DayZ 1.28
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◆ WeaponDetachingMagOpenBolt()

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

См. определение в файле WeaponDetachingMag.c строка 329

330 {
331 m_action = action;
332 m_actionType = actionType;
333
334 // setup nested state machine
335 m_start = new WeaponDetachingMag_1(m_weapon, this, m_action, m_actionType);
336 m_store = new WeaponDetachingMag_StoreRemoveChamberBullet(m_weapon, this);
337 m_hideM = new MagazineHide_W4T(m_weapon, this);
338 // events
339 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
340 WeaponEventBase __md_ = new WeaponEventAnimMagazineDetached;
341 WeaponEventBase __mh_ = new WeaponEventAnimMagazineHide;
342
343 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
344 m_fsm.AddTransition(new WeaponTransition(m_start, __md_, m_store));
345 m_fsm.AddTransition(new WeaponTransition(m_store, __mh_, m_hideM));
346 m_fsm.AddTransition(new WeaponTransition(m_hideM, _fin_, NULL));
347
348 // Safety exits
349 m_fsm.AddTransition(new WeaponTransition(m_store , _fin_, null));
350 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
351
352 m_fsm.SetInitialState(m_start);
353 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
int m_actionType
action to be played
Определения RifleChambering.c:4
ref WeaponDetachingMag_Store m_store
Определения WeaponDetachingMag.c:225
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 WeaponStateBase m_start
source of the cartridge
Определения RifleChambering.c:7
ref MagazineHide_W4T m_hideM
Определения WeaponDetachingMag.c:226

Перекрестные ссылки m_action, m_actionType, m_fsm, m_hideM, m_start, m_store, m_weapon и WeaponStateBase().