DayZ 1.30
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◆ LoadCurrentFSMState()

bool Weapon::LoadCurrentFSMState ( ParamsReadContext ctx,
int version )
inlineprotected

См. определение в файле Weapon_Base.c строка 571

572 {
573 if (m_fsm)
574 {
575 if (m_fsm.LoadCurrentFSMState(ctx, version))
576 {
578 if (state)
579 {
580 SyncSelectionState(state.HasBullet(), state.HasMagazine());
581 state.SyncAnimState();
582 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(this) + " Weapon=" + this + " stable state loaded and synced."); }
583 return true;
584 }
585 else
586 {
587 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(this) + " Weapon=" + this + " unstable/error state loaded."); }
588 return false;
589 }
590 }
591 else
592 {
593 Error("[wpnfsm] " + Object.GetDebugName(this) + " Weapon=" + this + " did not load.");
594 return false;
595 }
596 }
597 else
598 {
599 Error("[wpnfsm] " + Object.GetDebugName(this) + " Weapon.LoadCurrentFSMState: trying to load weapon without FSM (or uninitialized weapon) this=" + this + " type=" + GetType());
600 return false;
601 }
602 }
eBleedingSourceType GetType()
void wpnDebugPrint(string s)
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)
Определения WeaponStableState.c:32
void SyncSelectionState(bool has_bullet, bool has_mag)
Определения Weapon_Base.c:413
ref WeaponFSM m_fsm
weapon abilities
Определения Weapon_Base.c:49
WeaponStateBase GetCurrentState()
returns currently active state
Определения Weapon_Base.c:276
override bool HasBullet()
Определения Crossbow.c:31
override bool HasMagazine()
Определения Crossbow.c:32
class LOD Object
void Error(string err)
Messagebox with error message.
Определения EnDebug.c:90

Перекрестные ссылки Error(), GetCurrentState(), GetType(), WeaponStableState::HasBullet(), WeaponStableState::HasMagazine(), LogManager::IsWeaponLogEnable(), m_fsm, SyncSelectionState() и wpnDebugPrint().