Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
204 {
206 {
208 }
209
210 CreateStableStates();
211
212 m_Taking =
new HandAnimatedTakingFromAtt(GetManOwner(), null);
213 m_MovingTo =
new HandAnimatedMovingToAtt(GetManOwner(), null);
214 m_Swapping =
new HandAnimatedSwapping(GetManOwner(), null);
215 m_FSwapping =
new HandAnimatedForceSwapping(GetManOwner(), null);
216 m_FSwappingInst =
new HandAnimatedForceSwapping_Inst(GetManOwner(), null);
217
218
219 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
220 HandEventBase _abt_ =
new HandEventHumanCommandActionAborted;
224
227
228
229 m_FSM.AddTransition(
new HandTransition( m_Empty , __T__,
m_Taking, NULL,
new HandSelectAnimationOfTakeToHandsEvent(GetManOwner())));
230 m_FSM.AddTransition(
new HandTransition(
m_Taking , _fin_, m_Empty, null,
new HandGuardNot(
new HandGuardHasItemInHands(GetManOwner()))));
232 m_FSM.AddTransition(
new HandTransition(
m_Taking , __Xd_, m_Empty,
new HandActionDestroyed,
new HandGuardHasDestroyedItemInHands(GetManOwner())));
235
236 m_FSM.AddTransition(
new HandTransition( m_Equipped, __M__,
m_MovingTo, NULL,
new HandSelectAnimationOfMoveFromHandsEvent(GetManOwner())));
237 m_FSM.AddTransition(
new HandTransition(
m_MovingTo, __Xd_, m_Empty,
new HandActionDestroyed,
new HandGuardHasDestroyedItemInHands(GetManOwner())));
238 m_FSM.AddTransition(
new HandTransition(
m_MovingTo, _fin_, m_Equipped, null,
new HandGuardHasItemInHands(GetManOwner())));
242
243 m_FSM.AddTransition(
new HandTransition( m_Equipped, __W__,
m_Swapping, NULL,
new HandSelectAnimationOfSwapInHandsEvent(GetManOwner())));
244 m_FSM.AddTransition(
new HandTransition(
m_Swapping, __Xd_, m_Empty,
new HandActionDestroyed,
new HandGuardHasDestroyedItemInHands(GetManOwner())));
245 m_FSM.AddTransition(
new HandTransition(
m_Swapping, _fin_, m_Empty, null,
new HandGuardNot(
new HandGuardHasItemInHands(GetManOwner()))));
248
252 m_FSM.AddTransition(
new HandTransition(
m_FSwappingInst, __Xd_, m_Empty,
new HandActionDestroyed,
new HandGuardHasDestroyedItemInHands(GetManOwner())));
254
256 m_FSM.AddTransition(
new HandTransition(
m_FSwapping, _fin_, m_Equipped, null,
new HandGuardHasItemInHands(GetManOwner())));
258 m_FSM.AddTransition(
new HandTransition(
m_FSwapping, __Xd_, m_Empty,
new HandActionDestroyed,
new HandGuardHasDestroyedItemInHands(GetManOwner())));
262
263 super.Init();
264 }
ref HandAnimatedForceSwapping m_FSwapping
ref HandAnimatedForceSwapping_Inst m_FSwappingInst
ref HandAnimatedSwapping m_Swapping
ref HandAnimatedTakingFromAtt m_Taking
deferred weapon event
ref HandAnimatedMovingToAtt m_MovingTo
void hndDebugPrint(string s)
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Abstracted event, not to be used, only inherited.
static bool IsInventoryHFSMLogEnable()