PC Stable Documentation
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Modules Pages
Loading...
Searching...
No Matches
HandStartAction Class Reference

simple class starting animation action specified by m_action and m_actionType More...

Private Member Functions

void HandForceSwapingAnimated_Show (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandStartHidingAnimated (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandTakingAnimated_Show (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 

Private Attributes

ref InventoryLocation m_Src1 = null
 
ref InventoryLocation m_Src2 = null
 
ref InventoryLocation m_Dst1 = null
 
ref InventoryLocation m_Dst2 = null
 
ref InventoryLocation m_Dst
 
ref InventoryLocation m_Src
 

Detailed Description

simple class starting animation action specified by m_action and m_actionType

Member Function Documentation

◆ HandForceSwapingAnimated_Show()

void HandForceSwapingAnimated_Show ( Man  player = null,
HandStateBase  parent = null,
WeaponActions  action = WeaponActions.NONE,
int  actionType = -1 
)
inlineprivate

◆ HandStartHidingAnimated()

void HandStartHidingAnimated ( Man  player = null,
HandStateBase  parent = null,
WeaponActions  action = WeaponActions.NONE,
int  actionType = -1 
)
inlineprivate

◆ HandTakingAnimated_Show()

void HandTakingAnimated_Show ( Man  player = null,
HandStateBase  parent = null,
WeaponActions  action = WeaponActions.NONE,
int  actionType = -1 
)
inlineprivate

References m_Src.

◆ IsWaitingForActionFinish() [1/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [2/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [3/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [4/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ OnAbort() [1/4]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [2/4]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [3/4]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [4/4]

override void OnAbort ( HandEventBase  e)
inlineprivate

References m_Src.

◆ OnEntry() [1/4]

◆ OnEntry() [2/4]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [3/4]

◆ OnEntry() [4/4]

◆ OnExit() [1/4]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [2/4]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [3/4]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [4/4]

override void OnExit ( HandEventBase  e)
inlineprivate

References m_Src.

Field Documentation

◆ m_Dst

ref InventoryLocation m_Dst
private

◆ m_Dst1

ref InventoryLocation m_Dst1 = null
private

◆ m_Dst2

ref InventoryLocation m_Dst2 = null
private

◆ m_Src

ref InventoryLocation m_Src
private

◆ m_Src1

ref InventoryLocation m_Src1 = null
private

◆ m_Src2

ref InventoryLocation m_Src2 = null
private

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