DayZ 1.28
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◆ WeaponChargingStretch()

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

См. определение в файле WeaponCharging.c строка 369

370 {
371 m_action = action;
372 m_actionType = actionType;
373
374 // setup nested state machine
375 m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
376 m_onCK = new WeaponCharging_CK(m_weapon, this);
377
378 // events
379 WeaponEventBase __ck_ = new WeaponEventAnimCocked;
380 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
381
382 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
383 // transitions
384 m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
385 m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
386 m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
387
388 m_fsm.SetInitialState(m_start);
389 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
int m_actionType
action to be played
Определения RifleChambering.c:4
ref WeaponCharging_CK m_onCK
Определения WeaponAttachMagazine.c:122
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

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