13 ref HandStartHidingAnimated m_Hide;
14 ref HandSwappingAnimated_Show m_Show;
16 void HandAnimatedSwapping(Man player = null,
HandStateBase parent = null)
19 m_Hide =
new HandStartHidingAnimated(player,
this, WeaponActions.HIDE, -1);
20 m_Show =
new HandSwappingAnimated_Show(player,
this, WeaponActions.SHOW, -1);
23 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
31 m_FSM.SetInitialState(m_Hide);
44 m_Show.m_Src1 = m_Src1;
45 m_Show.m_Src2 = m_Src2;
46 m_Show.m_Dst1 = m_Dst1;
47 m_Show.m_Dst2 = m_Dst2;
49 m_Hide.m_ActionType = es.m_AnimationID;
50 m_Show.m_ActionType = es.m_Animation2ID;
52 if (!
GetGame().IsDedicatedServer())
64 if ( !
GetGame().IsDedicatedServer())
68 m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
72 m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
97 if ( !
GetGame().IsDedicatedServer())
99 m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
100 m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutShortMS
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
proto native CGame GetGame()
HandStateEquipped OnEntry
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit