DayZ 1.24
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HandStateBase Class Reference

represent hand state base More...

Collaboration diagram for HandStateBase:
[legend]

Private Member Functions

override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 waiting for active animation action/actionType finish
 
void HandAnimatedForceSwapping (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedForceSwapping_Inst (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedMovingToAtt (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedSwapping (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedTakingFromAtt (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandStartReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
 
void HandStartReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandStableState (Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
 
void SyncAnimState ()
 
override void OnEntry (HandEventBase e)
 
override void OnUpdate (float dt)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsIdle ()
 idle state does not expect any animation events
 
int GetCurrentStateID ()
 
bool HasEntityInHands ()
 query for entity in hands
 
void HandStartAction (Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 specific action sub-type
 
override void OnEntry (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsIdle ()
 
void HandStateBase (Man player=NULL, HandStateBase parent=NULL)
 nested state machine (or null)
 
void SetParentState (HandStateBase parent)
 allows construction of hierarchical state machine
 
HandStateBase GetParentState ()
 
bool HasFSM ()
 
HandFSM GetFSM ()
 
bool ProcessEvent (HandEventBase e)
 
void AddTransition (HandTransition t)
 adds transition into m_FSM transition table
 
void OnEntry (HandEventBase e)
 
void OnUpdate (float dt)
 
void OnAbort (HandEventBase e)
 
void OnExit (HandEventBase e)
 
bool IsWaitingForActionFinish ()
 
bool IsIdle ()
 
void OnSubMachineChanged (HandStateBase src, HandStateBase dst)
 called when sub-machine has changed its state
 
void OnStateChanged (HandStateBase src, HandStateBase dst)
 called on current state when state machine has changed its state
 

Private Attributes

ref InventoryLocation m_Dst
 
ref InventoryLocation m_Src1 = null
 
ref InventoryLocation m_Src2 = null
 
ref InventoryLocation m_Dst1 = null
 
ref InventoryLocation m_Dst2 = null
 
ref HandStartHidingAnimated m_Start
 
ref HandAnimatedMoveToDst_W4T m_Show
 
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
 
ref HandForceSwappingAnimated_Show m_Swap
 
EntityAI m_Entity
 
ref HandStartHidingAnimated m_Hide
 weapon to be taken
 
ref InventoryLocation m_ilEntity
 
ref HandSwappingAnimated_Show m_Show
 
ref HandTakingAnimated_Hide m_Hide
 
ref HandTakingAnimated_Show m_Show
 
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
 
ref HandStartReplacingItemInHands m_Replacing
 
int m_AnimState
 
WeaponActions m_Action
 
int m_ActionType
 action to be played
 
Man m_Player
 
HandStateBase m_parentState
 entity that this state relates to
 
ref HandFSM m_FSM
 hierarchical parent state of this state (or null)
 

Detailed Description

represent hand state base

Class comes with entry/update/exit hooks that can be overriden in custom states

Definition at line 3 of file HandAnimatedForceSwapping.c.

Constructor & Destructor Documentation

◆ HandStateBase()

void HandStateBase::HandStateBase ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

nested state machine (or null)

Definition at line 11 of file HandStateBase.c.

11{ m_Player = player; m_parentState = parent; }
HandStateBase m_parentState
entity that this state relates to

References m_parentState, and m_Player.

Member Function Documentation

◆ AddTransition()

HandStateBase::AddTransition ( HandTransition t)
inlineprivate

adds transition into m_FSM transition table

Definition at line 35 of file HandStateBase.c.

36 {
37 if (HasFSM())
38 m_FSM.AddTransition(t);
39 else
40 Error("[hndfsm] adding transition to state without FSM. Configure FSM first.");
41 }
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

References Error(), HasFSM(), and m_FSM.

◆ GetCurrentStateID()

int HandStateBase::GetCurrentStateID ( )
inlineprivate

Definition at line 36 of file HandStableState.c.

36{ return 0; }

◆ GetFSM()

HandFSM HandStateBase::GetFSM ( )
inlineprivate

Definition at line 23 of file HandStateBase.c.

23{ return m_FSM; }

References m_FSM.

◆ GetParentState()

HandStateBase::GetParentState ( )
inlineprivate
Returns
state that owns this sub-state (or null if plain state)

Definition at line 20 of file HandStateBase.c.

20{ return m_parentState; }

References m_parentState.

◆ HandAnimatedForceSwapping()

void HandStateBase::HandAnimatedForceSwapping ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 120 of file HandAnimatedForceSwapping.c.

121 {
122 // setup nested state machine
123 m_Start = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
126
127 // events:
128 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
129 HandEventBase _AEh_ = new HandAnimEventChanged;
130 HandEventBase __Xd_ = new HandEventDestroyed;
131
132 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
133
134 m_FSM.AddTransition(new HandTransition(m_Start, _AEh_, m_Hide));
135 m_FSM.AddTransition(new HandTransition(m_Hide, _AEh_, m_Show)); // no animation in Hide step
136 m_FSM.AddTransition(new HandTransition(m_Show, _fin_, null));
137 m_FSM.AddTransition(new HandTransition(m_Hide, _fin_, null));
138 m_FSM.AddTransition(new HandTransition(m_Show, __Xd_, null));
139 m_FSM.AddTransition(new HandTransition(m_Hide, __Xd_, null));
140
141 m_FSM.SetInitialState(m_Start);
142 }
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Definition HandFSM.c:27
Abstracted event, not to be used, only inherited.
Hand finite state machine.
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref HandAnimatedMoveToDst_W4T m_Show
ref HandStartHidingAnimated m_Start
WeaponActions
actions
Definition human.c:796

◆ HandAnimatedForceSwapping_Inst()

void HandStateBase::HandAnimatedForceSwapping_Inst ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 244 of file HandAnimatedForceSwapping.c.

245 {
246 // setup nested state machine
247 m_Start = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
249
250 // events:
251 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
252 HandEventBase _AEh_ = new HandAnimEventChanged;
253 HandEventBase __Xd_ = new HandEventDestroyed;
254
255 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
256
257 m_FSM.AddTransition(new HandTransition(m_Start, _AEh_, m_Swap));
258 m_FSM.AddTransition(new HandTransition(m_Swap, _fin_, null));
259 m_FSM.AddTransition(new HandTransition(m_Swap, __Xd_, null));
260
261 m_FSM.SetInitialState(m_Start);
262 }
ref HandForceSwappingAnimated_Show m_Swap

◆ HandAnimatedMovingToAtt()

void HandStateBase::HandAnimatedMovingToAtt ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 85 of file HandAnimatedMovingToAtt.c.

86 {
87 // setup nested state machine
88 m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
90
91 // events:
92 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
93 HandEventBase _AEh_ = new HandAnimEventChanged;
94
95 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
96
97 m_FSM.AddTransition(new HandTransition(m_Hide, _AEh_, m_Show));
98 m_FSM.AddTransition(new HandTransition(m_Show, _fin_, null));
99
100 m_FSM.SetInitialState(m_Hide);
101 }

◆ HandAnimatedSwapping()

void HandStateBase::HandAnimatedSwapping ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 16 of file HandAnimatedSwapping.c.

17 {
18 // setup nested state machine
19 m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
21
22 // events:
23 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
24 HandEventBase _AEh_ = new HandAnimEventChanged;
25
26 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
27
28 m_FSM.AddTransition(new HandTransition(m_Hide, _AEh_, m_Show));
29 m_FSM.AddTransition(new HandTransition(m_Show, _fin_, null));
30
31 m_FSM.SetInitialState(m_Hide);
32 }

◆ HandAnimatedTakingFromAtt()

void HandStateBase::HandAnimatedTakingFromAtt ( Man player = null,
HandStateBase parent = null )
inlineprivate

Definition at line 70 of file HandAnimatedTakingFromAtt.c.

71 {
72 // setup nested state machine
74 m_Show = new HandTakingAnimated_Show(player, this, WeaponActions.SHOW, -1);
75
76 // events:
77 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
78 HandEventBase _AEh_ = new HandAnimEventChanged;
79 HandEventBase __Xd_ = new HandEventDestroyed;
80
81 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
82
83 m_FSM.AddTransition(new HandTransition(m_Hide, _AEh_, m_Show));
84 m_FSM.AddTransition(new HandTransition(m_Hide, __Xd_, null));
85 m_FSM.AddTransition(new HandTransition(m_Show, _fin_, null));
86 m_FSM.AddTransition(new HandTransition(m_Show, __Xd_, null));
87
88 m_FSM.SetInitialState(m_Hide);
89 }

◆ HandReplacingItemElsewhereWithNewInHands()

void HandStateBase::HandReplacingItemElsewhereWithNewInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

Definition at line 42 of file HandReplacingItemElsewhereWithNewInHands.c.

43 {
44 // setup nested state machine
46
47 // events:
48 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
49
50 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
51
52 m_FSM.AddTransition(new HandTransition(m_Replacing, _fin_, NULL));
53
54 m_FSM.SetInitialState(m_Replacing);
55 }
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
void HandStartReplacingItemElsewhereWithNewInHands(Man player=NULL, HandStateBase parent=NULL)

References HandStartReplacingItemElsewhereWithNewInHands().

◆ HandReplacingItemInHands()

void HandStateBase::HandReplacingItemInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

Definition at line 51 of file HandReplacingItemInHands.c.

52 {
53 // setup nested state machine
55
56 // events:
57 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
58
59 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
60
61 m_FSM.AddTransition(new HandTransition(m_Replacing, _fin_, NULL));
62
63 m_FSM.SetInitialState(m_Replacing);
64 }
void HandStartReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)

References HandStartReplacingItemInHands().

◆ HandStableState()

void HandStateBase::HandStableState ( Man player = NULL,
HandStateBase parent = NULL,
int anim_state = -1 )
inlineprivate

Definition at line 8 of file HandStableState.c.

◆ HandStartAction()

void HandStateBase::HandStartAction ( Man player = NULL,
HandStateBase parent = NULL,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate

specific action sub-type

Definition at line 9 of file HandStartAction.c.

10 {
13 }
WeaponActions m_Action
int m_ActionType
action to be played

References m_Action.

◆ HandStartReplacingItemElsewhereWithNewInHands()

void HandStateBase::HandStartReplacingItemElsewhereWithNewInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

◆ HandStartReplacingItemInHands()

void HandStateBase::HandStartReplacingItemInHands ( Man player = NULL,
HandStateBase parent = NULL )
inlineprivate

Definition at line 3 of file HandReplacingItemInHands.c.

4 { }

Referenced by HandReplacingItemInHands().

◆ HasEntityInHands()

bool HandStateBase::HasEntityInHands ( )
inlineprivate

query for entity in hands

Definition at line 39 of file HandStableState.c.

39{ return false; }

◆ HasFSM()

bool HandStateBase::HasFSM ( )
inlineprivate

Definition at line 22 of file HandStateBase.c.

22{ return m_FSM != NULL; }

References m_FSM.

Referenced by AddTransition(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().

◆ IsIdle() [1/3]

HandStateBase::IsIdle ( )
inlineprivate

idle state does not expect any animation events

Returns
true if this state is idle

Definition at line 34 of file HandStableState.c.

34{ return true; }

◆ IsIdle() [2/3]

override bool HandStateBase::IsIdle ( )
inlineprivate

Definition at line 53 of file HandStartAction.c.

53{ return false; }

◆ IsIdle() [3/3]

bool HandStateBase::IsIdle ( )
inlineprivate

Definition at line 121 of file HandStateBase.c.

121{ return false; }

◆ IsWaitingForActionFinish() [1/4]

HandStateBase::IsWaitingForActionFinish ( )
inlineprivate

waiting for active animation action/actionType finish

Returns
true if this state is waiting for finish signal

Definition at line 50 of file HandAnimatedForceSwapping.c.

50{ return true; }

◆ IsWaitingForActionFinish() [2/4]

override bool HandStateBase::IsWaitingForActionFinish ( )
inlineprivate

Definition at line 34 of file HandReplacingItemElsewhereWithNewInHands.c.

34{ return true; }

◆ IsWaitingForActionFinish() [3/4]

override bool HandStateBase::IsWaitingForActionFinish ( )
inlineprivate

Definition at line 43 of file HandReplacingItemInHands.c.

43{ return true; }

◆ IsWaitingForActionFinish() [4/4]

bool HandStateBase::IsWaitingForActionFinish ( )
inlineprivate

Definition at line 115 of file HandStateBase.c.

115{ return HasFSM() && m_FSM.IsRunning() && m_FSM.GetCurrentState().IsWaitingForActionFinish(); }

References HasFSM(), and m_FSM.

◆ OnAbort() [1/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 38 of file HandAnimatedForceSwapping.c.

39 {
40 m_Dst = null;
41 super.OnAbort(e);
42 }
ref InventoryLocation m_Dst

◆ OnAbort() [2/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 185 of file HandAnimatedForceSwapping.c.

186 {
187 if (!GetGame().IsDedicatedServer())
188 {
189 if (m_Dst1)
190 {
191 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
192 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
193 }
194 }
195 else
196 {
197 if (m_Dst1)
198 {
199 GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
200 GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
201 }
202 }
203
204 m_Src1 = null;
205 m_Src2 = null;
206 m_Dst1 = null;
207 m_Dst2 = null;
208
209 super.OnAbort(e);
210 }
ref InventoryLocation m_Dst1
ref InventoryLocation m_Src1
ref InventoryLocation m_Dst2
ref InventoryLocation m_Src2
proto native CGame GetGame()

References GetGame().

◆ OnAbort() [3/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 307 of file HandAnimatedForceSwapping.c.

308 {
309 if (!GetGame().IsDedicatedServer())
310 {
311 if (m_Dst1)
312 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
313 if (m_Dst2)
314 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
315 }
316 else
317 {
318 if (m_Dst1)
319 GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
320 if (m_Dst2)
321 GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
322 }
323
324 m_Src1 = null;
325 m_Src2 = null;
326 m_Dst1 = null;
327 m_Dst2 = null;
328
329 super.OnAbort(e);
330 }

References GetGame().

◆ OnAbort() [4/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 121 of file HandAnimatedMovingToAtt.c.

122 {
123 if (!GetGame().IsDedicatedServer())
124 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity);
125 else
126 GetGame().ClearJunctureEx(e.m_Player, m_Entity);
127
128 m_Entity = null;
130
131 super.OnAbort(e);
132 }
ref InventoryLocation m_ilEntity

References GetGame(), and m_Entity.

◆ OnAbort() [5/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 62 of file HandAnimatedSwapping.c.

63 {
64 if (!GetGame().IsDedicatedServer())
65 {
66 if (m_Dst2)
67 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
68 if (m_Dst1)
69 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
70 }
71 else
72 {
73 if (m_Dst2)
74 GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
75 if (m_Dst1)
76 GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
77 }
78
79 m_Src1 = null;
80 m_Src2 = null;
81 m_Dst1 = null;
82 m_Dst2 = null;
83
84 super.OnAbort(e);
85 }

References GetGame().

◆ OnAbort() [6/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 105 of file HandAnimatedTakingFromAtt.c.

106 {
107#ifdef DEVELOPER
109 Debug.InventoryHFSMLog("Action - STS = " + e.m_Player.GetSimulationTimeStamp(), e.ToString(), "n/a", "OnAbort", e.m_Player.ToString());
110#endif
111 if (m_Dst)
112 {
113 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst.GetItem(), m_Dst);
114 if (GetGame().IsServer())
115 GetGame().ClearJuncture(e.m_Player, m_Dst.GetItem());
116 }
117 m_Dst = null;
118
119 super.OnAbort(e);
120 }
Definition Debug.c:14
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:183
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:749

References GetGame(), Debug::InventoryHFSMLog(), and LogManager::IsInventoryHFSMLogEnable().

◆ OnAbort() [7/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 24 of file HandReplacingItemElsewhereWithNewInHands.c.

25 {
26 super.OnAbort(e);
27 }

◆ OnAbort() [8/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 33 of file HandReplacingItemInHands.c.

34 {
35 super.OnAbort(e);
36 }

◆ OnAbort() [9/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 71 of file HandReplacingItemInHands.c.

72 {
73 super.OnAbort(e);
74 }

◆ OnAbort() [10/11]

override void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 24 of file HandStableState.c.

25 {
26 super.OnAbort(e);
27 }

◆ OnAbort() [11/11]

void HandStateBase::OnAbort ( HandEventBase e)
inlineprivate

Definition at line 91 of file HandStateBase.c.

92 {
93 if (HasFSM() && m_FSM.IsRunning())
94 {
95 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] OnAbort " + this.Type().ToString() + " Has Sub-FSM! Aborting submachine...");
96 m_FSM.Abort(e);
97 }
98 //Debug.InventoryHFSMLog("ABORTED " + e.m_Player.GetSimulationTimeStamp(), ""/*typename.EnumToString(HandEventID, GetEventID()) */, "n/a", "OnAbort", m_Player.ToString() );
99 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] } " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " ABORTED " + this.Type().ToString());
100 }
proto string ToString()
void hndDebugPrint(string s)
Definition HandFSM.c:1
string Type

References HasFSM(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSM, ToString(), and Type.

◆ OnEntry() [1/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 7 of file HandAnimatedForceSwapping.c.

8 {
9 Man player = e.m_Player;
10 if (m_Dst && m_Dst.IsValid())
11 {
12 EntityAI item = m_Dst.GetItem();
14 if (item.GetInventory().GetCurrentInventoryLocation(src))
15 {
17 {
19 player.OnItemInHandsChanged();
20 }
21 else
22 {
23#ifdef DEVELOPER
25 Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T_Basic - not allowed");
26#endif
27 }
28 }
29 else
30 Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T_Basic - item " + item + " has no Inventory or Location, inv=" + item.GetInventory());
31 }
32 else
33 Error("[hndfsm] HandAnimatedMoveToDst_W4T_Basic - event has no valid m_Dst");
34
35 super.OnEntry(e);
36 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
static proto native bool LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)
queries if the entity contained in inv_loc.m_item can be moved to another location This is a shorthan...
InventoryLocation.

References Error(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationCanMoveEntity(), and GameInventory::LocationSyncMoveEntity().

◆ OnEntry() [2/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 144 of file HandAnimatedForceSwapping.c.

145 {
146 HandEventForceSwap efs = HandEventForceSwap.Cast(e);
147 if (efs)
148 {
149 if (efs.GetSrc().GetType() == InventoryLocationType.HANDS)
150 {
151 m_Start.m_ActionType = efs.m_AnimationID;
152
153 m_Src1 = efs.GetSrc();
154 m_Src2 = efs.m_Src2;
155 m_Dst1 = efs.GetDst();
156 m_Dst2 = efs.m_Dst2;
157
158 m_Show.m_ActionType = efs.m_Animation2ID;
159 }
160 else
161 {
162 m_Start.m_ActionType = efs.m_Animation2ID;
163
164 m_Src1 = efs.m_Src2;
165 m_Src2 = efs.GetSrc();
166 m_Dst1 = efs.m_Dst2;
167 m_Dst2 = efs.GetDst();
168
169 m_Show.m_ActionType = efs.m_AnimationID;
170 }
171
172 m_Hide.m_Dst = m_Dst1;
173 m_Show.m_Dst = m_Dst2;
174
175 if (!GetGame().IsDedicatedServer())
176 {
177 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
178 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
179 }
180 }
181
182 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
183 }
InventoryLocationType
types of Inventory Location
const int c_InventoryReservationTimeoutShortMS
Definition Inventory.c:688

References GameInventory::c_InventoryReservationTimeoutShortMS, GetGame(), m_Dst1, and m_Dst2.

◆ OnEntry() [3/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 264 of file HandAnimatedForceSwapping.c.

265 {
266 HandEventForceSwap efs = HandEventForceSwap.Cast(e);
267 if (efs)
268 {
269 if (efs.GetSrc().GetType() == InventoryLocationType.HANDS)
270 {
271 m_Start.m_ActionType = efs.m_AnimationID;
272
273 m_Src1 = efs.GetSrc();
274 m_Src2 = efs.m_Src2;
275 m_Dst1 = efs.GetDst();
276 m_Dst2 = efs.m_Dst2;
277
278 m_Swap.m_ActionType = efs.m_Animation2ID;
279 }
280 else
281 {
282 m_Start.m_ActionType = efs.m_Animation2ID;
283
284 m_Src1 = efs.m_Src2;
285 m_Src2 = efs.GetSrc();
286 m_Dst1 = efs.m_Dst2;
287 m_Dst2 = efs.GetDst();
288
289 m_Swap.m_ActionType = efs.m_AnimationID;
290 }
291
292 m_Swap.m_Src1 = m_Src1;
293 m_Swap.m_Dst1 = m_Dst1;
294 m_Swap.m_Src2 = m_Src2;
295 m_Swap.m_Dst2 = m_Dst2;
296
297 if (!GetGame().IsDedicatedServer())
298 {
299 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
300 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
301 }
302 }
303
304 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
305 }

References GameInventory::c_InventoryReservationTimeoutShortMS, GetGame(), m_Dst1, m_Dst2, m_Src1, and m_Src2.

◆ OnEntry() [4/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 103 of file HandAnimatedMovingToAtt.c.

104 {
105 m_Entity = e.GetSrcEntity();
106 HandEventMoveTo ev_move = HandEventMoveTo.Cast(e);
107 if (ev_move)
108 {
109 m_Show.m_Dst = ev_move.GetDst();
110 m_Hide.m_ActionType = ev_move.GetAnimationID();
111 m_Show.m_ActionType = ev_move.GetAnimationID();
112
113 m_ilEntity = m_Show.m_Dst;
114
115 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Entity, m_ilEntity, GameInventory.c_InventoryReservationTimeoutShortMS);
116 }
117
118 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
119 }

References GameInventory::c_InventoryReservationTimeoutShortMS, and m_Entity.

◆ OnEntry() [5/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 34 of file HandAnimatedSwapping.c.

35 {
37 if (es)
38 {
39 m_Src1 = es.GetSrc();
40 m_Src2 = es.m_Src2;
41 m_Dst1 = es.GetDst();
42 m_Dst2 = es.m_Dst2;
43
44 m_Show.m_Src1 = m_Src1;
45 m_Show.m_Src2 = m_Src2;
46 m_Show.m_Dst1 = m_Dst1;
47 m_Show.m_Dst2 = m_Dst2;
48
49 m_Hide.m_ActionType = es.m_AnimationID;
50 m_Show.m_ActionType = es.m_Animation2ID;
51
52 if (!GetGame().IsDedicatedServer())
53 {
54 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
55 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
56 }
57 }
58
59 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
60 }

References GameInventory::c_InventoryReservationTimeoutShortMS, GetGame(), m_Dst1, m_Dst2, m_Src1, and m_Src2.

◆ OnEntry() [6/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 91 of file HandAnimatedTakingFromAtt.c.

92 {
93 m_Dst = e.GetDst();
94 m_Show.m_Src = e.GetSrc();
95 m_Show.m_Dst = e.GetDst();
96
97 m_Hide.m_ActionType = e.GetAnimationID();
98 m_Show.m_ActionType = e.GetAnimationID();
99
100 e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst.GetItem(), m_Dst, GameInventory.c_InventoryReservationTimeoutShortMS);
101
102 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
103 }

References GameInventory::c_InventoryReservationTimeoutShortMS.

◆ OnEntry() [7/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 6 of file HandReplacingItemElsewhereWithNewInHands.c.

7 {
8 super.OnEntry(e);
9
10 Man player = e.m_Player;
12 if (edr)
13 {
14 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandStartReplacingItemElsewhereWithNewInHands about to execute lambda");
15
17 edr.m_Lambda.Execute(inv);
18 return;
19 }
20 else
21 Error("[hndfsm] HandStartReplacingItemElsewhereWithNewInHands - not a HandEvenReplaceWithNewBase event");
22 }
HumanInventory... with FSM (synchronous, no anims)

References Error(), hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().

◆ OnEntry() [8/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 6 of file HandReplacingItemInHands.c.

7 {
8 super.OnEntry(e);
9
10 Man player = e.m_Player;
11 EntityAI itemInHands = player.GetHumanInventory().GetEntityInHands();
12
14 if (itemInHands.GetInventory().GetCurrentInventoryLocation(src))
15 {
17 if (edr)
18 {
19 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandStartReplacingItemInHands about to execute lambda");
20
22 edr.m_Lambda.Execute(inv);
23 //player.GetItemAccessor().OnItemInHandsChanged();
24 return;
25 }
26 else
27 Error("[hndfsm] HandStartReplacingItemInHands - not a HandEventDestroyAndReplaceWithNew event");
28 }
29 else
30 Error("[hndfsm] HandStartReplacingItemInHands - itemInHands has no InventoryLocation");
31 }

References Error(), hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().

◆ OnEntry() [9/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 66 of file HandReplacingItemInHands.c.

67 {
68 super.OnEntry(e);
69 }

◆ OnEntry() [10/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 12 of file HandStableState.c.

13 {
14 super.OnEntry(e);
16
17 //m_weapon.OnStableStateEntry();
18 }

References SyncAnimState().

◆ OnEntry() [11/12]

override void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 15 of file HandStartAction.c.

16 {
17 super.OnEntry(e);
18
19 if (e.m_Player)
20 {
21 HumanCommandWeapons hcw = e.m_Player.GetCommandModifier_Weapons();
22 if (hcw)
23 {
24 if (m_ActionType == -1)
25 {
26 hcw.StartAction(-1, -1);
27 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=-1 AT=-1 fini=" + hcw.IsActionFinished());
28 }
29 else
30 {
31 hcw.StartAction(m_Action, m_ActionType);
32
33 if (hcw.GetRunningAction() == m_Action && hcw.GetRunningActionType() == m_ActionType)
34 {
35 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished());
36 }
37 else
38 Error("HCW: NOT playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished());
39 }
40 }
41 else if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: remote playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType));
42 }
43 else
44 {
45 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: warning, no player wants to play A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType));
46 }
47 }
string WeaponActionTypeToString(int A, int AT)
Definition human.c:923

References Error(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_Action, and WeaponActionTypeToString().

◆ OnEntry() [12/12]

void HandStateBase::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 49 of file HandStateBase.c.

50 {
51 if (HasFSM() && !m_FSM.IsRunning())
52 {
53 if (e)
54 {
55 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString() + " Has Sub-FSM! Starting submachine...");
56 }
57 else
58 {
59 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + this.Type().ToString() + " Has Sub-FSM! Starting submachine...");
60 }
61 m_FSM.Start(e);
62 }
63 else
64 {
65 if (e)
66 {
67 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString());
68 }
69 else
70 {
71 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + this.Type().ToString());
72 }
73 }
74 }

References HasFSM(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSM, ToString(), and Type.

◆ OnExit() [1/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 44 of file HandAnimatedForceSwapping.c.

45 {
46 m_Dst = null;
47 super.OnExit(e);
48 }

◆ OnExit() [2/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 212 of file HandAnimatedForceSwapping.c.

213 {
214 if (!GetGame().IsDedicatedServer())
215 {
216 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
217 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
218 }
219 else
220 {
221 GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
222 GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
223 }
224
225 m_Src1 = null;
226 m_Src2 = null;
227 m_Dst1 = null;
228 m_Dst2 = null;
229
230 super.OnExit(e);
231 }

References GetGame().

◆ OnExit() [3/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 332 of file HandAnimatedForceSwapping.c.

333 {
334 if (!GetGame().IsDedicatedServer())
335 {
336 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
337 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
338 }
339 else
340 {
341 GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
342 GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
343 }
344
345 m_Src1 = null;
346 m_Src2 = null;
347 m_Dst1 = null;
348 m_Dst2 = null;
349
350 super.OnExit(e);
351 }

References GetGame().

◆ OnExit() [4/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 134 of file HandAnimatedMovingToAtt.c.

135 {
136 if (!GetGame().IsDedicatedServer())
137 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity);
138
139 m_Entity = null;
141
142 super.OnExit(e);
143 }

References GetGame(), and m_Entity.

◆ OnExit() [5/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 87 of file HandAnimatedSwapping.c.

88 {
89 if (!GetGame().IsDedicatedServer())
90 {
91 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
92 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
93 }
94
95 m_Src1 = null;
96 m_Src2 = null;
97 m_Dst1 = null;
98 m_Dst2 = null;
99
100 super.OnExit(e);
101 }

References GetGame().

◆ OnExit() [6/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 122 of file HandAnimatedTakingFromAtt.c.

123 {
124 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst.GetItem(), m_Dst);
125 m_Dst = null;
126
127 super.OnExit(e);
128 }

◆ OnExit() [7/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 29 of file HandReplacingItemElsewhereWithNewInHands.c.

30 {
31 super.OnExit(e);
32 }

◆ OnExit() [8/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 38 of file HandReplacingItemInHands.c.

39 {
40 super.OnExit(e);
41 }

◆ OnExit() [9/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 76 of file HandReplacingItemInHands.c.

77 {
78 super.OnExit(e);
79 }

◆ OnExit() [10/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 28 of file HandStableState.c.

29 {
30 //m_weapon.ResetWeaponAnimState();
31 super.OnExit(e);
32 }

◆ OnExit() [11/12]

override void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 48 of file HandStartAction.c.

49 {
50 super.OnExit(e);
51 }

◆ OnExit() [12/12]

void HandStateBase::OnExit ( HandEventBase e)
inlineprivate

Definition at line 106 of file HandStateBase.c.

107 {
108 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] } " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString());
109 }

References hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().

◆ OnStateChanged()

HandStateBase::OnStateChanged ( HandStateBase src,
HandStateBase dst )
inlineprivate

called on current state when state machine has changed its state

Parameters
[in]srcfrom state (previous)
[in]dstto state (current)

Definition at line 135 of file HandStateBase.c.

136 {
137 m_Player.GetHumanInventory().OnHandsStateChanged(src, dst);
138 }

References m_Player.

◆ OnSubMachineChanged()

HandStateBase::OnSubMachineChanged ( HandStateBase src,
HandStateBase dst )
inlineprivate

called when sub-machine has changed its state

Parameters
[in]srcfrom state (previous)
[in]dstto state (current)

Definition at line 128 of file HandStateBase.c.

128{ }

◆ OnUpdate() [1/2]

override void HandStateBase::OnUpdate ( float dt)
inlineprivate

Definition at line 19 of file HandStableState.c.

20 {
21 super.OnUpdate(dt);
23 }

References SyncAnimState().

◆ OnUpdate() [2/2]

void HandStateBase::OnUpdate ( float dt)
inlineprivate

Definition at line 81 of file HandStateBase.c.

82 {
83 if (HasFSM() && m_FSM.IsRunning())
84 m_FSM.GetCurrentState().OnUpdate(dt);
85 }

References HasFSM(), and m_FSM.

◆ ProcessEvent()

bool HandStateBase::ProcessEvent ( HandEventBase e)
inlineprivate

Definition at line 25 of file HandStateBase.c.

26 {
27 if (HasFSM())
28 return m_FSM.ProcessEvent(e);
29 return false;
30 }

References HasFSM(), and m_FSM.

◆ SetParentState()

HandStateBase::SetParentState ( HandStateBase parent)
inlineprivate

allows construction of hierarchical state machine

Definition at line 16 of file HandStateBase.c.

16{ m_parentState = parent; }

References m_parentState.

◆ SyncAnimState()

void HandStateBase::SyncAnimState ( )
inlineprivate

Definition at line 10 of file HandStableState.c.

10{ }

Member Data Documentation

◆ m_Action

WeaponActions HandStateBase::m_Action
private

Definition at line 6 of file HandStartAction.c.

◆ m_ActionType

int HandStateBase::m_ActionType
private

action to be played

Definition at line 7 of file HandStartAction.c.

◆ m_AnimState

int HandStateBase::m_AnimState
private

Definition at line 6 of file HandStableState.c.

◆ m_Dst

ref InventoryLocation HandStateBase::m_Dst
private

Definition at line 5 of file HandAnimatedForceSwapping.c.

◆ m_Dst1

ref InventoryLocation HandStateBase::m_Dst1 = null
private

Definition at line 113 of file HandAnimatedForceSwapping.c.

Referenced by OnEntry().

◆ m_Dst2

ref InventoryLocation HandStateBase::m_Dst2 = null
private

Definition at line 114 of file HandAnimatedForceSwapping.c.

Referenced by OnEntry().

◆ m_Entity

EntityAI HandStateBase::m_Entity
private

Definition at line 78 of file HandAnimatedMovingToAtt.c.

◆ m_FSM

ref HandFSM HandStateBase::m_FSM
private

hierarchical parent state of this state (or null)

Definition at line 10 of file HandStateBase.c.

Referenced by AddTransition(), GetFSM(), HasFSM(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().

◆ m_Hide [1/3]

ref HandStartHidingAnimated HandStateBase::m_Hide
private

Definition at line 118 of file HandAnimatedForceSwapping.c.

◆ m_Hide [2/3]

ref HandStartHidingAnimated HandStateBase::m_Hide
private

weapon to be taken

Definition at line 80 of file HandAnimatedMovingToAtt.c.

◆ m_Hide [3/3]

ref HandTakingAnimated_Hide HandStateBase::m_Hide
private

Definition at line 65 of file HandAnimatedTakingFromAtt.c.

◆ m_ilEntity

ref InventoryLocation HandStateBase::m_ilEntity
private

Definition at line 83 of file HandAnimatedMovingToAtt.c.

◆ m_parentState

HandStateBase HandStateBase::m_parentState
private

entity that this state relates to

Definition at line 9 of file HandStateBase.c.

Referenced by GetParentState(), HandStateBase(), and SetParentState().

◆ m_Player

Man HandStateBase::m_Player
private

Definition at line 8 of file HandStateBase.c.

Referenced by HandStateBase(), and OnStateChanged().

◆ m_Replacing [1/2]

ref HandStartReplacingItemElsewhereWithNewInHands HandStateBase::m_Replacing
private

Definition at line 40 of file HandReplacingItemElsewhereWithNewInHands.c.

◆ m_Replacing [2/2]

ref HandStartReplacingItemInHands HandStateBase::m_Replacing
private

Definition at line 49 of file HandReplacingItemInHands.c.

◆ m_Show [1/3]

ref HandAnimatedMoveToDst_W4T HandStateBase::m_Show
private

Definition at line 117 of file HandAnimatedForceSwapping.c.

◆ m_Show [2/3]

ref HandSwappingAnimated_Show HandStateBase::m_Show
private

Definition at line 14 of file HandAnimatedSwapping.c.

◆ m_Show [3/3]

ref HandTakingAnimated_Show HandStateBase::m_Show
private

Definition at line 66 of file HandAnimatedTakingFromAtt.c.

◆ m_Src1

ref InventoryLocation HandStateBase::m_Src1 = null
private

Definition at line 111 of file HandAnimatedForceSwapping.c.

Referenced by OnEntry().

◆ m_Src2

ref InventoryLocation HandStateBase::m_Src2 = null
private

Definition at line 112 of file HandAnimatedForceSwapping.c.

Referenced by OnEntry().

◆ m_Start

ref HandStartHidingAnimated HandStateBase::m_Start
private

Definition at line 116 of file HandAnimatedForceSwapping.c.

◆ m_Swap

ref HandForceSwappingAnimated_Show HandStateBase::m_Swap
private

Definition at line 242 of file HandAnimatedForceSwapping.c.


The documentation for this class was generated from the following files: