Dayz 1.25
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Файл Events.c

См. исходные тексты.

Структуры данных

class  WeaponEventBase
 signalize mechanism manipulation Подробнее...
 
class  WeaponEventAnimation
 

Перечисления

enum  WeaponEventID {
  UNKNOWN , MECHANISM , TRIGGER , TRIGGER_JAM ,
  TRIGGER_AUTO_START , TRIGGER_AUTO_END , LOAD1_BULLET , CONTINUOUS_LOADBULLET_START ,
  CONTINUOUS_LOADBULLET_END , UNJAM , ATTACH_MAGAZINE , UNJAMMING_FAILED_TIMEOUT ,
  UNJAMMING_TIMEOUT , DETACH_MAGAZINE , SWAP_MAGAZINE , HUMANCOMMAND_ACTION_FINISHED ,
  HUMANCOMMAND_ACTION_ABORTED , RELOAD_TIMEOUT , DRY_FIRE_TIMEOUT , SET_NEXT_MUZZLE_MODE ,
  ANIMATION_EVENT
}
 identifier for events. mainly for rpc purposes Подробнее...
 

Функции

WeaponEventBase WeaponEventFactory (WeaponEventID id, int aetype, DayZPlayer p=NULL, Magazine m=NULL)
 creates weapon fsm events
 
WeaponEventBase WeaponAnimEventFactory (WeaponEvents type, DayZPlayer p=NULL, Magazine m=NULL)
 creates animation system events
 
WeaponEventBase CreateWeaponEventFromContext (ParamsReadContext ctx)
 

Перечисления

◆ WeaponEventID

identifier for events. mainly for rpc purposes

Элементы перечислений
UNKNOWN 
MECHANISM 
TRIGGER 
TRIGGER_JAM 
TRIGGER_AUTO_START 
TRIGGER_AUTO_END 
LOAD1_BULLET 
CONTINUOUS_LOADBULLET_START 
CONTINUOUS_LOADBULLET_END 
UNJAM 
ATTACH_MAGAZINE 
UNJAMMING_FAILED_TIMEOUT 
UNJAMMING_TIMEOUT 
DETACH_MAGAZINE 
SWAP_MAGAZINE 
HUMANCOMMAND_ACTION_FINISHED 
HUMANCOMMAND_ACTION_ABORTED 
RELOAD_TIMEOUT 
DRY_FIRE_TIMEOUT 
SET_NEXT_MUZZLE_MODE 
ANIMATION_EVENT 
6{
16 UNJAM,
28};
@ DRY_FIRE_TIMEOUT
Definition Events.c:25
@ TRIGGER
Definition Events.c:9
@ SET_NEXT_MUZZLE_MODE
Definition Events.c:26
@ CONTINUOUS_LOADBULLET_START
Definition Events.c:14
@ CONTINUOUS_LOADBULLET_END
Definition Events.c:15
@ TRIGGER_JAM
Definition Events.c:10
@ DETACH_MAGAZINE
Definition Events.c:20
@ MECHANISM
Definition Events.c:8
@ HUMANCOMMAND_ACTION_FINISHED
Definition Events.c:22
@ UNJAM
Definition Events.c:16
@ TRIGGER_AUTO_START
Definition Events.c:11
@ UNKNOWN
Definition Events.c:7
@ RELOAD_TIMEOUT
Definition Events.c:24
@ LOAD1_BULLET
Definition Events.c:13
@ UNJAMMING_TIMEOUT
Definition Events.c:19
@ SWAP_MAGAZINE
Definition Events.c:21
@ UNJAMMING_FAILED_TIMEOUT
Definition Events.c:18
@ ANIMATION_EVENT
Definition Events.c:27
@ TRIGGER_AUTO_END
Definition Events.c:12
@ ATTACH_MAGAZINE
Definition Events.c:17
@ HUMANCOMMAND_ACTION_ABORTED
Definition Events.c:23

Функции

◆ CreateWeaponEventFromContext()

WeaponEventBase CreateWeaponEventFromContext ( ParamsReadContext ctx)
282{
283 int packedType;
284 ctx.Read(packedType);
286 ctx.Read(player);
288 ctx.Read(magazine);
289
291 WeaponEvents animEvent = packedType & 0x0000ffff;
294 return b;
295}
WeaponEventBase WeaponEventFactory(WeaponEventID id, int aetype, DayZPlayer p=NULL, Magazine m=NULL)
creates weapon fsm events
Definition Events.c:223
WeaponEventID
identifier for events. mainly for rpc purposes
Definition Events.c:6
Definition DayZPlayerImplement.c:111
Definition EntityAI.c:95
signalize mechanism manipulation
Definition Events.c:35
void ReadFromContext(ParamsReadContext ctx)
Definition Events.c:53
WeaponEvents
events
Definition human.c:956

Перекрестные ссылки WeaponEventBase::ReadFromContext() и WeaponEventFactory().

Используется в OnEventForRemoteWeapon().

◆ WeaponAnimEventFactory()

WeaponEventBase WeaponAnimEventFactory ( WeaponEvents type,
DayZPlayer p = NULL,
Magazine m = NULL )

creates animation system events

252{
253 switch (type)
254 {
255 case WeaponEvents.ATTACHMENT_HIDE: return new WeaponEventAnimAttachmentHide(p, m);
256 case WeaponEvents.ATTACHMENT_SHOW: return new WeaponEventAnimAttachmentShow(p, m);
257 case WeaponEvents.BULLET_EJECT: return new WeaponEventAnimBulletEject(p, m);
258 case WeaponEvents.BULLET_HIDE: return new WeaponEventAnimBulletHide(p, m);
259 case WeaponEvents.BULLET_HIDE2: return new WeaponEventAnimBulletHide2(p, m);
260 case WeaponEvents.BULLET_IN_CHAMBER: return new WeaponEventAnimBulletInChamber(p, m);
261 case WeaponEvents.BULLET_IN_MAGAZINE: return new WeaponEventAnimBulletInMagazine(p, m);
262 case WeaponEvents.BULLET_SHOW: return new WeaponEventAnimBulletShow(p, m);
263 case WeaponEvents.BULLET_SHOW2: return new WeaponEventAnimBulletShow2(p, m);
264 case WeaponEvents.CANUNJAM_END: return new WeaponEventAnimCanUnjamEnd(p, m);
265 case WeaponEvents.CANUNJAM_START: return new WeaponEventAnimCanUnjamStart(p, m);
266 case WeaponEvents.COCKED: return new WeaponEventAnimCocked(p, m);
267 case WeaponEvents.MAGAZINE_ATTACHED: return new WeaponEventAnimMagazineAttached(p, m);
268 case WeaponEvents.MAGAZINE_DETACHED: return new WeaponEventAnimMagazineDetached(p, m);
269 case WeaponEvents.MAGAZINE_HIDE: return new WeaponEventAnimMagazineHide(p, m);
270 case WeaponEvents.MAGAZINE_SHOW: return new WeaponEventAnimMagazineShow(p, m);
271 case WeaponEvents.SLIDER_OPEN: return new WeaponEventAnimSliderOpen(p, m);
272 case WeaponEvents.UNJAMMED: return new WeaponEventAnimUnjammed(p, m);
273 case WeaponEvents.HAMMER_UNCOCKED: return new WeaponEventAnimHammerUncocked(p, m);
274 case WeaponEvents.HAMMER_COCKED: return new WeaponEventAnimHammerCocked(p, m);
275 case WeaponEvents.CYLINDER_ROTATE: return new WeaponEventCylinderRotate(p, m);
276 //case WeaponEvents.: return new WeaponEventAnim(p, m);
277 }
278 return NULL;
279}

Используется в HandleWeaponEvents() и WeaponEventFactory().

◆ WeaponEventFactory()

WeaponEventBase WeaponEventFactory ( WeaponEventID id,
int aetype,
DayZPlayer p = NULL,
Magazine m = NULL )

creates weapon fsm events

224{
225 switch (id)
226 {
227 case WeaponEventID.UNKNOWN: return null;
228 case WeaponEventID.MECHANISM: return new WeaponEventMechanism(p, m);
229 case WeaponEventID.TRIGGER: return new WeaponEventTrigger(p, m);
230 case WeaponEventID.TRIGGER_JAM: return new WeaponEventTriggerToJam(p, m);
231 case WeaponEventID.LOAD1_BULLET: return new WeaponEventLoad1Bullet(p, m);
232 case WeaponEventID.CONTINUOUS_LOADBULLET_START: return new WeaponEventContinuousLoadBulletStart(p, m);
233 case WeaponEventID.CONTINUOUS_LOADBULLET_END: return new WeaponEventContinuousLoadBulletEnd(p, m);
234 case WeaponEventID.UNJAM: return new WeaponEventUnjam(p, m);
235 case WeaponEventID.ATTACH_MAGAZINE: return new WeaponEventAttachMagazine(p, m);
236 case WeaponEventID.UNJAMMING_FAILED_TIMEOUT: return new WeaponEventUnjammingFailedTimeout(p, m);
237 case WeaponEventID.UNJAMMING_TIMEOUT: return new WeaponEventUnjammingTimeout(p, m);
238 case WeaponEventID.DETACH_MAGAZINE: return new WeaponEventDetachMagazine(p, m);
239 case WeaponEventID.SWAP_MAGAZINE: return new WeaponEventSwapMagazine(p, m);
240 case WeaponEventID.HUMANCOMMAND_ACTION_FINISHED: return new WeaponEventHumanCommandActionFinished(p, m);
241 case WeaponEventID.HUMANCOMMAND_ACTION_ABORTED: return new WeaponEventHumanCommandActionAborted(p, m);
242 case WeaponEventID.RELOAD_TIMEOUT: return new WeaponEventReloadTimeout(p, m);
243 case WeaponEventID.DRY_FIRE_TIMEOUT: return new WeaponEventDryFireTimeout(p, m);
244 case WeaponEventID.SET_NEXT_MUZZLE_MODE: return new WeaponEventSetNextMuzzleMode(p, m);
245 case WeaponEventID.ANIMATION_EVENT: return WeaponAnimEventFactory(aetype, p, m);
246 }
247 return NULL;
248}
WeaponEventBase WeaponAnimEventFactory(WeaponEvents type, DayZPlayer p=NULL, Magazine m=NULL)
creates animation system events
Definition Events.c:251

Перекрестные ссылки WeaponAnimEventFactory().

Используется в CreateWeaponEventFromContext().