28 {
30
31 DayZPlayer p;
32 Class.CastTo(p,
m_weapon.GetHierarchyParent());
33 if(p)
34 {
35 HumanInputController hic = p.GetInputController();
37
39 {
42 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingTimeout(p));
43 return;
44 }
45
46
48 {
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"); }
57 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingFailedTimeout(p));
58 }
59 #endif
60 #endif
61 }
62 }
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
WeaponActionUnjammingTypes
void HumanCommandWeapons()