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DayZ 1.24
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HumanInventory... with FSM (synchronous, no anims) More...
Protected Member Functions | |
| void | HumanInventoryWithFSM () |
| void | CreateStableStates () |
| override void | Init () |
| bool | CanProcessHandEvents () |
| override bool | ProcessHandEvent (HandEventBase e) |
| hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler) | |
| bool | ProcessHandAbortEvent (HandEventBase e) |
| override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
| override void | OnStoreSave (ParamsWriteContext ctx) |
| int | GetCurrentStateID () |
| bool | IsIdle () |
| void | NetSyncCurrentStateID (int id) |
| Engine callback - network synchronization of FSM's state. not intended to direct use. | |
Protected Attributes | |
| ref HandFSM | m_FSM |
| ref HandStateBase | m_Empty |
| hand slot state machine | |
| ref HandStateBase | m_Equipped |
Additional Inherited Members | |
Private Member Functions inherited from HumanInventory | |
| bool | ReplaceItemInElsewhereWithNewinHandsImpl (InventoryMode mode, HandEventBase e) |
| bool | ReplaceItemInHandsWithNewImpl (InventoryMode mode, HandEventBase e) |
| bool | ReplaceItemInHandsWithNew (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| bool | ReplaceItemInHandsWithNewElsewhere (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| bool | SwappingToPreviousLocation (EntityAI item1, EntityAI item2, out InventoryLocation dst) |
| void | HandleInventoryManipulation () |
| void | Update (float delta_time) |
| bool | ValidateUserReservationCancel (inout Serializer ctx, InventoryValidation validation) |
HumanInventory... with FSM (synchronous, no anims)
Definition at line 5 of file HumanInventoryWithFSM.c.
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Definition at line 11 of file HumanInventoryWithFSM.c.
References m_FSM.
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Definition at line 90 of file HumanInventoryWithFSM.c.
References m_FSM.
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Definition at line 16 of file HumanInventoryWithFSM.c.
References HumanInventory::GetManOwner(), m_Empty, and m_Equipped.
Referenced by Init().
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Definition at line 152 of file HumanInventoryWithFSM.c.
References m_FSM.
Definition at line 26 of file HumanInventoryWithFSM.c.
References CreateStableStates(), HumanInventory::GetManOwner(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_Empty, m_Equipped, and m_FSM.
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Engine callback - network synchronization of FSM's state. not intended to direct use.
Definition at line 159 of file HumanInventoryWithFSM.c.
References m_FSM.
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Definition at line 131 of file HumanInventoryWithFSM.c.
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Definition at line 142 of file HumanInventoryWithFSM.c.
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Definition at line 114 of file HumanInventoryWithFSM.c.
References HumanInventory::GetManOwner(), hndDebugSpam(), LogManager::IsInventoryHFSMLogEnable(), and m_FSM.
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hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler)
Definition at line 96 of file HumanInventoryWithFSM.c.
References HumanInventory::GetManOwner(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), and m_FSM.
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hand slot state machine
Definition at line 8 of file HumanInventoryWithFSM.c.
Referenced by CreateStableStates(), and Init().
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Definition at line 9 of file HumanInventoryWithFSM.c.
Referenced by CreateStableStates(), and Init().
Definition at line 7 of file HumanInventoryWithFSM.c.
Referenced by CanProcessHandEvents(), GetCurrentStateID(), HumanInventoryWithFSM(), Init(), IsIdle(), NetSyncCurrentStateID(), ProcessHandAbortEvent(), and ProcessHandEvent().