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1.24.157551 (v105080)
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rifleejectcasing.c
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1
class
RifleEjectCasing
extends
WeaponStateBase
2
{
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WeaponActions
m_action
;
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int
m_actionType;
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ref
WeaponStartAction
m_start
;
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ref
WeaponEjectCasing
m_eject
;
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ref BulletHide_W4T m_hideB;
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void
RifleEjectCasing (
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
WeaponActions
action =
WeaponActions
.NONE,
int
actionType = -1)
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{
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m_action
= action;
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m_actionType = actionType;
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// setup nested state machine
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m_start
=
new
WeaponStartAction
(
m_weapon
,
this
,
m_action
, m_actionType);
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m_eject
=
new
WeaponEjectCasing
(
m_weapon
,
this
);
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m_hideB =
new
BulletHide_W4T(
m_weapon
,
this
);
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// events
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WeaponEventBase
__be_ =
new
WeaponEventAnimBulletEject;
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WeaponEventBase
__bh_ =
new
WeaponEventAnimBulletHide;
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WeaponEventBase
_fin_ =
new
WeaponEventHumanCommandActionFinished;
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m_fsm =
new
WeaponFSM
(
this
);
// @NOTE: set owner of the submachine fsm
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// transitions
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m_fsm.AddTransition(
new
WeaponTransition
(
m_start
, __be_,
m_eject
));
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m_fsm.AddTransition(
new
WeaponTransition
(
m_eject
, __bh_, m_hideB));
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m_fsm.AddTransition(
new
WeaponTransition
(m_hideB, _fin_, NULL));
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// Safety exits
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m_fsm.AddTransition(
new
WeaponTransition
(
m_eject
, _fin_,
null
));
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m_fsm.AddTransition(
new
WeaponTransition
(
m_start
, _fin_,
null
));
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m_fsm.SetInitialState(
m_start
);
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}
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};
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m_eject
ref WeaponEjectCasingMultiMuzzle m_eject
Definition:
weaponchambering.c:638
m_action
class WeaponEndAction extends WeaponStartAction m_action
WeaponStartAction
simple class starting animation action specified by m_action and m_actionType
Definition:
weaponchambering.c:2
WeaponActions
WeaponActions
actions
Definition:
human.c:808
m_start
ref WeaponStateBase m_start
Definition:
weaponchambering.c:637
WeaponTransition
enum FSMTransition WeaponTransition
WeaponEventBase
signalize mechanism manipulation
Definition:
events.c:34
WeaponStateBase
represent weapon state base
Definition:
bullethide.c:1
m_weapon
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition:
guards.c:583
Weapon_Base
shorthand
Definition:
boltactionrifle_base.c:5
WeaponFSM
weapon finite state machine
WeaponEjectCasing
Definition:
weaponejectcasingandchamberfromattmag.c:126
DAYZ
scripts_v1.24.157551
scripts
world
entities
firearms
fsm
states
rifleejectcasing.c
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