DayZ 1.27
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◆ WeaponMagnumChambering()

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

См. определение в файле WeaponChambering.c строка 946

947 {
948 m_action = action;
949 m_startActionType = startActionType;
950 m_endActionType = endActionType;
951
952 // setup nested state machine
953 m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
955 m_rotate = new WeaponCylinderRotate(m_weapon, this);
956 m_chamber = new WeaponChambering_MultiMuzzleMagnum(m_weapon, this);
957 m_w4sb2 = LoopedChambering_Wait4ShowBullet2(m_weapon, this);
958 m_hideB = new BulletHide_W4T(m_weapon, this);
959 m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
960 // events
961 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
962 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
963 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
964 WeaponEventCylinderRotate __cr_ = new WeaponEventCylinderRotate;
965 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
966 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
967 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
968 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
969 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
970
971 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
972 m_fsm.AddTransition(new WeaponTransition(m_start, __be_, m_eject));
973 m_fsm.AddTransition(new WeaponTransition(m_start, __cr_, m_rotate));
974
975 m_fsm.AddTransition(new WeaponTransition(m_eject, __cr_, m_rotate));
976 m_fsm.AddTransition(new WeaponTransition(m_rotate, __be_, m_eject));
977
978 m_fsm.AddTransition(new WeaponTransition(m_eject, __bs_, m_chamber));
979 m_fsm.AddTransition(new WeaponTransition(m_rotate, __bs_, m_chamber));
980
981 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_w4sb2, null, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardChamberMultiHasRoomBulltet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
982 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_endLoop));
983 //m_fsm.AddTransition(new WeaponTransition(m_rotate, __bh_, m_chamber));
984 //m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
985 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __cr_, m_rotate));
986
987 m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, null));
988
989 // Safety exits
990 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
991 m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
992 m_fsm.AddTransition(new WeaponTransition(m_rotate, _fin_, null));
993 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
994 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
995
996 m_fsm.SetInitialState(m_start);
997 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
Определения RifleEjectCasing.c:8
ref WeaponCylinderRotate m_rotate
Определения WeaponChambering.c:940
int m_startActionType
Определения WeaponChambering.c:933
ref WeaponStartAction m_endLoop
Определения WeaponChambering.c:943
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
Определения WeaponChambering.c:942
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 WeaponEjectCasing m_eject
Определения RifleChambering.c:8
void WeaponEjectAllMuzzles(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
int m_endActionType
Определения WeaponChambering.c:934

Перекрестные ссылки m_action, m_chamber, m_eject, m_endActionType, m_endLoop, m_fsm, m_hideB, m_rotate, m_start, m_startActionType, m_w4sb2, m_weapon, WeaponEjectAllMuzzles() и WeaponStateBase().