Dayz Explorer 1.29.162510
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hand_states.c
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2
4{
5 UNKNOWN = 0,
6 Empty = 1,
7 Equipped = 2,
8}
9
10class HandStateEmpty : HandStableState
11{
12 override void OnEntry(HandEventBase e)
13 {
14 if(e)
15 {
16 switch (e.m_EventID)
17 {
18 case HandEventID.MOVETO:
19 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
20 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
21 break;
22
23 default: {};
24 }
25 }
26 super.OnEntry(e);
27 }
28 override void OnExit(HandEventBase e) { super.OnExit(e); }
29 override int GetCurrentStateID() { return HandStateID.Empty; }
30};
31
33{
34 override void OnEntry(HandEventBase e)
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 }
50 override void OnExit(HandEventBase e)
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 }
63 override int GetCurrentStateID() { return HandStateID.Equipped; }
64};
65
67
@ 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
HandEventID
events
Definition hand_events.c:7
void HandEventBase(Man p=null, InventoryLocation src=null)
Definition hand_events.c:52
HandStateID
states
Definition hand_states.c:4
override int GetCurrentStateID()
Definition hand_states.c:29
HandStateEquipped OnEntry
Empty
Definition hand_states.c:14
Equipped
Definition hand_states.c:15
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit