3 void HandStartReplacingItemInHands (Man player = NULL,
HandStateBase parent = NULL)
10 Man player = e.m_Player;
11 EntityAI itemInHands = player.GetHumanInventory().GetEntityInHands();
14 if (itemInHands.GetInventory().GetCurrentInventoryLocation(src))
19 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"[hndfsm] HandStartReplacingItemInHands about to execute lambda");
22 edr.m_Lambda.Execute(inv);
27 Error(
"[hndfsm] HandStartReplacingItemInHands - not a HandEventDestroyAndReplaceWithNew event");
30 Error(
"[hndfsm] HandStartReplacingItemInHands - itemInHands has no InventoryLocation");
49 ref HandStartReplacingItemInHands m_Replacing;
51 void HandReplacingItemInHands (Man player = NULL,
HandStateBase parent = NULL)
54 m_Replacing =
new HandStartReplacingItemInHands(player,
this);
57 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
61 m_FSM.AddTransition(
new HandTransition( m_Replacing, _fin_, NULL ));
63 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