Dayz Build 1.29.163047, Scripts Rev. 123548
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handreplacingiteminhands.c
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1class HandStartReplacingItemInHands extends HandStateBase
2{
3 void HandStartReplacingItemInHands (Man player = NULL, HandStateBase parent = NULL)
4 { }
5
6 override void OnEntry (HandEventBase e)
7 {
8 super.OnEntry(e);
9
10 Man player = e.m_Player;
11 EntityAI itemInHands = player.GetEntityInHands();
12
14 if (itemInHands.GetInventory().GetCurrentInventoryLocation(src))
15 {
17 if (edr)
18 {
19 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandStartReplacingItemInHands about to execute lambda");
20
21 HumanInventoryWithFSM inv = HumanInventoryWithFSM.Cast(player.GetInventory());
22 edr.m_Lambda.Execute(inv);
23 //player.GetItemAccessor().OnItemInHandsChanged();
24 return;
25 }
26 else
27 Error("[hndfsm] HandStartReplacingItemInHands - not a HandEventDestroyAndReplaceWithNew event");
28 }
29 else
30 Error("[hndfsm] HandStartReplacingItemInHands - itemInHands has no InventoryLocation");
31 }
32
33 override void OnAbort (HandEventBase e)
34 {
35 super.OnAbort(e);
36 }
37
38 override void OnExit (HandEventBase e)
39 {
40 super.OnExit(e);
41 }
42
43 override bool IsWaitingForActionFinish () { return true; }
44};
45
46
47class HandReplacingItemInHands extends HandStateBase
48{
50
51 void HandReplacingItemInHands (Man player = NULL, HandStateBase parent = NULL)
52 {
53 // setup nested state machine
55
56 // events:
57 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
58
59 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
60
61 m_FSM.AddTransition(new HandTransition( m_Replacing, _fin_, NULL ));
62
63 m_FSM.SetInitialState(m_Replacing);
64 }
65
66 override void OnEntry (HandEventBase e)
67 {
68 super.OnEntry(e);
69 }
70
71 override void OnAbort (HandEventBase e)
72 {
73 super.OnAbort(e);
74 }
75
76 override void OnExit (HandEventBase e)
77 {
78 super.OnExit(e);
79 }
80};
81
82
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
void HandStartReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
override void OnAbort(HandEventBase e)
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
override void OnEntry(HandEventBase e)
void HandReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnExit(HandEventBase e)
override bool IsWaitingForActionFinish()
HumanInventory... with FSM (synchronous, no anims).
InventoryLocation.
static bool IsInventoryHFSMLogEnable()
Definition debug.c:766
void Error(string err)
Messagebox with error message.
Definition endebug.c:90
void hndDebugPrint(string s)
Definition handfsm.c:1
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Definition handfsm.c:28