DayZ 1.29
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◆ InitStateMachine()

override void DoubleBarrel_Base::InitStateMachine ( )
inlineprivate

См. определение в файле DoubleBarrel_Base.c строка 130

131 {
132 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_END));
133 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1));
134 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2));
135 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3));
136 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4));
137 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_FIREOUT_EJECT));
138
139 // setup abilities
140 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
141 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
142 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
143
144 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
145 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
146
147
148
149 // basic weapon states
150 L_L = new DoubleBarrelLoadedLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
151 L_E = new DoubleBarrelLoadedEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
152 E_L = new DoubleBarrelEmptyLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
153 F_L = new DoubleBarrelFireoutLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
154 F_F = new DoubleBarrelFireoutFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
155 F_E = new DoubleBarrelFireoutEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
156 E_F = new DoubleBarrelEmptyFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
157 E_E = new DoubleBarrelEmptyEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
158
159
160 WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
161
162 ChamberMultiBullet Chamber_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2,WeaponActionChamberingTypes.CHAMBERING_END);
164
165 ChamberMultiBullet Chamber_L_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3,WeaponActionChamberingTypes.CHAMBERING_END);
166 ChamberMultiBullet Chamber_F_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4,WeaponActionChamberingTypes.CHAMBERING_END);
167 ChamberMultiBullet Chamber_E_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1,WeaponActionChamberingTypes.CHAMBERING_END);
168
169 WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
170
171 WeaponStateBase Trigger_L_E = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
172 WeaponStateBase Trigger_E_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
173 WeaponStateBase Trigger_F_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
174 WeaponStateBase Trigger_L_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
175
176 WeaponStateBase Trigger_F_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
177 WeaponStateBase Trigger_F_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
178 WeaponStateBase Trigger_E_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
179 WeaponStateBase Trigger_E_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
180
181 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
182 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
183 WeaponEventBase __T__ = new WeaponEventTrigger;
184 //WeaponEventBase __U__ = new WeaponEventUnjam;
185 WeaponEventBase __M__ = new WeaponEventMechanism;
186 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
187 WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
188 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
189
190 m_fsm = new WeaponFSM();
191
192 m_fsm.AddTransition(new WeaponTransition( E_E, __M__, Mech));
193 m_fsm.AddTransition(new WeaponTransition( L_L, __M__, Mech));
194 m_fsm.AddTransition(new WeaponTransition( L_E, __M__, Mech));
195 m_fsm.AddTransition(new WeaponTransition( E_L, __M__, Mech));
196 m_fsm.AddTransition(new WeaponTransition( F_L, __M__, Mech));
197 m_fsm.AddTransition(new WeaponTransition( F_F, __M__, Mech));
198 m_fsm.AddTransition(new WeaponTransition( F_E, __M__, Mech));
199 m_fsm.AddTransition(new WeaponTransition( E_F, __M__, Mech));
200 m_fsm.AddTransition(new WeaponTransition( Mech, _fin_, E_E));
201
202 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
203 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
204 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
205 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_L, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
206 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
207 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
208 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
209 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_E));
210
211 m_fsm.AddTransition(new WeaponTransition( E_E, __L__, Chamber_E));
212 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
213 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_L));
214
215 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
216 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
217 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_E));
218
219 m_fsm.AddTransition(new WeaponTransition( F_F, __L__, Chamber_F));
220 m_fsm.AddTransition(new WeaponTransition( F_E, __L__, Chamber_F));
221 m_fsm.AddTransition(new WeaponTransition( E_F, __L__, Chamber_F));
222
223 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
224 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L_L));
225
226 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
227 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
228 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
229 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
230 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
231 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E_E));
232
233
234 m_fsm.AddTransition(new WeaponTransition( L_E, __L__, Chamber_L_E));
235 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
236 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_E));
237 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
238 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_E));
239
240 m_fsm.AddTransition(new WeaponTransition( E_L, __L__, Chamber_E_L));
241 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
242 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, E_L));
243 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
244 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, E_L));
245
246 m_fsm.AddTransition(new WeaponTransition( F_L, __L__, Chamber_F_L));
247 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
248 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
249 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
250 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_E));
251 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
252 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
253 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
254 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_E));
255
256 m_fsm.AddTransition(new WeaponTransition( L_E, __T__, Trigger_L_E));
257 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _fin_, F_E));
258 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _rto_, F_E));
259 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _abt_, F_E));
260
261 m_fsm.AddTransition(new WeaponTransition( E_L, __T__, Trigger_E_L));
262 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _fin_, E_F));
263 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _rto_, E_F));
264 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _abt_, E_F));
265
266 m_fsm.AddTransition(new WeaponTransition( F_L, __T__, Trigger_F_L));
267 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _fin_, F_F));
268 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _rto_, F_F));
269 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _abt_, F_F));
270
271 m_fsm.AddTransition(new WeaponTransition( L_L, __T__, Trigger_L_L));
272 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
273 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
274 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
275 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_L));
276 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_L));
277 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_L));
278
279 m_fsm.AddTransition(new WeaponTransition( F_F, __T__, Trigger_F_F));
280 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _fin_, F_F));
281 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _dto_, F_F));
282 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _abt_, F_F));
283
284 m_fsm.AddTransition(new WeaponTransition( F_E, __T__, Trigger_F_E));
285 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _fin_, F_E));
286 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _dto_, F_E));
287 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _abt_, F_E));
288
289 m_fsm.AddTransition(new WeaponTransition( E_F, __T__, Trigger_E_F));
290 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _fin_, E_F));
291 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _dto_, E_F));
292 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _abt_, E_F));
293
294 m_fsm.AddTransition(new WeaponTransition( E_E, __T__, Trigger_E_E));
295 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _fin_, E_E));
296 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _dto_, E_E));
297 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _abt_, E_E));
298
299
300
301 SetInitialState(E_E);
302
303 for(int i = 0; i < GetMuzzleCount(); i++)
304 {
305 HideBullet(i);
306 }
307 m_fsm.Start();
308
309 }
DoubleBarrelAnimState
Определения DoubleBarrel_Base.c:2
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
void ChamberMultiBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
Определения WeaponChambering.c:815
ref WeaponStableState L_L
Определения DoubleBarrel_Base.c:121
ref WeaponStableState L_E
Определения DoubleBarrel_Base.c:122
ref WeaponStableState E_E
Определения DoubleBarrel_Base.c:128
ref WeaponStableState E_L
Определения DoubleBarrel_Base.c:123
ref WeaponStableState F_L
Определения DoubleBarrel_Base.c:124
ref WeaponStableState F_E
Определения DoubleBarrel_Base.c:126
ref WeaponStableState F_F
Определения DoubleBarrel_Base.c:125
int GetAnimationForChamberingWithEjection()
Определения DoubleBarrel_Base.c:339
ref WeaponStableState E_F
Определения DoubleBarrel_Base.c:127
WeaponActionChamberingTypes
Определения human.c:876
WeaponActions
actions
Определения human.c:816
WeaponActionUnjammingTypes
Определения human.c:918
WeaponActionFireTypes
Определения human.c:926

Перекрестные ссылки ChamberMultiBullet(), E_E, E_F, E_L, F_E, F_F, F_L, GetAnimationForChamberingWithEjection(), L_E и L_L.