Dayz
Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
Toggle main menu visibility
Loading...
Searching...
No Matches
weaponstartaction.c
Go to the documentation of this file.
1
4
class
WeaponStartAction
extends
WeaponStateBase
5
{
6
WeaponActions
m_action
;
7
int
m_actionType;
8
9
void
WeaponStartAction
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
WeaponActions
action =
WeaponActions
.NONE,
int
actionType = -1)
10
{
11
m_action
= action;
12
m_actionType
= actionType;
13
}
14
15
override
void
OnEntry
(
WeaponEventBase
e)
16
{
17
super.OnEntry(e);
18
if
(e)
19
{
20
if
(e.
m_player
)
21
{
22
HumanCommandWeapons
hcw = e.
m_player
.GetCommandModifier_Weapons();
23
if
(hcw)
24
{
25
HumanCommandAdditives
ad = e.
m_player
.GetCommandModifier_Additives();
26
if
(ad)
27
ad.CancelModifier();
28
29
hcw.
StartAction
(
m_action
,
m_actionType
);
30
31
if
(hcw.
GetRunningAction
() ==
m_action
&& hcw.
GetRunningActionType
() ==
m_actionType
)
32
{
33
if
(
LogManager
.
IsWeaponLogEnable
()) {
wpnDebugPrint
(
"HCW: playing A="
+
typename
.EnumToString(
WeaponActions
,
m_action
) +
" AT="
+
WeaponActionTypeToString
(
m_action
,
m_actionType
) +
" fini="
+ hcw.
IsActionFinished
()); }
34
}
35
else
36
Error
(
"HCW: NOT playing A="
+
typename
.EnumToString(
WeaponActions
,
m_action
) +
" AT="
+
WeaponActionTypeToString
(
m_action
,
m_actionType
) +
" fini="
+ hcw.
IsActionFinished
());
37
}
38
else
39
if
(
LogManager
.
IsWeaponLogEnable
()) {
wpnDebugPrint
(
"---: remote playing A="
+
typename
.EnumToString(
WeaponActions
,
m_action
) +
" AT="
+
WeaponActionTypeToString
(
m_action
,
m_actionType
)); }
40
}
41
else
42
{
43
if
(
LogManager
.
IsWeaponLogEnable
()) {
wpnDebugPrint
(
"---: warning, no player wants to play A="
+
typename
.EnumToString(
WeaponActions
,
m_action
) +
" AT="
+
WeaponActionTypeToString
(
m_action
,
m_actionType
)); }
44
}
45
}
46
}
47
override
void
OnExit
(
WeaponEventBase
e)
48
{
49
super.OnExit(e);
50
}
51
};
52
53
wpnDebugPrint
void wpnDebugPrint(string s)
Definition
debug.c:9
HumanCommandWeapons
Definition
human.c:1000
HumanCommandWeapons::GetRunningAction
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
HumanCommandWeapons::IsActionFinished
proto native bool IsActionFinished()
HumanCommandWeapons::StartAction
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
HumanCommandWeapons::GetRunningActionType
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
LogManager
Definition
debug.c:692
LogManager::IsWeaponLogEnable
static bool IsWeaponLogEnable()
Definition
debug.c:816
Weapon_Base
shorthand
Definition
boltactionrifle_base.c:6
WeaponEventBase
signalize mechanism manipulation
Definition
events.c:35
WeaponEventBase::m_player
DayZPlayer m_player
Definition
events.c:37
WeaponStartAction
simple class starting animation action specified by m_action and m_actionType
Definition
weaponchambering.c:3
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::OnEntry
override void OnEntry(WeaponEventBase e)
Definition
weaponstartaction.c:15
WeaponStateBase::WeaponStateBase
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Definition
weaponstatebase.c:17
WeaponStateBase::OnExit
override void OnExit(WeaponEventBase e)
Definition
weaponstartaction.c:47
WeaponStateBase::m_actionType
int m_actionType
action to be played
Definition
riflechambering.c:4
WeaponStateBase::m_action
WeaponActions m_action
Definition
riflechambering.c:3
Error
void Error(string err)
Messagebox with error message.
Definition
endebug.c:90
WeaponActions
WeaponActions
actions
Definition
human.c:816
WeaponActionTypeToString
string WeaponActionTypeToString(int A, int AT)
Definition
human.c:949
HumanCommandAdditives
class HumanCommandWeapons HumanCommandAdditives()
Definition
human.c:1127
m_action
class WeaponEndAction extends WeaponStartAction m_action
Games
Dayz
scripts
4_world
entities
firearms
fsm
states
weaponstartaction.c
Generated by
1.17.0