Dayz 1.25
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Класс WeaponStartAction

simple class starting animation action specified by m_action and m_actionType Подробнее...

Закрытые члены

override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
void WeaponUnjamming_Start (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 

Закрытые данные

float m_dtAccumulator
 
float m_jamTime
 

Подробное описание

simple class starting animation action specified by m_action and m_actionType

Методы

◆ IsWaitingForActionFinish() [1/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
15 {
16 return true;
17 }

◆ IsWaitingForActionFinish() [2/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
624 {
625 return true;
626 }

◆ IsWaitingForActionFinish() [3/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
4{ return true; }

◆ IsWaitingForActionFinish() [4/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
59 {
60 return true;
61 }

◆ IsWaitingForActionFinish() [5/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
16{ return true; }

◆ IsWaitingForActionFinish() [6/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
48{ return true; }

◆ IsWaitingForActionFinish() [7/7]

override bool IsWaitingForActionFinish ( )
inlineprivate
269{ return true; }

◆ OnAbort()

override void OnAbort ( WeaponEventBase e)
inlineprivate
92 {
93 m_weapon.ResetBurstCount();
94 super.OnAbort(e);
95 }
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition Guards.c:604
Definition EntityAI.c:95

Перекрестные ссылки m_weapon.

◆ OnEntry() [1/5]

override void OnEntry ( WeaponEventBase e)
inlineprivate
5 {
6 super.OnEntry(e);
7 if (e)
8 {
9 m_weapon.SelectionBulletHide();
10 m_weapon.ForceSyncSelectionState();
11 }
12 }

Перекрестные ссылки m_weapon.

◆ OnEntry() [2/5]

override void OnEntry ( WeaponEventBase e)
inlineprivate
7 {
8 super.OnEntry(e);
9 if (e)
10 {
12 }
13 m_weapon.ResetBurstCount();
14 }
float m_dtAccumulator
Definition WeaponFire.c:4

Перекрестные ссылки m_dtAccumulator и m_weapon.

◆ OnEntry() [3/5]

override void OnEntry ( WeaponEventBase e)
inlineprivate
51 {
52 if (e)
53 {
55
56 if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponFire bang!"); }
57 //m_weapon.Fire();
58 int mi = m_weapon.GetCurrentMuzzle();
60 {
62 if (Class.CastTo(p, e.m_player))
63 p.GetAimingModel().SetRecoil(m_weapon);
64 m_weapon.OnFire(mi);
65 }
66 }
67 super.OnEntry(e);
68 }
void wpnPrint(string s)
Definition Debug.c:1
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition ManBase.c:2
Definition Debug.c:735
static bool IsWeaponLogEnable()
Definition Debug.c:859
Definition ObjectTyped.c:2
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), LogManager::IsWeaponLogEnable(), m_dtAccumulator, m_weapon, TryFireWeapon() и wpnPrint().

◆ OnEntry() [4/5]

override void OnEntry ( WeaponEventBase e)
inlineprivate
272 {
273 if (e)
274 {
275 m_dtAccumulator = 0;
276
277 if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponFire bang! and jam?"); }
278 //m_weapon.Fire();
279 int mi = m_weapon.GetCurrentMuzzle();
281 {
282 m_weapon.SetJammed(true);
284 if (Class.CastTo(p, e.m_player))
285 p.GetAimingModel().SetRecoil(m_weapon);
286 m_weapon.OnFire(mi);
287 }
288 }
289 m_weapon.ResetBurstCount();
290 super.OnEntry(e);
291 }

Перекрестные ссылки Class::CastTo(), LogManager::IsWeaponLogEnable(), m_dtAccumulator, m_weapon, TryFireWeapon() и wpnPrint().

◆ OnEntry() [5/5]

override void OnEntry ( WeaponEventBase e)
inlineprivate
23 {
24 super.OnEntry(e);
25 }

◆ OnExit() [1/4]

override void OnExit ( WeaponEventBase e)
inlineprivate
36 {
38 super.OnExit(e);
39 }

Перекрестные ссылки m_dtAccumulator.

◆ OnExit() [2/4]

override void OnExit ( WeaponEventBase e)
inlineprivate
85 {
86 if (e)
88 super.OnExit(e);
89 }

Перекрестные ссылки m_dtAccumulator.

◆ OnExit() [3/4]

override void OnExit ( WeaponEventBase e)
inlineprivate
308 {
309 m_dtAccumulator = 0;
310 super.OnExit(e);
311 }

Перекрестные ссылки m_dtAccumulator.

◆ OnExit() [4/4]

override void OnExit ( WeaponEventBase e)
inlineprivate
65 {
66 m_dtAccumulator = 0.0;
67 m_jamTime = 0.0;
68 super.OnExit(e);
69 }
float m_jamTime
Definition WeaponUnjamming.c:14

Перекрестные ссылки m_dtAccumulator.

◆ OnUpdate() [1/4]

override void OnUpdate ( float dt)
inlineprivate
19 {
22 Class.CastTo(p, m_weapon.GetHierarchyParent());
23 if (p)
24 {
25 HumanInputController hic = p.GetInputController();
26
27 int muzzleIndex = m_weapon.GetCurrentMuzzle();
28 float reloadTime = m_weapon.GetReloadTime(muzzleIndex);
29 if ( hic.IsAttackButton() && m_dtAccumulator >= reloadTime)
30 if (m_weapon.CanProcessWeaponEvents())
31 m_weapon.ProcessWeaponEvent(new WeaponEventDryFireTimeout(p));
32 }
33 }
Definition DayZPlayerImplement.c:111
Definition human.c:18

Перекрестные ссылки Class::CastTo(), m_dtAccumulator и m_weapon.

◆ OnUpdate() [2/4]

override void OnUpdate ( float dt)
inlineprivate
71 {
73
75 Class.CastTo(p, m_weapon.GetHierarchyParent());
76
77 int muzzleIndex = m_weapon.GetCurrentMuzzle();
78 float reloadTime = m_weapon.GetReloadTime(muzzleIndex);
80 if (m_weapon.CanProcessWeaponEvents())
81 m_weapon.ProcessWeaponEvent(new WeaponEventReloadTimeout(p));
82 }

Перекрестные ссылки Class::CastTo(), m_dtAccumulator и m_weapon.

◆ OnUpdate() [3/4]

override void OnUpdate ( float dt)
inlineprivate
294 {
296
298 Class.CastTo(p, m_weapon.GetHierarchyParent());
299
300 int muzzleIndex = m_weapon.GetCurrentMuzzle();
301 float reloadTime = m_weapon.GetReloadTime(muzzleIndex);
303 if (m_weapon.CanProcessWeaponEvents())
304 m_weapon.ProcessWeaponEvent(new WeaponEventReloadTimeout(p));
305 }

Перекрестные ссылки Class::CastTo(), m_dtAccumulator и m_weapon.

◆ OnUpdate() [4/4]

override void OnUpdate ( float dt)
inlineprivate
28 {
30
32 Class.CastTo(p, m_weapon.GetHierarchyParent());
33 if(p)
34 {
35 HumanInputController hic = p.GetInputController();
36 HumanCommandWeapons hcw = p.GetCommandModifier_Weapons();
37
39 {
40 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " Unjammed!"); }
41 hcw.StartAction(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END);
42 m_weapon.ProcessWeaponEvent(new WeaponEventUnjammingTimeout(p));
43 return; // unjammed successfuly
44 }
45
46
47 if (hic.IsReloadOrMechanismContinuousUse())
48 {
49 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " Unjamming..."); }
50 }
51 #ifndef PLATFORM_CONSOLE
52 #ifndef SERVER_FOR_CONSOLE
53 else
54 {
55 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " Unjamming failed, weapon still jammed"); }
56 hcw.StartAction(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_INTERRUPT);
57 m_weapon.ProcessWeaponEvent(new WeaponEventUnjammingFailedTimeout(p));
58 }
59 #endif
60 #endif
61 }
62 }
void wpnDebugPrint(string s)
Definition Debug.c:9
Definition human.c:987
WeaponActions
actions
Definition human.c:809
WeaponActionUnjammingTypes
Definition human.c:905

Перекрестные ссылки Class::CastTo(), LogManager::IsWeaponLogEnable(), m_dtAccumulator, m_weapon и wpnDebugPrint().

◆ WeaponUnjamming_Start()

void WeaponUnjamming_Start ( Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate
17 {
18 m_dtAccumulator = 0.0;
19 m_jamTime = 0.0;
20 }

Перекрестные ссылки m_dtAccumulator.

Поля

◆ m_dtAccumulator

float m_dtAccumulator
private

◆ m_jamTime

float m_jamTime
private

Объявления и описания членов классов находятся в файлах: