Dayz Build 1.29.163047, Scripts Rev. 123548
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hand_states.c
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2
4{
5 UNKNOWN = 0,
6 Empty = 1,
7 Equipped = 2,
8}
9
10class HandStateEmpty : HandStableState
11{
12 override void OnEntry(HandEventBase e)
13 {
14 if(e)
15 {
16 switch (e.m_EventID)
17 {
18 case HandEventID.MOVETO:
19 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
20 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
21 break;
22
23 default: {};
24 }
25 }
26 super.OnEntry(e);
27 }
28 override void OnExit(HandEventBase e) { super.OnExit(e); }
29 override int GetCurrentStateID() { return HandStateID.Empty; }
30};
31
33{
34 override void OnEntry(HandEventBase e)
35 {
36 if(e)
37 {
38 switch (e.m_EventID)
39 {
40 case HandEventID.MOVETO:
41 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
42 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
43 break;
44
45 default: {};
46 }
47 }
48 super.OnEntry(e);
49 }
50 override void OnExit(HandEventBase e)
51 {
52 /*switch (e.m_EventID)
53 {
54 case HandEventID.MOVETO:
55 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
56 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
57 break;
58
59 default: {};
60 }*/
61 super.OnExit(e);
62 }
63 override int GetCurrentStateID() { return HandStateID.Equipped; }
64};
65
67
@ UNKNOWN
24 - Any other error. Can be returned from any call.
static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)
Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY,...
static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)
Abstracted event, not to be used, only inherited.
override InventoryLocation GetDst()
represents stable state (i.e.
override void OnEntry(HandEventBase e)
Definition hand_states.c:34
override int GetCurrentStateID()
Definition hand_states.c:63
override void OnExit(HandEventBase e)
Definition hand_states.c:50
inventory for plain man/human
override void OnExit(WeaponEventBase e)
HandEventID
events
Definition hand_events.c:7
void HandEventBase(Man p=null, InventoryLocation src=null)
Definition hand_events.c:52
HandStateID
states
Definition hand_states.c:4
override int GetCurrentStateID()
Definition hand_states.c:29
HandStateEquipped OnEntry
Empty
Definition hand_states.c:14
Equipped
Definition hand_states.c:15
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit