DayZ 1.30
DayZ Explorer by KGB
 
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◆ Init()

override void Init ( )
protected

single position related to each particular attachment group

single position related to each particular attachment group

id is persistent until the parent of component is moved in world

pre-init arrays

Temporary hotfix for EOnPostSimulate/EOnFrame methods not beeing called on static objects

Make sure we are not overflow max. possible PIN code lenght

См. определение в файле DayZPlayerInventory.c строка 205

206 {
208 {
209 hndDebugPrint("[hndfsm] Creating DayZPlayer Inventory FSM");
210 }
211
212 CreateStableStates(); // stable states needs to be created first
213
214 m_Taking = new HandAnimatedTakingFromAtt(GetManOwner(), null);
215 m_MovingTo = new HandAnimatedMovingToAtt(GetManOwner(), null);
216 m_Swapping = new HandAnimatedSwapping(GetManOwner(), null);
217 m_FSwapping = new HandAnimatedForceSwapping(GetManOwner(), null);
218 m_FSwappingInst = new HandAnimatedForceSwapping_Inst(GetManOwner(), null);
219
220 // events
221 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
222 HandEventBase _abt_ = new HandEventHumanCommandActionAborted;
223 HandEventBase __T__ = new HandEventTake;
224 HandEventBase __M__ = new HandEventMoveTo;
225 HandEventBase __W__ = new HandEventSwap;
226 //HandEventBase __D__ = new HandEventDropping;
227 HandEventBase __Xd_ = new HandEventDestroyed;
228 HandEventBase __F__ = new HandEventForceSwap;
229
230 // setup transitions
231 m_FSM.AddTransition(new HandTransition( m_Empty , __T__, m_Taking, NULL, new HandGuardAnd(new HandSelectAnimationOfTakeToHandsEvent(GetManOwner()), new HandGuardIsNotSurrendered(GetManOwner()))));
232 m_FSM.AddTransition(new HandTransition( m_Taking , _fin_, m_Empty, null, new HandGuardNot(new HandGuardHasItemInHands(GetManOwner()))));
233 m_FSM.AddTransition(new HandTransition( m_Taking , _fin_, m_Equipped, null, null));
234 m_FSM.AddTransition(new HandTransition( m_Taking , __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
235 m_Taking.AddTransition(new HandTransition( m_Taking.m_Hide, _abt_, m_Empty));
236 m_Taking.AddTransition(new HandTransition( m_Taking.m_Show, _abt_, m_Equipped));
237
238 m_FSM.AddTransition(new HandTransition( m_Equipped, __M__, m_MovingTo, NULL, new HandSelectAnimationOfMoveFromHandsEvent(GetManOwner())));
239 m_FSM.AddTransition(new HandTransition( m_MovingTo, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
240 m_FSM.AddTransition(new HandTransition( m_MovingTo, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
241 m_FSM.AddTransition(new HandTransition( m_MovingTo, _fin_, m_Empty , null, null));
242 m_MovingTo.AddTransition(new HandTransition( m_MovingTo.m_Hide, _abt_, m_Equipped));
243 m_MovingTo.AddTransition(new HandTransition( m_MovingTo.m_Show, _abt_, m_Empty));
244
245 m_FSM.AddTransition(new HandTransition( m_Equipped, __W__, m_Swapping, NULL, new HandGuardAnd(new HandSelectAnimationOfSwapInHandsEvent(GetManOwner()), new HandGuardIsNotSurrendered(GetManOwner()))));
246 m_FSM.AddTransition(new HandTransition( m_Swapping, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
247 m_FSM.AddTransition(new HandTransition( m_Swapping, _fin_, m_Empty, null, new HandGuardNot(new HandGuardHasItemInHands(GetManOwner()))));
248 m_FSM.AddTransition(new HandTransition( m_Swapping, _fin_, m_Equipped, null, null));
249 m_FSM.AddTransition(new HandTransition( m_Swapping, _abt_, m_Equipped, null, null));
250
251 m_FSM.AddTransition(new HandTransition( m_Equipped, __F__, m_FSwappingInst, NULL, new HandGuardAnd(new HandGuardAnd( new HandSelectAnimationOfForceSwapInHandsEvent(GetManOwner()), new HandGuardInstantForceSwap(GetManOwner()) ), new HandGuardIsNotSurrendered(GetManOwner())) ));
252 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
253 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, _fin_, m_Empty, null, null));
254 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
255 m_FSM.AddTransition(new HandTransition( m_FSwappingInst, _abt_, m_Equipped, null, null));
256
257 m_FSM.AddTransition(new HandTransition( m_Equipped, __F__, m_FSwapping, NULL, new HandGuardAnd(new HandSelectAnimationOfForceSwapInHandsEvent(GetManOwner()), new HandGuardIsNotSurrendered(GetManOwner()))));
258 m_FSM.AddTransition(new HandTransition(m_FSwapping, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
259 m_FSM.AddTransition(new HandTransition(m_FSwapping, _fin_, m_Empty, null, null));
260 m_FSM.AddTransition(new HandTransition(m_FSwapping, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
261 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Start, _abt_, m_Equipped));
262 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Hide, _abt_, m_Empty));
263 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Show, _abt_, m_Equipped));
264
265 super.Init(); // initialize ordinary human fsm (no anims)
266 }
ref HandAnimatedForceSwapping m_FSwapping
Определения DayZPlayerInventory.c:160
ref HandAnimatedForceSwapping_Inst m_FSwappingInst
Определения DayZPlayerInventory.c:161
ref HandAnimatedSwapping m_Swapping
Определения DayZPlayerInventory.c:159
ref HandAnimatedTakingFromAtt m_Taking
deferred weapon event
Определения DayZPlayerInventory.c:157
ref HandAnimatedMovingToAtt m_MovingTo
Определения DayZPlayerInventory.c:158
void hndDebugPrint(string s)
Определения HandFSM.c:1
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Определения HandFSM.c:28
Abstracted event, not to be used, only inherited.
Определения Hand_Events.c:212
Определения Hand_Events.c:732
static bool IsInventoryHFSMLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:779

Перекрестные ссылки hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSwapping, m_FSwappingInst, m_MovingTo, m_Swapping и m_Taking.