Dayz Explorer
1.24.157551 (v105080)
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weaponfirelast.c
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class
WeaponFireLast
extends
WeaponStateBase
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{
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WeaponActions
m_action
;
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int
m_actionType;
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float
m_dtAccumulator
;
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ref WeaponFireWithEject m_fire;
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void
WeaponFireLast (
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_fire =
new
WeaponFireWithEject(
m_weapon
,
this
,
m_action
, m_actionType);
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// events
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WeaponEventBase
_fin_ =
new
WeaponEventHumanCommandActionFinished;
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WeaponEventReloadTimeout __to_ =
new
WeaponEventReloadTimeout;
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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_fire, _fin_, NULL));
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m_fsm.AddTransition(
new
WeaponTransition
(m_fire, __to_, NULL));
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m_fsm.SetInitialState(m_fire);
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}
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override
void
OnEntry
(
WeaponEventBase
e)
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{
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super.OnEntry(e);
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if
(e)
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m_dtAccumulator
= 0;
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}
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override
void
OnExit
(
WeaponEventBase
e)
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{
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m_dtAccumulator
= 0;
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super.OnExit(e);
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}
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};
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OnExit
override void OnExit(HandEventBase e)
Definition:
hand_states.c:28
m_dtAccumulator
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
m_action
class WeaponEndAction extends WeaponStartAction m_action
WeaponActions
WeaponActions
actions
Definition:
human.c:808
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
OnEntry
HandStateEquipped OnEntry
Definition:
weaponchambering.c:208
DAYZ
scripts_v1.24.157551
scripts
world
entities
firearms
fsm
states
weaponfirelast.c
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