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rifleejectcasing.c
Go to the documentation of this file.
1
class
RifleEjectCasing
extends
WeaponStateBase
2
{
3
WeaponActions
m_action
;
4
int
m_actionType;
5
6
ref
WeaponStartAction
m_start
;
7
ref
WeaponEjectCasing
m_eject
;
8
ref BulletHide_W4T
m_hideB
;
9
10
void
RifleEjectCasing
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
WeaponActions
action =
WeaponActions
.NONE,
int
actionType = -1)
11
{
12
m_action
= action;
13
m_actionType
= actionType;
14
15
// setup nested state machine
16
m_start
=
new
WeaponStartAction
(
m_weapon
,
this
,
m_action
,
m_actionType
);
17
m_eject
=
new
WeaponEjectCasing
(
m_weapon
,
this
);
18
m_hideB
=
new
BulletHide_W4T(
m_weapon
,
this
);
19
20
// events
21
WeaponEventBase
__be_ =
new
WeaponEventAnimBulletEject;
22
WeaponEventBase
__bh_ =
new
WeaponEventAnimBulletHide;
23
WeaponEventBase
_fin_ =
new
WeaponEventHumanCommandActionFinished;
24
25
m_fsm
=
new
WeaponFSM
(
this
);
// @NOTE: set owner of the submachine fsm
26
27
// transitions
28
m_fsm
.AddTransition(
new
WeaponTransition
(
m_start
, __be_,
m_eject
));
29
m_fsm
.AddTransition(
new
WeaponTransition
(
m_eject
, __bh_,
m_hideB
));
30
m_fsm
.AddTransition(
new
WeaponTransition
(
m_hideB
, _fin_, NULL));
31
32
// Safety exits
33
m_fsm
.AddTransition(
new
WeaponTransition
(
m_eject
, _fin_, null));
34
m_fsm
.AddTransition(
new
WeaponTransition
(
m_start
, _fin_, null));
35
36
m_fsm
.SetInitialState(
m_start
);
37
}
38
};
39
40
41
Weapon_Base
shorthand
Definition
boltactionrifle_base.c:6
WeaponEventBase
signalize mechanism manipulation
Definition
events.c:35
WeaponFSM
weapon finite state machine
WeaponStateBase
represent weapon state base
Definition
bullethide.c:2
WeaponStateBase::WeaponStartAction
void WeaponStartAction(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
Definition
weaponstartaction.c:9
WeaponStateBase::m_weapon
Weapon_Base m_weapon
Definition
weaponstatebase.c:12
WeaponStateBase::m_eject
ref WeaponEjectCasing m_eject
Definition
riflechambering.c:8
WeaponStateBase::m_start
ref WeaponStateBase m_start
source of the cartridge
Definition
riflechambering.c:7
WeaponStateBase::m_fsm
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
Definition
weaponstatebase.c:14
WeaponStateBase::WeaponStateBase
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Definition
weaponstatebase.c:17
WeaponStateBase::WeaponEjectCasing
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
Definition
weaponejectcasingandchamberfromattmag.c:4
WeaponStateBase::m_hideB
ref BulletHide_W4T m_hideB
Definition
rifleejectcasing.c:8
WeaponStateBase::m_actionType
int m_actionType
action to be played
Definition
riflechambering.c:4
WeaponStateBase::m_action
WeaponActions m_action
Definition
riflechambering.c:3
WeaponStateBase::RifleEjectCasing
void RifleEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
Definition
rifleejectcasing.c:10
WeaponActions
WeaponActions
actions
Definition
human.c:816
WeaponTransition
enum FSMTransition WeaponTransition
m_action
class WeaponEndAction extends WeaponStartAction m_action
Games
Dayz
scripts
4_world
entities
firearms
fsm
states
rifleejectcasing.c
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