10 Man player = e.m_Player;
14 if (itemInHands.GetInventory().GetCurrentInventoryLocation(src))
22 edr.m_Lambda.Execute(inv);
27 Error(
"[hndfsm] HandStartReplacingItemInHands - not a HandEventDestroyAndReplaceWithNew event");
30 Error(
"[hndfsm] HandStartReplacingItemInHands - itemInHands has no InventoryLocation");
57 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
void hndDebugPrint(string s)
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
proto native HumanInventory GetHumanInventory()
Abstracted event, not to be used, only inherited.
Hand finite state machine.
void HandReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
override void OnExit(HandEventBase e)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
override void OnAbort(HandEventBase e)
override bool IsWaitingForActionFinish()
void HandStartReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
represent hand state base
proto native EntityAI GetEntityInHands()
HumanInventory... with FSM (synchronous, no anims)
static bool IsInventoryHFSMLogEnable()
void Error(string err)
Messagebox with error message.