DayZ 1.27
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HandStableState.c
См. документацию.
5{
7
8 void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
9
10 void SyncAnimState () { }
11
12 override void OnEntry (HandEventBase e)
13 {
14 super.OnEntry(e);
16
17 //m_weapon.OnStableStateEntry();
18 }
19 override void OnUpdate (float dt)
20 {
21 super.OnUpdate(dt);
23 }
24 override void OnAbort (HandEventBase e)
25 {
26 super.OnAbort(e);
27 }
28 override void OnExit (HandEventBase e)
29 {
30 //m_weapon.ResetWeaponAnimState();
31 super.OnExit(e);
32 }
33
34 override bool IsIdle () { return true; }
35
36 int GetCurrentStateID () { return HandStateID.UNKNOWN; }
37
39 bool HasEntityInHands () { return false; }
40};
41
HandStateID
states
Определения Hand_States.c:4
void SyncAnimState()
Определения WeaponStableState.c:39
Abstracted event, not to be used, only inherited.
Определения Hand_Events.c:209
represents stable state (i.e. the basic states that the fsm will spend the most time in)
override void OnExit(HandEventBase e)
Определения HandStableState.c:28
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
Определения HandStateBase.c:11
override void OnEntry(HandEventBase e)
Определения HandStableState.c:12
override bool IsIdle()
idle state does not expect any animation events
Определения HandStableState.c:34
void SyncAnimState()
Определения HandStableState.c:10
void HandStableState(Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
Определения HandStableState.c:8
override void OnUpdate(float dt)
Определения HandStableState.c:19
bool HasEntityInHands()
query for entity in hands
Определения HandStableState.c:39
override void OnAbort(HandEventBase e)
Определения HandStableState.c:24
int GetCurrentStateID()
Определения HandStableState.c:36
int m_AnimState
Определения HandStableState.c:6
represent hand state base
Определения HandAnimatedForceSwapping.c:4