Dayz 1.25
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Класс HandGuardBase

TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal checks on "Juncture"/"Remote". Подробнее...

Защищенные члены

void HandGuardHasItemInEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardIsSameItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasDestroyedItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasRoomForItem (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanMove (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanForceSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardInstantForceSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfMoveFromHandsEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfForceSwapInHandsEvent (Man p=NULL)
 
bool ProcessSwapEvent (notnull HandEventBase e, out int animType1, out int animType2)
 
override bool GuardCondition (HandEventBase e)
 
void BotGuardHasItemInHands (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 

Защищенные данные

Man m_Player
 

Закрытые члены

bool GuardCondition (HandEventBase e)
 
void HandGuardAnd (HandGuardBase arg0=null, HandGuardBase arg1=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardNot (HandGuardBase arg0=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardOr (HandGuardBase arg0=null, HandGuardBase arg1=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfTakeToHandsEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 

Закрытые данные

ref HandGuardBase m_arg0
 
ref HandGuardBase m_arg1
 

Подробное описание

TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal checks on "Juncture"/"Remote".

guards

represents guard on a transition from state to state

Методы

◆ BotGuardHasItemInHands()

void BotGuardHasItemInHands ( Man p = NULL)
inlineprotected
61{ m_Player = p; }
Man m_Player
Definition Hand_Guards.c:83
Definition EntityAI.c:95

Перекрестные ссылки m_Player.

◆ GuardCondition() [1/17]

bool GuardCondition ( HandEventBase e)
inlineprivate
14{ return true; }

◆ GuardCondition() [2/17]

override bool GuardCondition ( HandEventBase e)
inlineprivate
26 {
27 bool result = m_arg0.GuardCondition(e) && m_arg1.GuardCondition(e);
28
29 #ifdef DEVELOPER
31 {
32 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type() + " && " + m_arg1.Type(), "HandGuardAnd" , "n/a", "GuardCondition", e.m_Player.ToString() );
33 }
34 #endif
35
36 return result;
37 }
Definition Debug.c:14
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:196
ref HandGuardBase m_arg0
Definition Hand_Guards.c:20
ref HandGuardBase m_arg1
Definition Hand_Guards.c:21
Definition Debug.c:735
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:809

Перекрестные ссылки Debug::InventoryHFSMLog() и LogManager::IsInventoryHFSMLogEnable().

◆ GuardCondition() [3/17]

override bool GuardCondition ( HandEventBase e)
inlineprivate
47 {
48 bool result = !m_arg0.GuardCondition(e);
49
50 #ifdef DEVELOPER
52 {
53 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type(), "HandGuardNot" , "n/a", "GuardCondition", e.m_Player.ToString() );
54 }
55 #endif
56 return result;
57 }

Перекрестные ссылки Debug::InventoryHFSMLog() и LogManager::IsInventoryHFSMLogEnable().

◆ GuardCondition() [4/17]

override bool GuardCondition ( HandEventBase e)
inlineprivate
68 {
69 bool result = m_arg0.GuardCondition(e) || m_arg1.GuardCondition(e);
70
71 #ifdef DEVELOPER
73 {
74 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type() + " || " + m_arg1.Type(), "HandGuardOr" , "n/a", "GuardCondition", e.m_Player.ToString() );
75 }
76 #endif
77 return result;
78 }

Перекрестные ссылки Debug::InventoryHFSMLog() и LogManager::IsInventoryHFSMLogEnable().

◆ GuardCondition() [5/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
87 {
88 EntityAI eai = e.GetSrcEntity();
89 if (eai != NULL /* && CanTakeInHands*/)
90 {
91 #ifdef DEVELOPER
93 {
94 Debug.InventoryHFSMLog("GuardCondition result: true - " + eai, "HandGuardHasItemInEvent" , "n/a", "GuardCondition", m_Player.ToString() );
95 }
96 #endif
97 return true;
98 }
99
100 #ifdef DEVELOPER
102 {
103 Debug.InventoryHFSMLog("GuardCondition result: false - " + eai, "HandGuardHasItemInEvent" , "n/a", "GuardCondition", m_Player.ToString() );
104 }
105 #endif
106
107 return false;
108 }
Definition Building.c:6

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [6/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
142 {
143 bool result = false;
144 if (e.GetSrcEntity() == m_Player.GetHumanInventory().GetEntityInHands())
145 {
146 result = true;
147 }
148
149 #ifdef DEVELOPER
151 {
152 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - srcItem = " + e.GetSrcEntity() + " hnd= " + m_Player.GetHumanInventory().GetEntityInHands(), "HandGuardIsSameItemInHands" , "n/a", "GuardCondition", e.m_Player.ToString() );
153 }
154 #endif
155 return result;
156 }

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [7/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
165 {
166 EntityAI hnd = m_Player.GetHumanInventory().GetEntityInHands();
167 if (e.GetSrcEntity())
168 {
169 if (e.GetSrcEntity() == hnd)
170 {
171 #ifdef DEVELOPER
173 {
174 Debug.InventoryHFSMLog("GuardCondition result: true - has same entity in hands " + hnd, "HandGuardHasDestroyedItemInHands" , "n/a", "GuardCondition", m_Player.ToString() );
175 }
176 #endif
177 return true;
178 }
179
180 if (hnd == null)
181 {
182 #ifdef DEVELOPER
184 {
185 Debug.InventoryHFSMLog("GuardCondition result: true - hands already empty", "HandGuardHasDestroyedItemInHands" , "n/a", "GuardCondition", m_Player.ToString() );
186 }
187 #endif
188 return true;
189 }
190 }
191 else
192 {
193 #ifdef DEVELOPER
195 {
196 Debug.InventoryHFSMLog("GuardCondition result: true - hands already empty and item destroyed", "HandGuardHasDestroyedItemInHands" , "n/a", "GuardCondition", m_Player.ToString() );
197 }
198 #endif
199 return true;
200 }
201 #ifdef DEVELOPER
203 {
204 Debug.InventoryHFSMLog("GuardCondition result: false - destroyed entity not in hands", "HandGuardHasDestroyedItemInHands" , "n/a", "GuardCondition", m_Player.ToString() );
205 }
206 #endif
207 return false;
208 }

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [8/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
217 {
218 bool result = false;
219 if (m_Player.GetHumanInventory().GetEntityInHands())
220 {
221 result = true;
222 }
223
224 #ifdef DEVELOPER
226 {
227 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_Player.GetHumanInventory().GetEntityInHands(), "HandGuardHasItemInHands" , "n/a", "GuardCondition", m_Player.ToString() );
228 }
229 #endif
230 return result;
231 }

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [9/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
241 {
242 if (e.GetDst() && e.GetDst().IsValid())
243 {
244 if ( !GetGame().IsDedicatedServer())
245 {
246 if (m_Player)
247 m_Player.GetHumanInventory().ClearInventoryReservationEx(e.GetDst().GetItem(),e.GetDst());
248 }
249
250 if (!GameInventory.LocationTestAddEntity(e.GetDst(), false, true, true, true, true, false))
251 {
252 #ifdef DEVELOPER
254 {
255 Debug.InventoryHFSMLog("GuardCondition result: false - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()), "HandGuardHasRoomForItem" , "n/a", "GuardCondition", m_Player.ToString() );
256 }
257 #endif
258 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandGuardHasRoomForItem - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()));
259 //Error("[hndfsm] HandGuardHasRoomForItem - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()));
260 return false;
261 }
262
263
264 if ( !GetGame().IsDedicatedServer())
265 {
266 if (m_Player)
267 m_Player.GetHumanInventory().AddInventoryReservationEx(e.GetDst().GetItem(), e.GetDst(), GameInventory.c_InventoryReservationTimeoutShortMS);
268 }
269
270 #ifdef DEVELOPER
272 {
273 Debug.InventoryHFSMLog("GuardCondition result: true", "HandGuardHasRoomForItem" , "n/a", "GuardCondition", m_Player.ToString() );
274 }
275 #endif
276 return true;
277 }
278
279 #ifdef DEVELOPER
281 {
282 Debug.InventoryHFSMLog("GuardCondition result: false - e.m_Dst is null", "HandGuardHasRoomForItem" , "n/a", "GuardCondition", m_Player.ToString() );
283 }
284 #endif
285
286 return false;
287 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
const int c_InventoryReservationTimeoutShortMS
Definition Inventory.c:714
static proto native bool LocationTestAddEntity(notnull InventoryLocation inv_loc, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check, bool do_script_load_check)
test if the entity contained in inv_loc.m_item can be added to ground/attachment/cargo/hands/....
InventoryLocation.
Definition InventoryLocation.c:28
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:218
proto native CGame GetGame()

Перекрестные ссылки GameInventory::c_InventoryReservationTimeoutShortMS, InventoryLocation::DumpToStringNullSafe(), GetGame(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationTestAddEntity() и m_Player.

◆ GuardCondition() [10/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
296 {
297 HandEventMoveTo es = HandEventMoveTo.Cast(e);
298
299 bool result = e.m_IsJuncture || e.m_IsRemote;
300 if (result == false)
301 {
302 result = GameInventory.LocationCanMoveEntity(es.GetSrc(), es.GetDst());
303 }
304
305 #ifdef DEVELOPER
307 {
308 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanMove" , "n/a", "GuardCondition", m_Player.ToString() );
309 }
310 #endif
311
312 return result;
313 }
static proto native bool LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)
queries if the entity contained in inv_loc.m_item can be moved to another location This is a shorthan...

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationCanMoveEntity() и m_Player.

◆ GuardCondition() [11/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
322 {
324
325 bool result = e.m_IsJuncture || e.m_IsRemote;
326 if (result == false)
327 {
328 result = GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem());
329 }
330
331 #ifdef DEVELOPER
333 {
334 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanSwap" , "n/a", "GuardCondition", m_Player.ToString() );
335 }
336 #endif
337 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandGuardCanSwap guard - cannot swap");
338 return result;
339 }
static bool CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)
Definition Inventory.c:628
Definition Hand_Events.c:660

Перекрестные ссылки GameInventory::CanSwapEntitiesEx(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [12/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
348 {
349 HandEventForceSwap es = HandEventForceSwap.Cast(e);
350
351 bool result = e.m_IsJuncture || e.m_IsRemote;
352 if (result == false)
353 {
354 result = GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem());
355
356 if (result == false && es.m_Dst2)
357 {
358 result = GameInventory.CanForceSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Dst, es.m_Src2.GetItem(), es.m_Dst2);
359 }
360 }
361
362 #ifdef DEVELOPER
364 {
365 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanForceSwap" , "n/a", "GuardCondition", m_Player.ToString() );
366 }
367 #endif
368
369 return result;
370 }
static bool CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)
Definition Inventory.c:665

Перекрестные ссылки GameInventory::CanForceSwapEntitiesEx(), GameInventory::CanSwapEntitiesEx(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [13/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
379 {
380 HandEventForceSwap es = HandEventForceSwap.Cast(e);
381
382 InventoryLocation src1 = es.m_Src;
383 InventoryLocation dst2 = es.m_Dst2;
384
385 bool result = false;
386 if (src1.GetType() == InventoryLocationType.CARGO && dst2.GetType() == InventoryLocationType.CARGO)
387 {
388 if (src1.GetParent() == dst2.GetParent())
389 {
390 result = true;
391 }
392 }
393
394 #ifdef DEVELOPER
396 {
397 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardInstantForceSwap" , "n/a", "GuardCondition", m_Player.ToString() );
398 }
399 #endif
400
401 return result;
402 }
InventoryLocationType
types of Inventory Location
Definition InventoryLocation.c:4

Перекрестные ссылки Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ GuardCondition() [14/17]

override bool GuardCondition ( HandEventBase e)
inlineprivate
190 {
191 int animType = -1;
192 if (SelectAnimationOfTakeToHands(e.m_Player, e.GetSrc(), e.GetDst(), animType))
193 {
194 e.m_AnimationID = animType;
195 return true;
196 }
197 return false;
198 }
bool SelectAnimationOfTakeToHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)
Definition HandAnimated_Guards.c:117

Перекрестные ссылки SelectAnimationOfTakeToHands().

◆ GuardCondition() [15/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
211 {
212 EntityAI eai = m_Player.GetHumanInventory().GetEntityInHands();
213 if (eai)
214 {
216 if (eai.GetInventory().GetCurrentInventoryLocation(src))
217 {
218 if (e.m_IsJuncture == false && e.m_IsRemote == false)
219 {
221 {
223 {
224 hndDebugPrint("[hndfsm] HandSelectAnimationOfMoveFromHandsEvent - rejected");
225 }
226
227 return false;
228 }
229 }
230
231 int animType = -1;
232 if (SelectAnimationOfMoveFromHands(e.m_Player, src, e.GetDst(), animType))
233 {
234 e.m_AnimationID = animType;
235 return true;
236 }
237 return false;
238 }
239 }
240 return false;
241 }
bool SelectAnimationOfMoveFromHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)
Definition HandAnimated_Guards.c:137
void hndDebugPrint(string s)
Definition HandFSM.c:1

Перекрестные ссылки hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationCanMoveEntity(), m_Player и SelectAnimationOfMoveFromHands().

◆ GuardCondition() [16/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
260 {
261 HandEventForceSwap es = HandEventForceSwap.Cast(e);
262 if (es)
263 {
265 {
266 hndDebugPrint("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent FSwap e=" + e.DumpToString());
267 }
268
269 if (!es.m_Src2.IsValid() || !es.m_Src.IsValid())
270 {
271 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - invalid item source");
272 return false;
273 }
274
275 bool allow = e.m_IsJuncture || e.m_IsRemote;
276 if (allow == false)
277 {
278 if (GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem()))
279 {
280 allow = true; // allow if ordinary swap
281 }
282 else if (es.m_Dst2)
283 {
284 if (GameInventory.CanForceSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Dst, es.m_Src2.GetItem(), es.m_Dst2) == false)
285 {
286 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - no room at dst=" + InventoryLocation.DumpToStringNullSafe(es.m_Dst2));
287 }
288 else
289 {
290 allow = true;
291 }
292 }
293 }
294
295 if (allow)
296 {
297 int animType1 = -1;
298 int animType2 = -1;
300 {
301 e.m_AnimationID = animType1;
302 es.m_Animation2ID = animType2;
303 return true;
304 }
305 }
306 else
307 {
308 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - m_HasRoomGuard.GuardCondition failed");
309 }
310 }
311 else
312 {
313 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - not a swap event");
314 }
315 return false;
316 }
bool ProcessSwapEvent(notnull HandEventBase e, out int animType1, out int animType2)
Definition HandAnimated_Guards.c:250
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки GameInventory::CanForceSwapEntitiesEx(), GameInventory::CanSwapEntitiesEx(), InventoryLocation::DumpToStringNullSafe(), Error(), hndDebugPrint() и LogManager::IsInventoryHFSMLogEnable().

◆ GuardCondition() [17/17]

override bool GuardCondition ( HandEventBase e)
inlineprotected
64 {
65 if (m_Player.GetHumanInventory().GetEntityInHands())
66 {
67 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - has valid entity in hands");
68 return true;
69 }
70
71 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - no entity in hands");
72 return false;
73 }

Перекрестные ссылки hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable() и m_Player.

◆ HandGuardAnd()

void HandGuardAnd ( HandGuardBase arg0 = null,
HandGuardBase arg1 = null )
inlineprivate
23{ m_arg0 = arg0; m_arg1 = arg1; }

◆ HandGuardCanForceSwap()

void HandGuardCanForceSwap ( Man p = NULL)
inlineprotected
345{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardCanMove()

void HandGuardCanMove ( Man p = null)
inlineprotected
293{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardCanSwap()

void HandGuardCanSwap ( Man p = NULL)
inlineprotected
319{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardHasDestroyedItemInHands()

void HandGuardHasDestroyedItemInHands ( Man p = null)
inlineprotected
162{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardHasItemInEvent()

void HandGuardHasItemInEvent ( Man p = null)
inlineprotected
84{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardHasItemInHands()

void HandGuardHasItemInHands ( Man p = null)
inlineprotected
214{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardHasRoomForItem()

void HandGuardHasRoomForItem ( Man p = null)
inlineprotected
238{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardInstantForceSwap()

void HandGuardInstantForceSwap ( Man p = NULL)
inlineprotected
376{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardIsSameItemInHands()

void HandGuardIsSameItemInHands ( Man p = null)
inlineprotected
139{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandGuardNot()

void HandGuardNot ( HandGuardBase arg0 = null)
inlineprivate
44{ m_arg0 = arg0; }

◆ HandGuardOr()

void HandGuardOr ( HandGuardBase arg0 = null,
HandGuardBase arg1 = null )
inlineprivate
65{ m_arg0 = arg0; m_arg1 = arg1; }

◆ HandSelectAnimationOfForceSwapInHandsEvent()

248{ m_Player = p; }

Перекрестные ссылки m_Player.

◆ HandSelectAnimationOfMoveFromHandsEvent()

void HandSelectAnimationOfMoveFromHandsEvent ( Man p = null)
inlineprotected
206 {
207 m_Player = p;
208 }

Перекрестные ссылки m_Player.

◆ HandSelectAnimationOfTakeToHandsEvent()

void HandSelectAnimationOfTakeToHandsEvent ( Man p = null)
inlineprivate
187{ }

◆ ProcessSwapEvent()

bool ProcessSwapEvent ( notnull HandEventBase e,
out int animType1,
out int animType2 )
inlineprotected
251 {
253 if (es)
254 return SelectAnimationOfForceSwapInHands(e.m_Player, es.m_Src, es.m_Src2, es.m_Dst, es.m_Dst2, animType1, animType2);
255 Error("HandSelectAnimationOfForceSwapInHandsEvent - not an swap event");
256 return false;
257 }
bool SelectAnimationOfForceSwapInHands(notnull Man player, notnull InventoryLocation old_src, notnull InventoryLocation new_src, notnull InventoryLocation old_dst, notnull InventoryLocation new_dst, out int animType1, out int animType2)
Definition HandAnimated_Guards.c:155

Перекрестные ссылки Error() и SelectAnimationOfForceSwapInHands().

Поля

◆ m_arg0

ref HandGuardBase m_arg0
private

◆ m_arg1

ref HandGuardBase m_arg1
private

◆ m_Player

Man m_Player
protected

Объявления и описания членов классов находятся в файлах: