DayZ 1.28
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◆ LoopedChamberingEjectLast()

void WeaponStateBase::LoopedChamberingEjectLast ( Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int startActionType = -1,
int endActionType = -1 )
inlineprivate

См. определение в файле WeaponChamberingLooped.c строка 286

287 {
288 m_action = action;
289 m_startActionType = startActionType;
290 m_endActionType = endActionType;
291
292 // setup nested state machine
293 m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
295 m_mag = new WeaponChambering_InternalMagazine_OnExit(m_weapon, this);
296 m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this);
297 m_hideB = new BulletHide_W4T(m_weapon, this);
298 m_chamberFromInnerMag = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
299 m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
300 // events
301 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
302 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
303 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
304 WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked;
305 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
306 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
307 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
308 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
309 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
310
311 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
312 m_fsm.AddTransition(new WeaponTransition(m_start , __bs_, m_mag));
313
314
315 m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_mag), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
316 m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_endLoop));
317 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
318 m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_mag));
319
320
321 m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL));
322
323 m_fsm.AddTransition(new WeaponTransition(m_hideB, __be_, m_eject));
324 m_fsm.AddTransition(new WeaponTransition(m_endLoop, __be_, m_eject));
325 m_fsm.AddTransition(new WeaponTransition(m_eject, __wc_, m_chamberFromInnerMag));
326 m_fsm.AddTransition(new WeaponTransition(m_chamberFromInnerMag, _fin_, NULL));
327
328 // Safety exits
329 m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null));
330 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
331 m_fsm.AddTransition(new WeaponTransition(m_mag, _fin_, null));
332 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
333 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
334
335 m_fsm.SetInitialState(m_start);
336 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
Определения RifleEjectCasing.c:8
ref WeaponChambering_Base m_mag
Определения WeaponChamberingLooped.c:284
ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag
Определения WeaponChamberingLooped.c:283
int m_startActionType
Определения WeaponChambering.c:1101
ref WeaponStartAction m_endLoop
Определения WeaponChambering.c:1111
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
Определения WeaponChambering.c:1110
WeaponActions m_action
Определения RifleChambering.c:3
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
ref WeaponStateBase m_start
source of the cartridge
Определения RifleChambering.c:7
ref WeaponEjectCasing m_eject
Определения RifleChambering.c:8
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
int m_endActionType
Определения WeaponChambering.c:1102

Перекрестные ссылки m_action, m_chamberFromInnerMag, m_eject, m_endActionType, m_endLoop, m_fsm, m_hideB, m_mag, m_start, m_startActionType, m_w4sb2, m_weapon, WeaponEjectCasing() и WeaponStateBase().