12 m_ActionType = actionType;
21 HumanCommandWeapons hcw = e.m_Player.GetCommandModifier_Weapons();
24 if (m_ActionType == -1)
26 hcw.StartAction(-1, -1);
27 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"HCW: " +
Object.GetDebugName(e.m_Player) +
" STS = " + e.m_Player.GetSimulationTimeStamp() +
" playing A=-1 AT=-1 fini=" + hcw.IsActionFinished());
31 hcw.StartAction(
m_Action, m_ActionType);
33 if (hcw.GetRunningAction() ==
m_Action && hcw.GetRunningActionType() == m_ActionType)
35 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"HCW: " +
Object.GetDebugName(e.m_Player) +
" STS = " + e.m_Player.GetSimulationTimeStamp() +
" playing A=" +
typename.EnumToString(WeaponActions,
m_Action) +
" AT=" + WeaponActionTypeToString(
m_Action, m_ActionType) +
" fini=" + hcw.IsActionFinished());
38 Error(
"HCW: NOT playing A=" +
typename.EnumToString(WeaponActions,
m_Action) +
" AT=" + WeaponActionTypeToString(
m_Action, m_ActionType) +
" fini=" + hcw.IsActionFinished());
42 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"---: remote playing A=" +
typename.EnumToString(WeaponActions,
m_Action) +
" AT=" + WeaponActionTypeToString(
m_Action, m_ActionType));
46 if (
LogManager.IsInventoryHFSMLogEnable())
hndDebugPrint(
"---: warning, no player wants to play A=" +
typename.EnumToString(WeaponActions,
m_Action) +
" AT=" + WeaponActionTypeToString(
m_Action, m_ActionType));
54 override bool IsIdle () {
return false; }
Abstracted event, not to be used, only inherited.
simple class starting animation action specified by m_action and m_actionType
represent hand state base
void Error(string err)
Messagebox with error message.
HandStateEquipped OnEntry
void hndDebugPrint(string s)
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit