DayZ 1.27
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RifleEjectCasing.c
См. документацию.
1class RifleEjectCasing extends WeaponStateBase
2{
4 int m_actionType;
5
8 ref BulletHide_W4T m_hideB;
9
10 void RifleEjectCasing (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
11 {
12 m_action = action;
13 m_actionType = actionType;
14
15 // setup nested state machine
18 m_hideB = new BulletHide_W4T(m_weapon, this);
19
20 // events
21 WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
22 WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
23 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
24
25 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
26
27 // transitions
28 m_fsm.AddTransition(new WeaponTransition(m_start, __be_, m_eject));
29 m_fsm.AddTransition(new WeaponTransition(m_eject, __bh_, m_hideB));
30 m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, NULL));
31
32 // Safety exits
33 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
34 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
35
36 m_fsm.SetInitialState(m_start);
37 }
38};
39
40
41
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
shorthand
Определения BoltActionRifle_Base.c:6
signalize mechanism manipulation
Определения Events.c:35
weapon finite state machine
ref BulletHide_W4T m_hideB
Определения RifleEjectCasing.c:8
int m_actionType
action to be played
Определения RifleChambering.c:4
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Определения WeaponStateBase.c:17
void WeaponStartAction(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
Определения WeaponStartAction.c:9
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Определения WeaponStateBase.c:14
WeaponActions m_action
Определения RifleChambering.c:3
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
ref WeaponStateBase m_start
source of the cartridge
Определения RifleChambering.c:7
ref WeaponEjectCasing m_eject
Определения RifleChambering.c:8
void RifleEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
Определения RifleEjectCasing.c:10
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
represent weapon state base
Определения BulletHide.c:2
WeaponActions
actions
Определения human.c:816