Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
handstablestate.c
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1 
4 class HandStableState extends HandStateBase
5 {
6  int m_AnimState;
7 
8  void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
9 
10  void SyncAnimState () { }
11 
12  override void OnEntry (HandEventBase e)
13  {
14  super.OnEntry(e);
15  SyncAnimState();
16 
17  //m_weapon.OnStableStateEntry();
18  }
19  override void OnUpdate (float dt)
20  {
21  super.OnUpdate(dt);
22  SyncAnimState();
23  }
24  override void OnAbort (HandEventBase e)
25  {
26  super.OnAbort(e);
27  }
28  override void OnExit (HandEventBase e)
29  {
30  //m_weapon.ResetWeaponAnimState();
31  super.OnExit(e);
32  }
33 
34  override bool IsIdle () { return true; }
35 
36  int GetCurrentStateID () { return 0; }
37 
39  bool HasEntityInHands () { return false; }
40 };
41 
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