24 WeaponEventAnimBulletEject
__be_ =
new WeaponEventAnimBulletEject;
25 WeaponEventAnimBulletShow
__bs_ =
new WeaponEventAnimBulletShow;
26 WeaponEventAnimBulletInChamber
__bc_ =
new WeaponEventAnimBulletInChamber;
91 if (!
ctx.Write(m_dstMagazine))
93 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" +
m_weapon);
98 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
106 if (!
super.LoadCurrentFSMState(
ctx, version))
109 if (!
ctx.Read(m_dstMagazine))
111 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
116 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponRechamber.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
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponChambering_Base m_chamber
ref WeaponEjectCasingMultiMuzzle m_eject
static bool IsWeaponLogEnable()
Serialization general interface. Serializer API works with:
signalize mechanism manipulation
weapon finite state machine
represent weapon state base
int m_actionType
action to be played
ref WeaponChambering_W4T m_w4t
Magazine m_srcMagazine
destination of the ejected cartridge
ref WeaponEjectBullet_Cartridge m_eject
ref WeaponChambering_Cartridge m_chamber
override void OnEntry(WeaponEventBase e)
ref WeaponStateBase m_start
source of the cartridge
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
void RifleReChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnAbort(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.