237 {
239 if (!player)
240 {
241 return;
242 }
243
244 if (player)
245 {
246 EntityAI entityInHands = player.GetHumanInventory().GetEntityInHands();
247 Weapon_Base w;
248 if (Class.CastTo(w, entityInHands))
249 {
252 }
253 else
254 {
256 }
257 }
258
261
264
265
267 if (aEvent != -1)
268 {
269 string eventStr = "Event: ";
270 eventStr = eventStr + aEvent.ToString() + " ";
271 while(true)
272 {
274 if (aEvent == -1)
275 {
276 break;
277 }
278
279 Print(
"Event: " + aEvent.ToString());
280
281 eventStr += aEvent.ToString();
282 eventStr += " ";
283 }
284
286 }
287 }
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native int DebugIsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
void WeaponsInit(Weapon_Base w)
TextWidget m_WidgetActionRunning
Weapon_Base m_CurrentWeapon
TextWidget m_WidgetActionEvents
TextListboxWidget m_Selector
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
void HumanCommandWeapons()