DayZ 1.24
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Actions.c
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1
5{
10};
11
12// FSM Actions /////////////////////////////////////////////////////////////////////////////////////////////////////////
13// fire
14class WeaponActionDryFire extends WeaponActionBase
15{
18
19 override void Action(WeaponEventBase e)
20 {
21 Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " action=dry fire");
22 int mi = m_weapon.GetCurrentMuzzle();
23 m_weapon.DryFire(mi);
24 }
25};
26class WeaponActionDryDryFire extends WeaponActionBase
27{
28 protected Weapon_Base m_weapon;
30
31 override void Action(WeaponEventBase e)
32 {
33 Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " action=dry dry fire");
34 int mi = m_weapon.GetCurrentMuzzle();
35 m_weapon.DryDryFire(mi);
36 }
37};
38
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition Guards.c:602
represents action executed on transition just between OnExit from old state and OnEntry to new state
Definition Actions.c:5
void WeaponActionDryDryFire(Weapon_Base w=NULL)
Definition Actions.c:29
void Action(WeaponEventBase e)
Definition Actions.c:9
override void Action(WeaponEventBase e)
Definition Actions.c:19
void WeaponActionDryFire(Weapon_Base w=NULL)
Definition Actions.c:17
Weapon_Base m_weapon
Definition Actions.c:16
signalize mechanism manipulation
Definition Events.c:35
proto void Print(void var)
Prints content of variable to console/log.