DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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Hand_States.c
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2
4{
5 UNKNOWN = 0,
6 Empty = 1,
7 Equipped = 2,
8}
9
10class HandStateEmpty : HandStableState
11{
12 override void OnEntry(HandEventBase e)
13 {
14 if(e)
15 {
16 switch (e.m_EventID)
17 {
18 case HandEventID.MOVETO:
19 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
20 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
21 break;
22
23 default: {};
24 }
25 }
26 super.OnEntry(e);
27 }
28 override void OnExit(HandEventBase e) { super.OnExit(e); }
29 override int GetCurrentStateID() { return HandStateID.Empty; }
30};
31
33{
34 override void OnEntry(HandEventBase e)
35 {
36 if(e)
37 {
38 switch (e.m_EventID)
39 {
40 case HandEventID.MOVETO:
41 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
42 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
43 break;
44
45 default: {};
46 }
47 }
48 super.OnEntry(e);
49 }
50 override void OnExit(HandEventBase e)
51 {
52 /*switch (e.m_EventID)
53 {
54 case HandEventID.MOVETO:
55 if (HumanInventory.HasInventoryReservation(e.GetSrcEntity(), e.GetDst()))
56 HumanInventory.ClearInventoryReservation(e.GetSrcEntity(), e.GetDst());
57 break;
58
59 default: {};
60 }*/
61 super.OnExit(e);
62 }
63 override int GetCurrentStateID() { return HandStateID.Equipped; }
64};
65
67
HandEventID
events
Definition Hand_Events.c:7
HandStateID
states
Definition Hand_States.c:4
UNKNOWN
Definition Hand_States.c:13
override int GetCurrentStateID()
Definition Hand_States.c:29
override void OnExit(HandEventBase e)
Definition Hand_States.c:28
HandStateEquipped OnEntry
Empty
Definition Hand_States.c:14
Equipped
Definition Hand_States.c:15
static proto native bool HasInventoryReservation(EntityAI item, InventoryLocation dst)
Internally: HasInventoryReservationEx(item, dst, FindInventoryReservationMode.LEGACY,...
static proto native bool ClearInventoryReservation(EntityAI item, InventoryLocation dst)
Abstracted event, not to be used, only inherited.
override InventoryLocation GetDst()
represents stable state (i.e. the basic states that the fsm will spend the most time in)
override void OnEntry(HandEventBase e)
Definition Hand_States.c:34
override int GetCurrentStateID()
Definition Hand_States.c:63
override void OnExit(HandEventBase e)
Definition Hand_States.c:50
inventory for plain man/human