DayZ 1.24
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HandReplacingItemInHands.c
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1class HandStartReplacingItemInHands extends HandStateBase
2{
5
6 override void OnEntry(HandEventBase e)
7 {
8 super.OnEntry(e);
9
10 Man player = e.m_Player;
11 EntityAI itemInHands = player.GetHumanInventory().GetEntityInHands();
12
14 if (itemInHands.GetInventory().GetCurrentInventoryLocation(src))
15 {
17 if (edr)
18 {
19 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandStartReplacingItemInHands about to execute lambda");
20
22 edr.m_Lambda.Execute(inv);
23 //player.GetItemAccessor().OnItemInHandsChanged();
24 return;
25 }
26 else
27 Error("[hndfsm] HandStartReplacingItemInHands - not a HandEventDestroyAndReplaceWithNew event");
28 }
29 else
30 Error("[hndfsm] HandStartReplacingItemInHands - itemInHands has no InventoryLocation");
31 }
32
33 override void OnAbort(HandEventBase e)
34 {
35 super.OnAbort(e);
36 }
37
38 override void OnExit(HandEventBase e)
39 {
40 super.OnExit(e);
41 }
42
43 override bool IsWaitingForActionFinish() { return true; }
44};
45
46
47class HandReplacingItemInHands extends HandStateBase
48{
49 ref HandStartReplacingItemInHands m_Replacing;
50
52 {
53 // setup nested state machine
54 m_Replacing = new HandStartReplacingItemInHands(player, this);
55
56 // events:
57 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
58
59 m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
60
61 m_FSM.AddTransition(new HandTransition(m_Replacing, _fin_, NULL));
62
63 m_FSM.SetInitialState(m_Replacing);
64 }
65
66 override void OnEntry(HandEventBase e)
67 {
68 super.OnEntry(e);
69 }
70
71 override void OnAbort(HandEventBase e)
72 {
73 super.OnAbort(e);
74 }
75
76 override void OnExit(HandEventBase e)
77 {
78 super.OnExit(e);
79 }
80};
81
void hndDebugPrint(string s)
Definition HandFSM.c:1
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Definition HandFSM.c:27
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
void HandReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
override void OnExit(HandEventBase e)
override void OnEntry(HandEventBase e)
override void OnAbort(HandEventBase e)
override bool IsWaitingForActionFinish()
void HandStartReplacingItemInHands(Man player=NULL, HandStateBase parent=NULL)
ref HandStartReplacingItemInHands m_Replacing
HumanInventory... with FSM (synchronous, no anims)
InventoryLocation.
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:749
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90