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());
@ UNKNOWN
24 - Any other error. Can be returned from any call.
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
void HandEventBase(Man p=null, InventoryLocation src=null)
override int GetCurrentStateID()
HandStateEquipped OnEntry
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit