DayZ 1.24
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HandStateEquipped Class Reference
Inheritance diagram for HandStateEquipped:
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Collaboration diagram for HandStateEquipped:
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Private Member Functions

override void OnEntry (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override int GetCurrentStateID ()
 

Detailed Description

Definition at line 32 of file Hand_States.c.

Member Function Documentation

◆ GetCurrentStateID()

override int HandStateEquipped::GetCurrentStateID ( )
inlineprivate

Definition at line 63 of file Hand_States.c.

63{ return HandStateID.Equipped; }
HandStateID
states
Definition Hand_States.c:4

◆ OnEntry()

override void HandStateEquipped::OnEntry ( HandEventBase e)
inlineprivate

Definition at line 34 of file Hand_States.c.

35 {
36 if (e)
37 {
38 switch (e.m_EventID)
39 {
40 case HandEventID.MOVETO:
41 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
42 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
43 break;
44
45 default: {};
46 }
47 }
48 super.OnEntry(e);
49 }
HandEventID
events
Definition Hand_Events.c:7
static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)
static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)
Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY,...
inventory for plain man/human

References GameInventory::ClearInventoryReservation(), and GameInventory::HasInventoryReservation().

◆ OnExit()

override void HandStateEquipped::OnExit ( HandEventBase e)
inlineprivate

Definition at line 50 of file Hand_States.c.

51 {
52 /*switch (e.m_EventID)
53 {
54 case HandEventID.MOVETO:
55 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
56 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
57 break;
58
59 default: {};
60 }*/
61 super.OnExit(e);
62 }

The documentation for this class was generated from the following file: