DayZ 1.27
DayZ Explorer by KGB
 
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◆ WeaponFireLast()

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

См. определение в файле WeaponFireLast.c строка 10

11 {
12 m_action = action;
13 m_actionType = actionType;
14
15 // setup nested state machine
16 m_fire = new WeaponFireWithEject(m_weapon, this, m_action, m_actionType);
17
18 // events
19 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
20 WeaponEventReloadTimeout __to_ = new WeaponEventReloadTimeout;
21
22 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
23
24 // transitions
25 m_fsm.AddTransition(new WeaponTransition(m_fire, _fin_, NULL));
26 m_fsm.AddTransition(new WeaponTransition(m_fire, __to_, NULL));
27
28 m_fsm.SetInitialState(m_fire);
29 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
int m_actionType
action to be played
Определения RifleChambering.c:4
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 WeaponFire m_fire
Определения WeaponFireAndChamberNext.c:7

Перекрестные ссылки m_action, m_actionType, m_fire, m_fsm, m_weapon и WeaponStateBase().