5 bool CheckTrigger () {
return false; }
12 override bool CheckTrigger () {
return null !=
m_Owner.GetInventory().FindAttachment(
InventorySlots.GetSlotIdFromString(
"Headgear")); }
47 case EActions.PLAYER_BOT_STOP_CURRENT:
57 m_FSM.GetCurrentState().OnUpdate(dt);
92 AddTransition(
new BotTestAttachAndDropCycle(
this, NULL),
EActions.PLAYER_BOT_TEST_ATTACH_AND_DROP_CYCLE);
93 AddTransition(
new BotTestItemMoveBackAndForth(
this, NULL),
EActions.PLAYER_BOT_TEST_ITEM_MOVE_BACK_AND_FORTH);
111 botDebugSpam(
"[botfsm] Processed event e=" + e.ToString());
116 botDebugSpam(
"[botfsm] FSM refused to process event (no transition): src=" +
m_FSM.GetCurrentState().ToString() +
" event=" + e.ToString());
void botDebugSpam(string s)
void botDebugPrint(string s)
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
ref BotEventBase ___Bgn__
ref BotStateBase m_IdleState
ref BotEventBase ___OK___
ref BotEventBase __Stop__
ref BotEventBase __Fail__
void SetInstanceType(DayZPlayerInstanceType t)
void AddTransition(BotStateBase state, int id)
ref BotEventBase __Tout__
DayZPlayerInstanceType m_InstanceType
bool ProcessEvent(BotEventBase e)
void StartAction(int action)
ref BotEventBase __IChg__
represent weapon state base
provides access to slot configuration
DayZPlayerInstanceType
defined in C++
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
enum ProcessDirectDamageFlags m_Owner