Dayz Explorer 1.28.160049
Loading...
Searching...
No Matches
handstablestate.c
Go to the documentation of this file.
5{
6 int m_AnimState;
7
8 void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
9
10 void SyncAnimState () { }
11
12 override void OnEntry (HandEventBase e)
13 {
14 super.OnEntry(e);
16
17 //m_weapon.OnStableStateEntry();
18 }
19 override void OnUpdate (float dt)
20 {
21 super.OnUpdate(dt);
23 }
24 override void OnAbort (HandEventBase e)
25 {
26 super.OnAbort(e);
27 }
28 override void OnExit (HandEventBase e)
29 {
30 //m_weapon.ResetWeaponAnimState();
31 super.OnExit(e);
32 }
33
34 override bool IsIdle () { return true; }
35
36 int GetCurrentStateID () { return HandStateID.UNKNOWN; }
37
39 bool HasEntityInHands () { return false; }
40};
41
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)
represent hand state base
HandStateID
states
Definition hand_states.c:4
override int GetCurrentStateID()
Definition hand_states.c:29
HandStateEquipped OnEntry
override void OnAbort()
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
void SyncAnimState()
override bool IsIdle()