DayZ 1.24
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HandStableState.c
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5{
7
8 void HandStableState(Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
9
10 void SyncAnimState() { }
11
12 override void OnEntry(HandEventBase e)
13 {
14 super.OnEntry(e);
16
17 //m_weapon.OnStableStateEntry();
18 }
19 override void OnUpdate(float dt)
20 {
21 super.OnUpdate(dt);
23 }
24 override void OnAbort(HandEventBase e)
25 {
26 super.OnAbort(e);
27 }
28 override void OnExit(HandEventBase e)
29 {
30 //m_weapon.ResetWeaponAnimState();
31 super.OnExit(e);
32 }
33
34 override bool IsIdle() { return true; }
35
36 int GetCurrentStateID() { return 0; }
37
39 bool HasEntityInHands() { return false; }
40};
41
void SyncAnimState()
Abstracted event, not to be used, only inherited.
represents stable state (i.e. the basic states that the fsm will spend the most time in)
represent hand state base
override void OnExit(HandEventBase e)
override void OnEntry(HandEventBase e)
void HandStableState(Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
override void OnUpdate(float dt)
bool HasEntityInHands()
query for entity in hands
override void OnAbort(HandEventBase e)
override bool IsIdle()
idle state does not expect any animation events