9 ref WeaponEjectBullet_Cartridge
m_eject;
11 ref WeaponChambering_W4T
m_w4t;
24 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
25 WeaponEventAnimBulletShow __bs_ =
new WeaponEventAnimBulletShow;
26 WeaponEventAnimBulletInChamber __bc_ =
new WeaponEventAnimBulletInChamber;
52 int mi =
m_weapon.GetCurrentMuzzle();
53 string magazineTypeName =
m_weapon.GetChamberedCartridgeMagazineTypeName(mi);
56 if (
m_weapon.GetCartridgeInfo(mi, damage, type))
59 if (is_single_or_server)
64 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber - error, cannot prepare mag for catridge, magType=" + magazineTypeName);
90 if (!super.SaveCurrentFSMState(ctx))
95 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" +
m_weapon);
100 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
108 if (!super.LoadCurrentFSMState(ctx, version))
113 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
118 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
void DayZPlayerUtils()
cannot be instantiated
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
proto native bool IsMultiplayer()
proto native bool IsServer()
static bool IsWeaponLogEnable()
proto bool Write(void value_out)
proto bool Read(void value_in)
signalize mechanism manipulation
weapon finite state machine
int m_actionType
action to be played
ref WeaponChambering_W4T m_w4t
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Magazine m_srcMagazine
destination of the ejected cartridge
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
ref WeaponChambering_Cartridge m_chamber
override void OnEntry(WeaponEventBase e)
ref WeaponStateBase m_start
source of the cartridge
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponEjectCasing m_eject
void RifleReChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnAbort(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
represent weapon state base
Serializer ParamsReadContext
proto native CGame GetGame()
Serializer ParamsWriteContext
void Error(string err)
Messagebox with error message.