Dayz 1.25
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Файл Hand_States.c

См. исходные тексты.

Структуры данных

class  HandStateEquipped
 

Переменные

 UNKNOWN = 0
 
 Empty = 1
 
 Equipped = 2
 
enum  HandStateID
 states Подробнее...
 
HandStateEquipped OnEntry
 
enum HandStateID OnEntry (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override int GetCurrentStateID ()
 

Перечисления

◆ HandStateID

states

4{
5 UNKNOWN = 0,
6 Empty = 1,
7 Equipped = 2,
8}
UNKNOWN
Definition Hand_States.c:13
Empty
Definition Hand_States.c:14
Equipped
Definition Hand_States.c:15

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
29{ return HandStateID.Empty; }
HandStateID
states
Definition Hand_States.c:4

◆ OnEntry()

13 {
14 if(e)
15 {
16 switch (e.m_EventID)
17 {
18 case HandEventID.MOVETO:
19 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
20 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
21 break;
22
23 default: {};
24 }
25 }
26 super.OnEntry(e);
27 }
HandEventID
events
Definition Hand_Events.c:7
static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)
Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY,...
static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)
inventory for plain man/human
Definition HumanInventory.c:10
Definition EntityAI.c:95

◆ OnExit()

28{ super.OnExit(e); }

Переменные

◆ Empty

◆ Equipped

Equipped = 2

◆ OnEntry

override void OnEntry
294{
295 override void OnEntry (WeaponEventBase e)
296 {
297 super.OnEntry(e);
298 if (e)
299 {
300 if (m_srcMagazine)
301 {
302 m_magazineType = m_srcMagazine.GetType();
303
304 if (m_srcMagazine.ServerAcquireCartridge(m_damage, m_type))
HandStateEquipped OnEntry
Definition WeaponChambering.c:291
Magazine m_srcMagazine
Definition WeaponChambering.c:634
signalize mechanism manipulation
Definition Events.c:35

◆ UNKNOWN

@ UNKNOWN = 0