12 m_actionType = actionType;
22 HumanCommandWeapons hcw = e.m_player.GetCommandModifier_Weapons();
25 HumanCommandAdditives ad = e.m_player.GetCommandModifier_Additives();
29 hcw.StartAction(
m_action, m_actionType);
31 if (hcw.GetRunningAction() ==
m_action && hcw.GetRunningActionType() == m_actionType)
33 if (
LogManager.IsWeaponLogEnable()) {
wpnDebugPrint(
"HCW: playing A=" +
typename.EnumToString(WeaponActions,
m_action) +
" AT=" + WeaponActionTypeToString(
m_action, m_actionType) +
" fini=" + hcw.IsActionFinished()); }
36 Error(
"HCW: NOT playing A=" +
typename.EnumToString(WeaponActions,
m_action) +
" AT=" + WeaponActionTypeToString(
m_action, m_actionType) +
" fini=" + hcw.IsActionFinished());
43 if (
LogManager.IsWeaponLogEnable()) {
wpnDebugPrint(
"---: warning, no player wants to play A=" +
typename.EnumToString(WeaponActions,
m_action) +
" AT=" + WeaponActionTypeToString(
m_action, m_actionType)); }
void wpnDebugPrint(string s)
signalize mechanism manipulation
simple class starting animation action specified by m_action and m_actionType
represent weapon state base
void Error(string err)
Messagebox with error message.
HandStateEquipped OnEntry
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
class WeaponEndAction extends WeaponStartAction m_action