

240 {
241 m_action = action;
242 m_actionType = actionType;
243
244 // setup nested state machine
248 m_chamber = new WeaponChamberFromAttMagOpenbolt_W4T(m_weapon, this);
249 m_onCK = new WeaponChargingOpenBolt_CK(m_weapon, this);
250
251
252
253 // events: MS, MA, BE, CK
254 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
255 WeaponEventBase __ms_ = new WeaponEventAnimMagazineShow;
256 WeaponEventBase __so_ = new WeaponEventAnimSliderOpen;
257 WeaponEventBase __ma_ = new WeaponEventAnimMagazineAttached;
258 WeaponEventBase __ck_ = new WeaponEventAnimCocked;
259
260 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
261
262 m_fsm.AddTransition(new WeaponTransition( m_start, __ms_, m_attach));
263 m_fsm.AddTransition(new WeaponTransition( m_attach, __ma_, m_chamber, NULL, new GuardAnd(new WeaponGuardWeaponCharged(m_weapon), new WeaponGuardHasAmmo(m_weapon))));
264 m_fsm.AddTransition(new WeaponTransition( m_attach, __ma_, m_attach_W));
265 m_fsm.AddTransition(new WeaponTransition( m_attach_W, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
266 m_fsm.AddTransition(new WeaponTransition( m_attach_W, __ck_, m_onCK));
267
268 m_fsm.AddTransition(new WeaponTransition( m_attach, _fin_, NULL));
269 m_fsm.AddTransition(new WeaponTransition( m_attach_W, _fin_, NULL));
270 m_fsm.AddTransition(new WeaponTransition( m_chamber, _fin_, NULL));
271 m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
272
273
274 // Safety exits
275 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
276
277 m_fsm.SetInitialState(m_start);
278 }
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
Определения Guards.c:99
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
void AttachNewMagazine(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
int m_actionType
action to be played
Определения RifleChambering.c:4
ref WeaponCharging_CK m_onCK
Определения WeaponAttachMagazine.c:122
ref AttachNewMagazine m_attach
Определения WeaponAttachMagazine.c:120
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Определения WeaponStateBase.c:17
void WeaponStartAction(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
Определения WeaponStartAction.c:9
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
WeaponActions m_action
Определения RifleChambering.c:3
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
ref WeaponChambering_Cartridge m_chamber
Определения RifleChambering.c:9
ref WeaponStateBase m_start
source of the cartridge
Определения RifleChambering.c:7
ref WeaponStateBase m_attach_W
Определения WeaponAttachMagazine.c:235

Перекрестные ссылки AttachNewMagazine(), m_action, m_actionType, m_attach, m_attach_W, m_chamber, m_fsm, m_onCK, m_start, m_weapon, WeaponGuardHasAmmo(), WeaponStartAction() и WeaponStateBase().