42 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingTimeout(p));
51 #ifndef PLATFORM_CONSOLE
52 #ifndef SERVER_FOR_CONSOLE
57 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingFailedTimeout(p));
89 int mi =
m_weapon.GetCurrentMuzzle();
118 if (!super.SaveCurrentFSMState(ctx))
123 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.SaveCurrentFSMState: cannot write m_damage for weapon=" +
m_weapon);
128 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.SaveCurrentFSMState: cannot write m_type for weapon=" +
m_weapon);
136 if (!super.LoadCurrentFSMState(ctx, version))
141 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.LoadCurrentFSMState: cannot read m_damage for weapon=" +
m_weapon);
146 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.LoadCurrentFSMState: cannot read m_type for weapon=" +
m_weapon);
178 ref WeaponChamberFromAttMag_W4T
m_chamber;
void wpnDebugPrint(string s)
Super root of all classes in Enforce script.
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
static bool IsWeaponLogEnable()
proto bool Write(void value_out)
proto bool Read(void value_in)
override bool IsWaitingForActionFinish()
override bool IsWaitingForActionFinish()
signalize mechanism manipulation
weapon finite state machine
simple class starting animation action specified by m_action and m_actionType
override void OnEntry(WeaponEventBase e)
void WeaponUnjamming_Start(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
represent weapon state base
ref WeaponEjectCasing m_eject
ref WeaponStateBase m_start
source of the cartridge
override void OnEntry(WeaponEventBase e)
ref WeaponChambering_W4T m_w4t
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
void WeaponUnjamming(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
override void OnExit(WeaponEventBase e)
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
int m_actionType
action to be played
ref WeaponChambering_Cartridge m_chamber
override bool IsWaitingForActionFinish()
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
override bool IsWaitingForActionFinish()
Serializer ParamsReadContext
Serializer ParamsWriteContext
void Error(string err)
Messagebox with error message.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
WeaponActionUnjammingTypes
enum FSMTransition WeaponTransition
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator