Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
handstablestate.c
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4
class
HandStableState
extends
HandStateBase
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{
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int
m_AnimState;
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void
HandStableState
(Man player = NULL,
HandStateBase
parent = NULL,
int
anim_state = -1) { m_AnimState = anim_state; }
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void
SyncAnimState
() { }
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override
void
OnEntry
(
HandEventBase
e)
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{
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super.OnEntry(e);
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SyncAnimState
();
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//m_weapon.OnStableStateEntry();
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}
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override
void
OnUpdate
(
float
dt)
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{
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super.OnUpdate(dt);
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SyncAnimState
();
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}
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override
void
OnAbort
(
HandEventBase
e)
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{
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super.OnAbort(e);
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}
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override
void
OnExit
(
HandEventBase
e)
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{
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//m_weapon.ResetWeaponAnimState();
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super.OnExit(e);
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}
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override
bool
IsIdle
() {
return
true
; }
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int
GetCurrentStateID
() {
return
0; }
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bool
HasEntityInHands () {
return
false
; }
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};
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IsIdle
override bool IsIdle()
Definition:
weaponstablestate.c:91
HandStateBase
represent hand state base
Definition:
handanimatedforceswapping.c:3
OnAbort
override void OnAbort()
Definition:
remotedetonator.c:300
GetCurrentStateID
override int GetCurrentStateID()
Definition:
hand_states.c:29
OnExit
override void OnExit(HandEventBase e)
Definition:
hand_states.c:28
HandEventBase
Abstracted event, not to be used, only inherited.
Definition:
hand_events.c:194
OnUpdate
proto native void OnUpdate()
Definition:
tools.c:349
SyncAnimState
void SyncAnimState()
Definition:
weaponstablestate.c:39
HandStableState
represents stable state (i.e. the basic states that the fsm will spend the most time in)
OnEntry
HandStateEquipped OnEntry
Definition:
weaponchambering.c:208
DAYZ
scripts_v1.24.157551
scripts
game
systems
inventory
handstablestate.c
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