DayZ 1.24
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HandGuardBase Class Reference

TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal checks on "Juncture"/"Remote". More...

Collaboration diagram for HandGuardBase:
[legend]

Protected Member Functions

void HandGuardHasItemInEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardIsSameItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasDestroyedItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasItemInHands (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardHasRoomForItem (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanMove (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardCanForceSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardInstantForceSwap (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfMoveFromHandsEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfForceSwapInHandsEvent (Man p=NULL)
 
bool ProcessSwapEvent (notnull HandEventBase e, out int animType1, out int animType2)
 
override bool GuardCondition (HandEventBase e)
 
void BotGuardHasItemInHands (Man p=NULL)
 
override bool GuardCondition (HandEventBase e)
 

Protected Attributes

Man m_Player
 

Private Member Functions

bool GuardCondition (HandEventBase e)
 
void HandGuardAnd (HandGuardBase arg0=null, HandGuardBase arg1=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardNot (HandGuardBase arg0=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandGuardOr (HandGuardBase arg0=null, HandGuardBase arg1=null)
 
override bool GuardCondition (HandEventBase e)
 
void HandSelectAnimationOfTakeToHandsEvent (Man p=null)
 
override bool GuardCondition (HandEventBase e)
 

Private Attributes

ref HandGuardBase m_arg0
 
ref HandGuardBase m_arg1
 

Detailed Description

TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal checks on "Juncture"/"Remote".

guards

represents guard on a transition from state to state

Definition at line 6 of file Hand_Guards.c.

Member Function Documentation

◆ BotGuardHasItemInHands()

void HandGuardBase::BotGuardHasItemInHands ( Man p = NULL)
inlineprotected

Definition at line 61 of file BotGuards.c.

61{ m_Player = p; }

References m_Player.

◆ GuardCondition() [1/17]

bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprivate

Definition at line 14 of file Hand_Guards.c.

14{ return true; }

◆ GuardCondition() [2/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprivate

Definition at line 25 of file Hand_Guards.c.

26 {
27 bool result = m_arg0.GuardCondition(e) && m_arg1.GuardCondition(e);
28
29#ifdef DEVELOPER
31 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type() + " && " + m_arg1.Type(), "HandGuardAnd", "n/a", "GuardCondition", e.m_Player.ToString());
32#endif
33
34 return result;
35 }
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
ref HandGuardBase m_arg0
Definition Hand_Guards.c:20
ref HandGuardBase m_arg1
Definition Hand_Guards.c:21
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:749

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

◆ GuardCondition() [3/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprivate

Definition at line 44 of file Hand_Guards.c.

45 {
46 bool result = !m_arg0.GuardCondition(e);
47
48#ifdef DEVELOPER
50 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type(), "HandGuardNot", "n/a", "GuardCondition", e.m_Player.ToString());
51#endif
52 return result;
53 }

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

◆ GuardCondition() [4/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprivate

Definition at line 63 of file Hand_Guards.c.

64 {
65 bool result = m_arg0.GuardCondition(e) || m_arg1.GuardCondition(e);
66
67#ifdef DEVELOPER
69 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_arg0.Type() + " || " + m_arg1.Type(), "HandGuardOr", "n/a", "GuardCondition", e.m_Player.ToString());
70#endif
71 return result;
72 }

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

◆ GuardCondition() [5/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 80 of file Hand_Guards.c.

81 {
82 EntityAI eai = e.GetSrcEntity();
83 if (eai != NULL /* && CanTakeInHands*/)
84 {
85#ifdef DEVELOPER
87 Debug.InventoryHFSMLog("GuardCondition result: true - " + eai, "HandGuardHasItemInEvent", "n/a", "GuardCondition", m_Player.ToString());
88#endif
89 return true;
90 }
91
92#ifdef DEVELOPER
94 Debug.InventoryHFSMLog("GuardCondition result: false - " + eai, "HandGuardHasItemInEvent", "n/a", "GuardCondition", m_Player.ToString());
95#endif
96
97 return false;
98 }

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

◆ GuardCondition() [6/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 127 of file Hand_Guards.c.

128 {
129 bool result = false;
130 if (e.GetSrcEntity() == m_Player.GetHumanInventory().GetEntityInHands())
131 result = true;
132
133#ifdef DEVELOPER
135 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - srcItem = " + e.GetSrcEntity() + " hnd= " + m_Player.GetHumanInventory().GetEntityInHands(), "HandGuardIsSameItemInHands", "n/a", "GuardCondition", e.m_Player.ToString());
136#endif
137 return result;
138 }

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

◆ GuardCondition() [7/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 146 of file Hand_Guards.c.

147 {
148 EntityAI hnd = m_Player.GetHumanInventory().GetEntityInHands();
149 if (e.GetSrcEntity())
150 {
151 if (e.GetSrcEntity() == hnd)
152 {
153#ifdef DEVELOPER
155 Debug.InventoryHFSMLog("GuardCondition result: true - has same entity in hands " + hnd, "HandGuardHasDestroyedItemInHands", "n/a", "GuardCondition", m_Player.ToString());
156#endif
157 return true;
158 }
159
160 if (hnd == null)
161 {
162#ifdef DEVELOPER
164 Debug.InventoryHFSMLog("GuardCondition result: true - hands already empty", "HandGuardHasDestroyedItemInHands", "n/a", "GuardCondition", m_Player.ToString());
165#endif
166 return true;
167 }
168 }
169 else
170 {
171#ifdef DEVELOPER
173 Debug.InventoryHFSMLog("GuardCondition result: true - hands already empty and item destroyed", "HandGuardHasDestroyedItemInHands", "n/a", "GuardCondition", m_Player.ToString());
174#endif
175 return true;
176 }
177#ifdef DEVELOPER
179 Debug.InventoryHFSMLog("GuardCondition result: false - destroyed entity not in hands", "HandGuardHasDestroyedItemInHands", "n/a", "GuardCondition", m_Player.ToString());
180#endif
181 return false;
182 }

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

◆ GuardCondition() [8/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 190 of file Hand_Guards.c.

191 {
192 bool result = false;
193 if (m_Player.GetHumanInventory().GetEntityInHands())
194 result = true;
195
196#ifdef DEVELOPER
198 Debug.InventoryHFSMLog("GuardCondition result: " + result + " - " + m_Player.GetHumanInventory().GetEntityInHands(), "HandGuardHasItemInHands", "n/a", "GuardCondition", m_Player.ToString());
199#endif
200 return result;
201 }

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

◆ GuardCondition() [9/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 210 of file Hand_Guards.c.

211 {
212 if (e.GetDst() && e.GetDst().IsValid())
213 {
214 if (!GetGame().IsDedicatedServer())
215 {
216 if (m_Player)
217 m_Player.GetHumanInventory().ClearInventoryReservationEx(e.GetDst().GetItem(), e.GetDst());
218 }
219
220 if (!GameInventory.LocationTestAddEntity(e.GetDst(), false, true, true, true, true, false))
221 {
222#ifdef DEVELOPER
224 Debug.InventoryHFSMLog("GuardCondition result: false - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()), "HandGuardHasRoomForItem", "n/a", "GuardCondition", m_Player.ToString());
225#endif
226 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandGuardHasRoomForItem - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()));
227 //Error("[hndfsm] HandGuardHasRoomForItem - no room at dst=" + InventoryLocation.DumpToStringNullSafe(e.GetDst()));
228 return false;
229 }
230
231
232 if (!GetGame().IsDedicatedServer())
233 {
234 if (m_Player)
235 m_Player.GetHumanInventory().AddInventoryReservationEx(e.GetDst().GetItem(), e.GetDst(), GameInventory.c_InventoryReservationTimeoutShortMS);
236 }
237
238#ifdef DEVELOPER
240 Debug.InventoryHFSMLog("GuardCondition result: true", "HandGuardHasRoomForItem", "n/a", "GuardCondition", m_Player.ToString());
241#endif
242 return true;
243 }
244
245#ifdef DEVELOPER
247 Debug.InventoryHFSMLog("GuardCondition result: false - e.m_Dst is null", "HandGuardHasRoomForItem", "n/a", "GuardCondition", m_Player.ToString());
248#endif
249
250 return false;
251 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
const int c_InventoryReservationTimeoutShortMS
Definition Inventory.c:688
static proto native bool LocationTestAddEntity(notnull InventoryLocation inv_loc, bool do_resevation_check, bool do_item_check, bool do_lock_check, bool do_occupancy_test, bool do_script_check, bool do_script_load_check)
test if the entity contained in inv_loc.m_item can be added to ground/attachment/cargo/hands/....
InventoryLocation.
static string DumpToStringNullSafe(InventoryLocation loc)
proto native CGame GetGame()

References GameInventory::c_InventoryReservationTimeoutShortMS, InventoryLocation::DumpToStringNullSafe(), GetGame(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationTestAddEntity(), and m_Player.

◆ GuardCondition() [10/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 259 of file Hand_Guards.c.

260 {
261 HandEventMoveTo es = HandEventMoveTo.Cast(e);
262
263 bool result = e.m_IsJuncture || e.m_IsRemote;
264 if (result == false)
265 result = GameInventory.LocationCanMoveEntity(es.GetSrc(), es.GetDst());
266
267#ifdef DEVELOPER
269 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanMove", "n/a", "GuardCondition", m_Player.ToString());
270#endif
271
272 return result;
273 }
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...

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

◆ GuardCondition() [11/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 281 of file Hand_Guards.c.

282 {
284
285 bool result = e.m_IsJuncture || e.m_IsRemote;
286 if (result == false)
287 result = GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem());
288
289#ifdef DEVELOPER
291 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanSwap", "n/a", "GuardCondition", m_Player.ToString());
292#endif
293 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandGuardCanSwap guard - cannot swap");
294 return result;
295 }
static bool CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)
Definition Inventory.c:610

References GameInventory::CanSwapEntitiesEx(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), and m_Player.

◆ GuardCondition() [12/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 303 of file Hand_Guards.c.

304 {
305 HandEventForceSwap es = HandEventForceSwap.Cast(e);
306
307 bool result = e.m_IsJuncture || e.m_IsRemote;
308 if (result == false)
309 {
310 result = GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem());
311
312 if (result == false && es.m_Dst2)
313 result = GameInventory.CanForceSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Dst, es.m_Src2.GetItem(), es.m_Dst2);
314 }
315
316#ifdef DEVELOPER
318 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardCanForceSwap", "n/a", "GuardCondition", m_Player.ToString());
319#endif
320
321 return result;
322 }
static bool CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)
Definition Inventory.c:645

References GameInventory::CanForceSwapEntitiesEx(), GameInventory::CanSwapEntitiesEx(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), and m_Player.

◆ GuardCondition() [13/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 330 of file Hand_Guards.c.

331 {
332 HandEventForceSwap es = HandEventForceSwap.Cast(e);
333
334 InventoryLocation src1 = es.m_Src;
335 InventoryLocation dst2 = es.m_Dst2;
336
337 bool result = false;
338 if (src1.GetType() == InventoryLocationType.CARGO && dst2.GetType() == InventoryLocationType.CARGO)
339 {
340 if (src1.GetParent() == dst2.GetParent())
341 result = true;
342 }
343
344#ifdef DEVELOPER
346 Debug.InventoryHFSMLog("GuardCondition result: " + result, "HandGuardInstantForceSwap", "n/a", "GuardCondition", m_Player.ToString());
347#endif
348
349 return result;
350 }
InventoryLocationType
types of Inventory Location

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

◆ GuardCondition() [14/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprivate

Definition at line 171 of file HandAnimated_Guards.c.

172 {
173 int animType = -1;
174 if (SelectAnimationOfTakeToHands(e.m_Player, e.GetSrc(), e.GetDst(), animType))
175 {
176 e.m_AnimationID = animType;
177 return true;
178 }
179 return false;
180 }
bool SelectAnimationOfTakeToHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)

References SelectAnimationOfTakeToHands().

◆ GuardCondition() [15/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 192 of file HandAnimated_Guards.c.

193 {
194 EntityAI eai = m_Player.GetHumanInventory().GetEntityInHands();
195 if (eai)
196 {
198 if (eai.GetInventory().GetCurrentInventoryLocation(src))
199 {
200 if (e.m_IsJuncture == false && e.m_IsRemote == false)
201 {
203 {
205 hndDebugPrint("[hndfsm] HandSelectAnimationOfMoveFromHandsEvent - rejected");
206
207 return false;
208 }
209 }
210
211 int animType = -1;
212 if (SelectAnimationOfMoveFromHands(e.m_Player, src, e.GetDst(), animType))
213 {
214 e.m_AnimationID = animType;
215 return true;
216 }
217 return false;
218 }
219 }
220 return false;
221 }
bool SelectAnimationOfMoveFromHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)
void hndDebugPrint(string s)
Definition HandFSM.c:1

References hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationCanMoveEntity(), m_Player, and SelectAnimationOfMoveFromHands().

◆ GuardCondition() [16/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 239 of file HandAnimated_Guards.c.

240 {
241 HandEventForceSwap es = HandEventForceSwap.Cast(e);
242 if (es)
243 {
245 hndDebugPrint("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent FSwap e=" + e.DumpToString());
246
247 if (!es.m_Src2.IsValid() || !es.m_Src.IsValid())
248 {
249 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - invalid item source");
250 return false;
251 }
252
253 bool allow = e.m_IsJuncture || e.m_IsRemote;
254 if (allow == false)
255 {
256 if (GameInventory.CanSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Src2.GetItem()))
257 {
258 allow = true; // allow if ordinary swap
259 }
260 else if (es.m_Dst2)
261 {
262 if (GameInventory.CanForceSwapEntitiesEx(es.GetSrc().GetItem(), es.m_Dst, es.m_Src2.GetItem(), es.m_Dst2) == false)
263 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - no room at dst=" + InventoryLocation.DumpToStringNullSafe(es.m_Dst2));
264 else
265 allow = true;
266 }
267 }
268
269 if (allow)
270 {
271 int animType1 = -1;
272 int animType2 = -1;
274 {
275 e.m_AnimationID = animType1;
276 es.m_Animation2ID = animType2;
277 return true;
278 }
279 }
280 else
281 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - m_HasRoomGuard.GuardCondition failed");
282 }
283 else
284 Error("[hndfsm] HandSelectAnimationOfForceSwapInHandsEvent - not a swap event");
285 return false;
286 }
bool ProcessSwapEvent(notnull HandEventBase e, out int animType1, out int animType2)
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

References GameInventory::CanForceSwapEntitiesEx(), GameInventory::CanSwapEntitiesEx(), InventoryLocation::DumpToStringNullSafe(), Error(), hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().

◆ GuardCondition() [17/17]

override bool HandGuardBase::GuardCondition ( HandEventBase e)
inlineprotected

Definition at line 63 of file BotGuards.c.

64 {
65 if (m_Player.GetHumanInventory().GetEntityInHands())
66 {
67 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - has valid entity in hands");
68 return true;
69 }
70
71 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - no entity in hands");
72 return false;
73 }

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

◆ HandGuardAnd()

void HandGuardBase::HandGuardAnd ( HandGuardBase arg0 = null,
HandGuardBase arg1 = null )
inlineprivate

Definition at line 23 of file Hand_Guards.c.

23{ m_arg0 = arg0; m_arg1 = arg1; }

◆ HandGuardCanForceSwap()

void HandGuardBase::HandGuardCanForceSwap ( Man p = NULL)
inlineprotected

Definition at line 301 of file Hand_Guards.c.

301{ m_Player = p; }

References m_Player.

◆ HandGuardCanMove()

void HandGuardBase::HandGuardCanMove ( Man p = null)
inlineprotected

Definition at line 257 of file Hand_Guards.c.

257{ m_Player = p; }

References m_Player.

◆ HandGuardCanSwap()

void HandGuardBase::HandGuardCanSwap ( Man p = NULL)
inlineprotected

Definition at line 279 of file Hand_Guards.c.

279{ m_Player = p; }

References m_Player.

◆ HandGuardHasDestroyedItemInHands()

void HandGuardBase::HandGuardHasDestroyedItemInHands ( Man p = null)
inlineprotected

Definition at line 144 of file Hand_Guards.c.

144{ m_Player = p; }

References m_Player.

◆ HandGuardHasItemInEvent()

void HandGuardBase::HandGuardHasItemInEvent ( Man p = null)
inlineprotected

Definition at line 78 of file Hand_Guards.c.

78{ m_Player = p; }

References m_Player.

◆ HandGuardHasItemInHands()

void HandGuardBase::HandGuardHasItemInHands ( Man p = null)
inlineprotected

Definition at line 188 of file Hand_Guards.c.

188{ m_Player = p; }

References m_Player.

◆ HandGuardHasRoomForItem()

void HandGuardBase::HandGuardHasRoomForItem ( Man p = null)
inlineprotected

Definition at line 208 of file Hand_Guards.c.

208{ m_Player = p; }

References m_Player.

◆ HandGuardInstantForceSwap()

void HandGuardBase::HandGuardInstantForceSwap ( Man p = NULL)
inlineprotected

Definition at line 328 of file Hand_Guards.c.

328{ m_Player = p; }

References m_Player.

◆ HandGuardIsSameItemInHands()

void HandGuardBase::HandGuardIsSameItemInHands ( Man p = null)
inlineprotected

Definition at line 125 of file Hand_Guards.c.

125{ m_Player = p; }

References m_Player.

◆ HandGuardNot()

void HandGuardBase::HandGuardNot ( HandGuardBase arg0 = null)
inlineprivate

Definition at line 42 of file Hand_Guards.c.

42{ m_arg0 = arg0; }

◆ HandGuardOr()

void HandGuardBase::HandGuardOr ( HandGuardBase arg0 = null,
HandGuardBase arg1 = null )
inlineprivate

Definition at line 61 of file Hand_Guards.c.

61{ m_arg0 = arg0; m_arg1 = arg1; }

◆ HandSelectAnimationOfForceSwapInHandsEvent()

void HandGuardBase::HandSelectAnimationOfForceSwapInHandsEvent ( Man p = NULL)
inlineprotected

Definition at line 228 of file HandAnimated_Guards.c.

228{ m_Player = p; }

References m_Player.

◆ HandSelectAnimationOfMoveFromHandsEvent()

void HandGuardBase::HandSelectAnimationOfMoveFromHandsEvent ( Man p = null)
inlineprotected

Definition at line 187 of file HandAnimated_Guards.c.

188 {
189 m_Player = p;
190 }

References m_Player.

◆ HandSelectAnimationOfTakeToHandsEvent()

void HandGuardBase::HandSelectAnimationOfTakeToHandsEvent ( Man p = null)
inlineprivate

Definition at line 169 of file HandAnimated_Guards.c.

169{ }

◆ ProcessSwapEvent()

bool HandGuardBase::ProcessSwapEvent ( notnull HandEventBase e,
out int animType1,
out int animType2 )
inlineprotected

Definition at line 230 of file HandAnimated_Guards.c.

231 {
233 if (es)
234 return SelectAnimationOfForceSwapInHands(e.m_Player, es.m_Src, es.m_Src2, es.m_Dst, es.m_Dst2, animType1, animType2);
235 Error("HandSelectAnimationOfForceSwapInHandsEvent - not an swap event");
236 return false;
237 }
bool SelectAnimationOfForceSwapInHands(notnull Man player, notnull InventoryLocation old_src, notnull InventoryLocation new_src, notnull InventoryLocation old_dst, notnull InventoryLocation new_dst, out int animType1, out int animType2)

References Error(), and SelectAnimationOfForceSwapInHands().

Member Data Documentation

◆ m_arg0

ref HandGuardBase HandGuardBase::m_arg0
private

Definition at line 20 of file Hand_Guards.c.

◆ m_arg1

ref HandGuardBase HandGuardBase::m_arg1
private

Definition at line 21 of file Hand_Guards.c.

◆ m_Player

Man HandGuardBase::m_Player
protected

Definition at line 77 of file Hand_Guards.c.


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