32 m_fsm.SetInitialState(m_eje);
64 m_eje.m_dstMagazine =
NULL;
65 m_loa.m_srcMagazine =
NULL;
73 if (!
ctx.Write(m_dstMagazine))
75 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponChambering.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" +
m_weapon);
80 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
88 if (!
super.LoadCurrentFSMState(
ctx, version))
91 if (!
ctx.Read(m_dstMagazine))
93 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponChambering.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
98 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
void DayZPlayerUtils()
cannot be instantiated
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
enum FSMTransition WeaponTransition
static bool IsWeaponLogEnable()
Serialization general interface. Serializer API works with:
signalize mechanism manipulation
weapon finite state machine
represent weapon state base
void WeaponEjectBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
Magazine m_srcMagazine
destination of the ejected cartridge
void WeaponChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref WeaponEjectBullet m_eje
source of the loaded cartridge
override void OnEntry(WeaponEventBase e)
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponChambering m_loa
void WeaponRechamber(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int actionEject=-1, int actionTypeEject=-1, int actionLoad=-1, int actionTypeLoad=-1)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
void Error(string err)
Messagebox with error message.