DayZ 1.27
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◆ LoopedChambering()

void WeaponStateBase::LoopedChambering ( 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 27

28 {
29 m_action = action;
30 m_startActionType = startActionType;
31 m_endActionType = endActionType;
32
33 // setup nested state machine
34 m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
36 m_chamber = new WeaponChambering_Cartridge_ChambToMag(m_weapon, this);
37 m_w4sb2 = LoopedChambering_Wait4ShowBullet2(m_weapon, this);
38 m_hideB = new BulletHide_W4T(m_weapon, this);
39 m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
40 // events
41 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
42 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
43 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
44 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
45 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
46 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
47 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
48 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
49
50 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
51 m_fsm.AddTransition(new WeaponTransition(m_start, __be_, m_eject));
52 m_fsm.AddTransition(new WeaponTransition(m_start, __bs_, m_chamber));
53 m_fsm.AddTransition(new WeaponTransition(m_eject, __bs_, m_chamber));
54
55
56 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
57 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_endLoop));
58 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
59 m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_chamber));
60
61 m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL));
62
63 // Safety exits
64 m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null));
65 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
66 m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
67 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
68 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
69
70 m_fsm.SetInitialState(m_start);
71 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
Определения RifleEjectCasing.c:8
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 WeaponEjectCasing(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_start, m_startActionType, m_w4sb2, m_weapon, WeaponEjectCasing() и WeaponStateBase().