13 ref HandStartHidingAnimated
m_Hide;
14 ref HandSwappingAnimated_Show
m_Show;
19 m_Hide =
new HandStartHidingAnimated(player,
this,
WeaponActions.HIDE, -1);
20 m_Show =
new HandSwappingAnimated_Show(player,
this,
WeaponActions.SHOW, -1);
23 HandEventBase _fin_ =
new HandEventHumanCommandActionFinished;
31 m_FSM.SetInitialState(m_Hide);
49 m_Hide.m_ActionType = es.m_AnimationID;
50 m_Show.m_ActionType = es.m_Animation2ID;
52 if (!
GetGame().IsDedicatedServer())
64 if ( !
GetGame().IsDedicatedServer())
66 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
67 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
85 if ( !
GetGame().IsDedicatedServer())
87 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
88 e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
proto native bool ClearJuncture(Man player, notnull EntityAI item)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutShortMS
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
override void OnAbort(HandEventBase e)
override void OnEntry(HandEventBase e)
ref HandSwappingAnimated_Show m_Show
ref InventoryLocation m_Src2
override void OnExit(HandEventBase e)
ref InventoryLocation m_Dst1
ref InventoryLocation m_Dst2
void HandAnimatedSwapping(Man player=null, HandStateBase parent=null)
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
ref InventoryLocation m_Src1
proto native CGame GetGame()