DayZ 1.28
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◆ ChamberMultiBullet()

void ChamberMultiBullet ( Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int startActionType = -1,
int endActionType = -1 )

См. определение в файле WeaponChambering.c строка 815

816 {
817 m_action = action;
818 m_startActionType = startActionType;
819 m_endActionType = endActionType;
820
821 // setup nested state machine
822 m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
824 m_chamber = new WeaponChambering_MultiMuzzle(m_weapon, this);
825 m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this);
826 m_showB = new BulletShow_W4T(m_weapon, this);
827 m_showB2= new BulletShow2_W4T(m_weapon, this);
828
829 m_endLoop = new WeaponEndAction(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
830 // events
831 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
832 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
833 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
834 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
835 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
836 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
837 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
838 WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
839
840 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
841 m_fsm.AddTransition(new WeaponTransition(m_start , __be_, m_eject));
842
843 m_fsm.AddTransition(new WeaponTransition(m_start , __bs_, m_chamber));
844 m_fsm.AddTransition(new WeaponTransition(m_eject , __bs_, m_chamber));
845
846 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardChamberMultiHasRoomBulltet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
847 m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_endLoop));
848 m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bs_, m_chamber));
849
850 m_fsm.AddTransition(new WeaponTransition(m_w4sb2 , _fin_, NULL));
851 m_fsm.AddTransition(new WeaponTransition(m_chamber , _fin_, NULL));
852 m_fsm.AddTransition(new WeaponTransition(m_endLoop , _fin_, NULL));
853
854 // Safety exits
855 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
856 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
857
858 m_fsm.SetInitialState(m_start);
859 }
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Определения Guards.c:604
enum FSMTransition WeaponTransition
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
Определения WeaponChambering.c:810
ref BulletShow2_W4T m_showB2
Определения WeaponChambering.c:813
int m_startActionType
Определения WeaponChambering.c:802
int m_endActionType
Определения WeaponChambering.c:803
ref WeaponEndAction m_endLoop
Определения WeaponChambering.c:811
ref WeaponStateBase m_start
Определения WeaponChambering.c:807
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponChambering_Base m_chamber
Определения WeaponChambering.c:809
ref WeaponEjectCasingMultiMuzzle m_eject
Определения WeaponChambering.c:808
ref BulletShow_W4T m_showB
Определения WeaponChambering.c:812
signalize mechanism manipulation
Определения Events.c:35
weapon finite state machine

Перекрестные ссылки m_action, m_chamber, m_eject, m_endActionType, m_endLoop, m_showB, m_showB2, m_start, m_startActionType, m_w4sb2, m_weapon и WeaponStateBase::WeaponEjectCasingMultiMuzzle().

Используется в DoubleBarrel_Base::InitStateMachine().