DayZ 1.27
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◆ InitStateMachine() [3/3]

override void Weapon_Base::InitStateMachine ( )
inlineprivate

См. определение в файле Rifle_Base.c строка 16

17 {
18 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
19
20 // setup state machine
21 // basic weapon states
22 WeaponStableState E = new WeaponStableState(this, NULL, DefaultAnimState.DEFAULT);
23
24 WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
25
26 // events
27 WeaponEventBase __M__ = new WeaponEventMechanism;
28 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
29 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
30
31 m_fsm = new WeaponFSM();
32 // charging
33 m_fsm.AddTransition(new WeaponTransition(E , __M__, Mech));
34 m_fsm.AddTransition(new WeaponTransition(Mech , _fin_, E));
35 m_fsm.AddTransition(new WeaponTransition(Mech , _abt_, E));
36
37 SetInitialState(E);
38
39 SelectionBulletHide();
40
41 m_fsm.Start();
42 }
DefaultAnimState
Определения Rifle_Base.c:2
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
@ E
EMPTY.
Определения WeaponStableState.c:19
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)
Определения WeaponStableState.c:32
WeaponActions
actions
Определения human.c:816

Перекрестные ссылки E и WeaponStableState().