26 Debug.
InventoryHFSMLog(
"Action - STS = " + e.m_Player.GetSimulationTimeStamp(), e.ToString() ,
"n/a",
"OnEntry", e.m_Player.ToString() );
37 if (!
GetGame().IsDedicatedServer())
50 Error(
"[hndfsm] " +
Object.GetDebugName(e.m_Player) +
" STS = " + e.m_Player.GetSimulationTimeStamp() +
" HandTakingAnimated_Show m_Src=invalid, item not in bubble?");
54 Error(
"[hndfsm] HandTakingAnimated_Show, error - m_Src not configured");
89 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
106 m_Show.m_Src = e.GetSrc();
109 m_Hide.m_ActionType = e.GetAnimationID();
110 m_Show.m_ActionType = e.GetAnimationID();
119 #ifdef ENABLE_LOGGING
122 Debug.
InventoryHFSMLog(
"Action - STS = " + e.m_Player.GetSimulationTimeStamp(), e.ToString() ,
"n/a",
"OnAbort", e.m_Player.ToString() );
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
bool ClearJunctureEx(Man player, notnull EntityAI item)
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
const int c_InventoryReservationTimeoutShortMS
script counterpart to engine's class Inventory
override InventoryLocation GetDst()
Abstracted event, not to be used, only inherited.
Hand finite state machine.
override bool IsWaitingForActionFinish()
ref InventoryLocation m_Src
override void OnAbort(HandEventBase e)
ref InventoryLocation m_Dst
void HandTakingAnimated_Show(Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(HandEventBase e)
override void OnExit(HandEventBase e)
simple class starting animation action specified by m_action and m_actionType
void HandAnimatedTakingFromAtt(Man player=null, HandStateBase parent=null)
override void OnExit(HandEventBase e)
ref InventoryLocation m_Dst
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref HandAnimatedMoveToDst_W4T m_Show
override void OnAbort(HandEventBase e)
represent hand state base
static bool IsInventoryHFSMLogEnable()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.