DayZ 1.27
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◆ WeaponRechamber()

void WeaponStateBase::WeaponRechamber ( Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
int actionEject = -1,
int actionTypeEject = -1,
int actionLoad = -1,
int actionTypeLoad = -1 )
inlineprivate

См. определение в файле WeaponReChamber.c строка 15

16 {
17 m_actionEject = actionEject;
18 m_actionTypeEject = actionTypeEject;
19 m_actionLoad = actionLoad;
20 m_actionTypeLoad = actionTypeLoad;
21
22 // setup nested state machine
25 // events
26 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
27
28 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
29 m_fsm.AddTransition(new WeaponTransition(m_eje, _fin_, m_loa));
30 m_fsm.AddTransition(new WeaponTransition(m_loa, _fin_, NULL));
31
32 m_fsm.SetInitialState(m_eje);
33 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
void WeaponEjectBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
Определения WeaponEjectBullet.c:50
int m_actionTypeLoad
Определения WeaponReChamber.c:8
int m_actionTypeEject
Определения WeaponReChamber.c:6
int m_actionLoad
Определения WeaponReChamber.c:7
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
void WeaponChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
Определения WeaponChambering.c:386
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
ref WeaponEjectBullet m_eje
source of the loaded cartridge
Определения WeaponReChamber.c:12
int m_actionEject
Определения WeaponReChamber.c:5
ref WeaponChambering m_loa
Определения WeaponReChamber.c:13

Перекрестные ссылки m_actionEject, m_actionLoad, m_actionTypeEject, m_actionTypeLoad, m_eje, m_fsm, m_loa, m_weapon, WeaponChambering(), WeaponEjectBullet() и WeaponStateBase().