25 Debug.
InventoryHFSMLog(
"Action - STS = " +
e.m_Player.GetSimulationTimeStamp(),
e.ToString(),
"n/a",
"OnEntry",
e.m_Player.ToString());
31 e.m_Player.OnItemInHandsChanged();
39 Error(
"[hndfsm] " +
Object.GetDebugName(
e.m_Player) +
" STS = " +
e.m_Player.GetSimulationTimeStamp() +
" HandTakingAnimated_Show m_Src=invalid, item not in bubble?");
42 Error(
"[hndfsm] HandTakingAnimated_Show, error - m_Src not configured");
88 m_FSM.SetInitialState(m_Hide);
94 m_Show.m_Src =
e.GetSrc();
95 m_Show.m_Dst =
e.GetDst();
97 m_Hide.m_ActionType =
e.GetAnimationID();
98 m_Show.m_ActionType =
e.GetAnimationID();
109 Debug.
InventoryHFSMLog(
"Action - STS = " +
e.m_Player.GetSimulationTimeStamp(),
e.ToString(),
"n/a",
"OnAbort",
e.m_Player.ToString());
113 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst.GetItem(), m_Dst);
115 GetGame().ClearJuncture(
e.m_Player, m_Dst.GetItem());
124 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst.GetItem(), m_Dst);
ref InventoryLocation m_Src
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutShortMS
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
Abstracted event, not to be used, only inherited.
Hand finite state machine.
simple class starting animation action specified by m_action and m_actionType
override bool IsWaitingForActionFinish()
ref InventoryLocation m_Src
override void OnAbort(HandEventBase e)
ref InventoryLocation m_Dst
void HandTakingAnimated_Show(Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(HandEventBase e)
override void OnExit(HandEventBase e)
represent hand state base
ref HandTakingAnimated_Show m_Show
void HandAnimatedTakingFromAtt(Man player=null, HandStateBase parent=null)
override void OnExit(HandEventBase e)
ref HandTakingAnimated_Hide m_Hide
ref InventoryLocation m_Dst
override void OnEntry(HandEventBase e)
override void OnAbort(HandEventBase e)
static bool IsInventoryHFSMLogEnable()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.