PC Stable Documentation
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HumanInventory... with FSM (synchronous, no anims) More...
Private Member Functions | |
void | HumanInventoryWithFSM () |
void | CreateStableStates () |
override void | Init () |
bool | CanProcessHandEvents () |
override bool | ProcessHandEvent (HandEventBase e) |
hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler) | |
bool | ProcessHandAbortEvent (HandEventBase e) |
void | CheckFSMState () |
override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
override void | OnStoreSave (ParamsWriteContext ctx) |
int | GetCurrentStateID () |
bool | IsIdle () |
void | NetSyncCurrentStateID (int id) |
Engine callback - network synchronization of FSM's state. not intended to direct use. | |
Private Attributes | |
protected ref HandFSM | m_FSM |
protected ref HandStateBase | m_Empty |
hand slot state machine | |
protected ref HandStateBase | m_Equipped |
HumanInventory... with FSM (synchronous, no anims)
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References m_FSM.
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References GetCurrentStateID(), HumanInventory::GetEntityInHands(), m_Empty, m_Equipped, and m_FSM.
Referenced by DayZPlayer::OnItemInHandsChanged().
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References HumanInventory::GetManOwner(), m_Empty, and m_Equipped.
Referenced by Init().
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References m_FSM.
Referenced by HandleFightLogic().
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Engine callback - network synchronization of FSM's state. not intended to direct use.
References m_FSM.
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inlineprivate |
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inlineprivate |
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References HumanInventory::GetManOwner(), hndDebugSpam(), LogManager::IsInventoryHFSMLogEnable(), and m_FSM.
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hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler)
References HumanInventory::GetManOwner(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), and m_FSM.
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hand slot state machine
Referenced by CheckFSMState(), CreateStableStates(), and Init().
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Referenced by CheckFSMState(), CreateStableStates(), and Init().
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