19 if (
HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
20 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
41 if (
HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
42 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
63 override int GetCurrentStateID() {
return HandStateID.Equipped; }
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)
inventory for plain man/human
override int GetCurrentStateID()
HandStateEquipped OnEntry
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit