36 if (item.GetInventory().GetCurrentInventoryLocation(src))
38 if (
g_Game.IsDedicatedServer())
48 if (
g_Game.IsMultiplayer() && InventoryDebug.IsHandAckEnable())
50 if (!
g_Game.IsDedicatedServer())
67 Error(
"[hndfsm] " +
Object.GetDebugName(
m_Player) +
" STS = " +
m_Player.GetSimulationTimeStamp() +
" HandAnimatedMoveToDst_W4T - item " + item +
" has no Inventory or Location, inv=" + item.GetInventory());
70 Error(
"[hndfsm] HandAnimatedMoveToDst_W4T - event has no valid m_Dst");
95 ref HandAnimatedMoveToDst_W4T
m_Show;
106 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
120 HandEventMoveTo ev_move = HandEventMoveTo.Cast(e);
123 m_Show.m_Dst = ev_move.GetDst();
124 m_Hide.m_ActionType = ev_move.GetAnimationID();
125 m_Show.m_ActionType = ev_move.GetAnimationID();
137 if ( !
g_Game.IsDedicatedServer())
154 if ( !
g_Game.IsDedicatedServer())
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
const int c_InventoryReservationTimeoutShortMS
script counterpart to engine's class Inventory
Abstracted event, not to be used, only inherited.
Hand finite state machine.
override bool IsWaitingForActionFinish()
override void OnAbort(HandEventBase e)
void HandStartHidingAnimated(Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref InventoryLocation m_Dst
override void OnEntry(HandEventBase e)
override void OnExit(HandEventBase e)
simple class starting animation action specified by m_action and m_actionType
override void OnExit(HandEventBase e)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref HandAnimatedMoveToDst_W4T m_Show
override void OnAbort(HandEventBase e)
ref InventoryLocation m_ilEntity
void HandAnimatedMovingToAtt(Man player=null, HandStateBase parent=null)
represent hand state base
void Error(string err)
Messagebox with error message.