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HumanInventoryWithFSM Class Reference

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
 

Detailed Description

HumanInventory... with FSM (synchronous, no anims)

Constructor & Destructor Documentation

◆ HumanInventoryWithFSM()

void HumanInventoryWithFSM ( )
inlineprivate

References m_FSM.

Member Function Documentation

◆ CanProcessHandEvents()

bool CanProcessHandEvents ( )
inlineprivate

References m_FSM.

◆ CheckFSMState()

void CheckFSMState ( )
inlineprivate

◆ CreateStableStates()

void CreateStableStates ( )
inlineprivate

References HumanInventory::GetManOwner(), m_Empty, and m_Equipped.

Referenced by Init().

◆ GetCurrentStateID()

GetCurrentStateID ( )
inlineprivate
Returns
identifier of current stable state

References m_FSM.

Referenced by CheckFSMState().

◆ Init()

◆ IsIdle()

bool IsIdle ( )
inlineprivate

References m_FSM.

Referenced by HandleFightLogic().

◆ NetSyncCurrentStateID()

NetSyncCurrentStateID ( int  id)
inlineprivate

Engine callback - network synchronization of FSM's state. not intended to direct use.

References m_FSM.

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext  ctx,
int  version 
)
inlineprivate

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext  ctx)
inlineprivate

◆ ProcessHandAbortEvent()

bool ProcessHandAbortEvent ( HandEventBase  e)
inlineprivate

◆ ProcessHandEvent()

ProcessHandEvent ( HandEventBase  e)
inlineprivate

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.

Field Documentation

◆ m_Empty

protected ref HandStateBase m_Empty
private

hand slot state machine

Referenced by CheckFSMState(), CreateStableStates(), and Init().

◆ m_Equipped

protected ref HandStateBase m_Equipped
private

◆ m_FSM


The documentation for this class was generated from the following file: