Dayz Build 1.29.163047, Scripts Rev. 123548
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HandStateBase Class Reference

represent hand state base More...

Private Member Functions

void HandStateBase (Man player=NULL, HandStateBase parent=NULL)
 nested state machine (or null)
void AddTransition (HandTransition t)
int GetCurrentStateID ()
HandFSM GetFSM ()
HandStateBase GetParentState ()
void HandAnimatedForceSwapping (Man player=null, HandStateBase parent=null)
void HandAnimatedForceSwapping_Inst (Man player=null, HandStateBase parent=null)
void HandAnimatedMovingToAtt (Man player=null, HandStateBase parent=null)
void HandAnimatedSwapping (Man player=null, HandStateBase parent=null)
void HandAnimatedTakingFromAtt (Man player=null, HandStateBase parent=null)
void HandReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
void HandReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
void HandStableState (Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
void HandStartAction (Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 specific action sub-type
void HandStartReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
void HandStartReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
bool HasEntityInHands ()
 query for entity in hands
bool HasFSM ()
override bool IsIdle ()
 idle state does not expect any animation events
override bool IsIdle ()
bool IsIdle ()
override bool IsWaitingForActionFinish ()
 waiting for active animation action/actionType finish
override bool IsWaitingForActionFinish ()
override bool IsWaitingForActionFinish ()
bool IsWaitingForActionFinish ()
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
override void OnAbort (HandEventBase e)
void OnAbort (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
override void OnEntry (HandEventBase e)
void OnEntry (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
override void OnExit (HandEventBase e)
void OnExit (HandEventBase e)
void OnStateChanged (HandStateBase src, HandStateBase dst)
void OnSubMachineChanged (HandStateBase src, HandStateBase dst)
override void OnUpdate (float dt)
void OnUpdate (float dt)
bool ProcessEvent (HandEventBase e)
void SetParentState (HandStateBase parent)
void SyncAnimState ()

Private Attributes

WeaponActions m_Action
int m_ActionType
 action to be played
int m_AnimState
ref InventoryLocation m_Dst
ref InventoryLocation m_Dst1 = null
ref InventoryLocation m_Dst2 = null
EntityAI m_Entity
ref HandFSM m_FSM
 hierarchical parent state of this state (or null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref HandStartHidingAnimated m_Hide
 weapon to be taken
ref HandTakingAnimated_Hide m_Hide
ref InventoryLocation m_ilEntity
HandStateBase m_parentState
 entity that this state relates to
Man m_Player
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
ref HandStartReplacingItemInHands m_Replacing
ref HandAnimatedMoveToDst_W4T m_Show
ref HandSwappingAnimated_Show m_Show
ref HandTakingAnimated_Show m_Show
ref InventoryLocation m_Src1 = null
ref InventoryLocation m_Src2 = null
ref HandStartHidingAnimated m_Start
ref HandForceSwappingAnimated_Show m_Swap

Detailed Description

represent hand state base

Class comes with entry/update/exit hooks that can be overriden in custom states

Definition at line 3 of file handanimatedforceswapping.c.

Constructor & Destructor Documentation

◆ HandStateBase()

Member Function Documentation

◆ AddTransition()

void AddTransition ( HandTransition t)
inlineprivate

Definition at line 35 of file handstatebase.c.

References Error(), HasFSM(), and m_FSM.

◆ GetCurrentStateID()

int GetCurrentStateID ( )
inlineprivate

Definition at line 36 of file handstablestate.c.

◆ GetFSM()

HandFSM GetFSM ( )
inlineprivate

Definition at line 23 of file handstatebase.c.

References m_FSM.

◆ GetParentState()

HandStateBase GetParentState ( )
inlineprivate
Returns
state that owns this sub-state (or null if plain state)

Definition at line 20 of file handstatebase.c.

References HandStateBase(), and m_parentState.

◆ HandAnimatedForceSwapping()

void HandAnimatedForceSwapping ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 158 of file handanimatedforceswapping.c.

References HandStateBase(), m_FSM, m_Hide, m_Show, and m_Start.

◆ HandAnimatedForceSwapping_Inst()

void HandAnimatedForceSwapping_Inst ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 292 of file handanimatedforceswapping.c.

References HandStateBase(), m_FSM, m_Start, and m_Swap.

◆ HandAnimatedMovingToAtt()

void HandAnimatedMovingToAtt ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 99 of file handanimatedmovingtoatt.c.

References HandStateBase(), m_FSM, m_Hide, and m_Show.

◆ HandAnimatedSwapping()

void HandAnimatedSwapping ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 16 of file handanimatedswapping.c.

References HandStateBase(), m_FSM, m_Hide, and m_Show.

◆ HandAnimatedTakingFromAtt()

void HandAnimatedTakingFromAtt ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 92 of file handanimatedtakingfromatt.c.

References HandStateBase(), m_FSM, m_Hide, and m_Show.

◆ HandReplacingItemElsewhereWithNewInHands()

void HandReplacingItemElsewhereWithNewInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

◆ HandReplacingItemInHands()

void HandReplacingItemInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

◆ HandStableState()

void HandStableState ( Man player = NULL,
HandStateBase parent = NULL,
int anim_state = -1 )
inlineprivate

Definition at line 8 of file handstablestate.c.

References HandStateBase(), and m_AnimState.

◆ HandStartAction()

void HandStartAction ( Man player = NULL,
HandStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate

specific action sub-type

Definition at line 9 of file handstartaction.c.

References HandStateBase(), m_Action, and m_ActionType.

◆ HandStartReplacingItemElsewhereWithNewInHands()

void HandStartReplacingItemElsewhereWithNewInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

◆ HandStartReplacingItemInHands()

void HandStartReplacingItemInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

Definition at line 3 of file handreplacingiteminhands.c.

References HandStateBase().

Referenced by HandReplacingItemInHands().

◆ HasEntityInHands()

bool HasEntityInHands ( )
inlineprivate

query for entity in hands

Definition at line 39 of file handstablestate.c.

◆ HasFSM()

bool HasFSM ( )
inlineprivate

Definition at line 22 of file handstatebase.c.

References m_FSM.

Referenced by AddTransition(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().

◆ IsIdle() [1/3]

override bool IsIdle ( )
inlineprivate

idle state does not expect any animation events

Returns
true if this state is idle

Definition at line 34 of file handstablestate.c.

Referenced by HandleInventory(), and OnHandsStateChanged().

◆ IsIdle() [2/3]

override bool IsIdle ( )
inlineprivate

Definition at line 54 of file handstartaction.c.

◆ IsIdle() [3/3]

bool IsIdle ( )
inlineprivate

Definition at line 121 of file handstatebase.c.

◆ IsWaitingForActionFinish() [1/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

waiting for active animation action/actionType finish

Returns
true if this state is waiting for finish signal

Definition at line 73 of file handanimatedforceswapping.c.

Referenced by HandleInventory().

◆ IsWaitingForActionFinish() [2/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

Definition at line 34 of file handreplacingitemelsewherewithnewinhands.c.

◆ IsWaitingForActionFinish() [3/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

Definition at line 43 of file handreplacingiteminhands.c.

◆ IsWaitingForActionFinish() [4/4]

bool IsWaitingForActionFinish ( )
inlineprivate

Definition at line 115 of file handstatebase.c.

References HasFSM(), and m_FSM.

◆ OnAbort() [1/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 355 of file handanimatedforceswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnAbort() [2/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 225 of file handanimatedforceswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnAbort() [3/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 61 of file handanimatedforceswapping.c.

References m_Dst.

◆ OnAbort() [4/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 135 of file handanimatedmovingtoatt.c.

References g_Game, m_Entity, m_ilEntity, and m_Player.

◆ OnAbort() [5/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 62 of file handanimatedswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnAbort() [6/11]

override void OnAbort ( HandEventBase e)
inlineprivate

◆ OnAbort() [7/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 24 of file handreplacingitemelsewherewithnewinhands.c.

◆ OnAbort() [8/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 71 of file handreplacingiteminhands.c.

◆ OnAbort() [9/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 33 of file handreplacingiteminhands.c.

◆ OnAbort() [10/11]

override void OnAbort ( HandEventBase e)
inlineprivate

Definition at line 24 of file handstablestate.c.

◆ OnAbort() [11/11]

void OnAbort ( HandEventBase e)
inlineprivate

◆ OnEntry() [1/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [2/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [3/12]

◆ OnEntry() [4/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [5/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [6/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [7/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [8/12]

override void OnEntry ( HandEventBase e)
inlineprivate

Definition at line 66 of file handreplacingiteminhands.c.

◆ OnEntry() [9/12]

override void OnEntry ( HandEventBase e)
inlineprivate

◆ OnEntry() [10/12]

override void OnEntry ( HandEventBase e)
inlineprivate

Definition at line 12 of file handstablestate.c.

References SyncAnimState().

◆ OnEntry() [11/12]

◆ OnEntry() [12/12]

void OnEntry ( HandEventBase e)
inlineprivate

◆ OnExit() [1/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 388 of file handanimatedforceswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnExit() [2/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 260 of file handanimatedforceswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnExit() [3/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 67 of file handanimatedforceswapping.c.

References m_Dst.

◆ OnExit() [4/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 152 of file handanimatedmovingtoatt.c.

References g_Game, m_Entity, m_ilEntity, and m_Player.

◆ OnExit() [5/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 95 of file handanimatedswapping.c.

References g_Game, m_Dst1, m_Dst2, m_Player, m_Src1, and m_Src2.

◆ OnExit() [6/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 146 of file handanimatedtakingfromatt.c.

References m_Dst, and m_Player.

◆ OnExit() [7/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 29 of file handreplacingitemelsewherewithnewinhands.c.

◆ OnExit() [8/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 76 of file handreplacingiteminhands.c.

◆ OnExit() [9/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 38 of file handreplacingiteminhands.c.

◆ OnExit() [10/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 28 of file handstablestate.c.

◆ OnExit() [11/12]

override void OnExit ( HandEventBase e)
inlineprivate

Definition at line 49 of file handstartaction.c.

◆ OnExit() [12/12]

void OnExit ( HandEventBase e)
inlineprivate

Definition at line 106 of file handstatebase.c.

References hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().

◆ OnStateChanged()

void OnStateChanged ( HandStateBase src,
HandStateBase dst )
inlineprivate

Definition at line 135 of file handstatebase.c.

References HandStateBase(), and m_Player.

◆ OnSubMachineChanged()

void OnSubMachineChanged ( HandStateBase src,
HandStateBase dst )
inlineprivate

Definition at line 128 of file handstatebase.c.

References HandStateBase().

◆ OnUpdate() [1/2]

override void OnUpdate ( float dt)
inlineprivate

Definition at line 19 of file handstablestate.c.

References SyncAnimState().

Referenced by HandleInventory().

◆ OnUpdate() [2/2]

void OnUpdate ( float dt)
inlineprivate

Definition at line 81 of file handstatebase.c.

References HasFSM(), and m_FSM.

◆ ProcessEvent()

bool ProcessEvent ( HandEventBase e)
inlineprivate

Definition at line 25 of file handstatebase.c.

References HasFSM(), and m_FSM.

◆ SetParentState()

void SetParentState ( HandStateBase parent)
inlineprivate

Definition at line 16 of file handstatebase.c.

References HandStateBase(), and m_parentState.

◆ SyncAnimState()

void SyncAnimState ( )
inlineprivate

Definition at line 10 of file handstablestate.c.

Field Documentation

◆ m_Action

WeaponActions m_Action
private

Definition at line 6 of file handstartaction.c.

Referenced by HandStartAction(), and OnEntry().

◆ m_ActionType

int m_ActionType
private

action to be played

Definition at line 7 of file handstartaction.c.

Referenced by HandStartAction(), and OnEntry().

◆ m_AnimState

int m_AnimState
private

Definition at line 6 of file handstablestate.c.

Referenced by HandStableState().

◆ m_Dst

ref InventoryLocation m_Dst
private

Definition at line 5 of file handanimatedforceswapping.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_Dst1

ref InventoryLocation m_Dst1 = null
private

Definition at line 151 of file handanimatedforceswapping.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_Dst2

ref InventoryLocation m_Dst2 = null
private

Definition at line 152 of file handanimatedforceswapping.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_Entity

EntityAI m_Entity
private

Definition at line 92 of file handanimatedmovingtoatt.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_FSM

◆ m_Hide [1/3]

ref HandStartHidingAnimated m_Hide
private

◆ m_Hide [2/3]

ref HandStartHidingAnimated m_Hide
private

weapon to be taken

Definition at line 94 of file handanimatedmovingtoatt.c.

◆ m_Hide [3/3]

ref HandTakingAnimated_Hide m_Hide
private

Definition at line 87 of file handanimatedtakingfromatt.c.

◆ m_ilEntity

ref InventoryLocation m_ilEntity
private

Definition at line 97 of file handanimatedmovingtoatt.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_parentState

HandStateBase m_parentState
private

entity that this state relates to

Definition at line 9 of file handstatebase.c.

Referenced by HandStateBase(), GetParentState(), and SetParentState().

◆ m_Player

Man m_Player
private

Definition at line 8 of file handstatebase.c.

Referenced by HandStateBase(), OnAbort(), OnEntry(), OnExit(), and OnStateChanged().

◆ m_Replacing [1/2]

◆ m_Replacing [2/2]

ref HandStartReplacingItemInHands m_Replacing
private

Definition at line 49 of file handreplacingiteminhands.c.

◆ m_Show [1/3]

ref HandAnimatedMoveToDst_W4T m_Show
private

◆ m_Show [2/3]

ref HandSwappingAnimated_Show m_Show
private

Definition at line 14 of file handanimatedswapping.c.

◆ m_Show [3/3]

ref HandTakingAnimated_Show m_Show
private

Definition at line 88 of file handanimatedtakingfromatt.c.

◆ m_Src1

ref InventoryLocation m_Src1 = null
private

Definition at line 149 of file handanimatedforceswapping.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_Src2

ref InventoryLocation m_Src2 = null
private

Definition at line 150 of file handanimatedforceswapping.c.

Referenced by OnAbort(), OnEntry(), and OnExit().

◆ m_Start

ref HandStartHidingAnimated m_Start
private

◆ m_Swap

ref HandForceSwappingAnimated_Show m_Swap
private

Definition at line 290 of file handanimatedforceswapping.c.

Referenced by HandAnimatedForceSwapping_Inst(), and OnEntry().


The documentation for this class was generated from the following files: