Dayz
Build 1.29.163047, Scripts Rev. 123548
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hand_states.c
Go to the documentation of this file.
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enum
HandStateID
4
{
5
UNKNOWN
= 0,
6
Empty
= 1,
7
Equipped
= 2,
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}
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class
HandStateEmpty :
HandStableState
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{
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override
void
OnEntry
(
HandEventBase
e)
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{
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if
(e)
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{
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switch
(e.m_EventID)
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{
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case
HandEventID
.MOVETO:
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if
(
HumanInventory
.
HasInventoryReservation
(e.GetSrcEntity(), e.
GetDst
()))
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HumanInventory
.
ClearInventoryReservation
(e.GetSrcEntity(), e.
GetDst
());
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break
;
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default
: {};
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}
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}
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super.
OnEntry
(e);
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}
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override
void
OnExit
(
HandEventBase
e) { super.
OnExit
(e); }
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override
int
GetCurrentStateID
() {
return
HandStateID
.Empty; }
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};
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class
HandStateEquipped
:
HandStableState
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{
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override
void
OnEntry
(
HandEventBase
e)
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{
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if
(e)
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{
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switch
(e.m_EventID)
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{
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case
HandEventID
.MOVETO:
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if
(
HumanInventory
.
HasInventoryReservation
(e.GetSrcEntity(), e.
GetDst
()))
42
HumanInventory
.
ClearInventoryReservation
(e.GetSrcEntity(), e.
GetDst
());
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break
;
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default
: {};
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}
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}
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super.OnEntry(e);
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}
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override
void
OnExit
(
HandEventBase
e)
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{
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/*switch (e.m_EventID)
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{
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case HandEventID.MOVETO:
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if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
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HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
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break;
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default: {};
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}*/
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super.OnExit(e);
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}
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override
int
GetCurrentStateID
() {
return
HandStateID
.Equipped; }
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};
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UNKNOWN
@ UNKNOWN
24 - Any other error. Can be returned from any call.
Definition
bioserrormodule.c:56
GameInventory::HasInventoryReservation
static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)
Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY,...
GameInventory::ClearInventoryReservation
static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)
HandEventBase
Abstracted event, not to be used, only inherited.
Definition
hand_events.c:212
HandEventBase::GetDst
override InventoryLocation GetDst()
Definition
hand_events.c:215
HandStableState
represents stable state (i.e.
HandStateEquipped
Definition
hand_states.c:33
HandStateEquipped::OnEntry
override void OnEntry(HandEventBase e)
Definition
hand_states.c:34
HandStateEquipped::GetCurrentStateID
override int GetCurrentStateID()
Definition
hand_states.c:63
HandStateEquipped::OnExit
override void OnExit(HandEventBase e)
Definition
hand_states.c:50
HumanInventory
inventory for plain man/human
Definition
humaninventory.c:10
WeaponChambering_Base::OnExit
override void OnExit(WeaponEventBase e)
Definition
weaponchambering.c:439
HandEventID
HandEventID
events
Definition
hand_events.c:7
HandEventBase
void HandEventBase(Man p=null, InventoryLocation src=null)
Definition
hand_events.c:52
HandStateID
HandStateID
states
Definition
hand_states.c:4
GetCurrentStateID
override int GetCurrentStateID()
Definition
hand_states.c:29
OnEntry
HandStateEquipped OnEntry
Definition
weaponchambering.c:292
Empty
Empty
Definition
hand_states.c:14
Equipped
Equipped
Definition
hand_states.c:15
OnExit
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
Definition
weaponchambering.c:352
Games
Dayz
scripts
3_game
systems
inventory
hand_states.c
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1.17.0