1class HandStartReplacingItemElsewhereWithNewInHands
extends HandStateBase
3 void HandStartReplacingItemElsewhereWithNewInHands (Man player = NULL,
HandStateBase parent = NULL)
10 Man player = e.m_Player;
14 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"[hndfsm] HandStartReplacingItemElsewhereWithNewInHands about to execute lambda");
17 edr.m_Lambda.Execute(inv);
21 Error(
"[hndfsm] HandStartReplacingItemElsewhereWithNewInHands - not a HandEvenReplaceWithNewBase event");
38class HandReplacingItemElsewhereWithNewInHands
extends HandStateBase
40 ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing;
42 void HandReplacingItemElsewhereWithNewInHands (Man player = NULL,
HandStateBase parent = NULL)
45 m_Replacing =
new HandStartReplacingItemElsewhereWithNewInHands(player,
this);
48 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
52 m_FSM.AddTransition(
new HandTransition( m_Replacing, _fin_, NULL ));
54 m_FSM.SetInitialState(m_Replacing);
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
HumanInventory... with FSM (synchronous, no anims)
void Error(string err)
Messagebox with error message.
HandStateEquipped OnEntry
void hndDebugPrint(string s)
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
class WeaponChambering extends WeaponStateBase IsWaitingForActionFinish
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit