31 m_FSM.SetInitialState(m_Hide);
49 m_Hide.m_ActionType =
es.m_AnimationID;
50 m_Show.m_ActionType =
es.m_Animation2ID;
52 if (!
GetGame().IsDedicatedServer())
64 if (!
GetGame().IsDedicatedServer())
67 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
69 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
74 GetGame().ClearJuncture(
e.m_Player, m_Dst2.GetItem());
76 GetGame().ClearJuncture(
e.m_Player, m_Dst1.GetItem());
89 if (!
GetGame().IsDedicatedServer())
91 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
92 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutShortMS
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
override void OnExit(HandEventBase e)
override void OnEntry(HandEventBase e)
ref HandSwappingAnimated_Show m_Show
ref InventoryLocation m_Dst1
ref InventoryLocation m_Src1
void HandAnimatedSwapping(Man player=null, HandStateBase parent=null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
override void OnAbort(HandEventBase e)
ref InventoryLocation m_Dst2
ref InventoryLocation m_Src2
proto native CGame GetGame()