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    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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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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