DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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HandStableState.c
Go to the documentation of this file.
5{
7
8 void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
9
10 void SyncAnimState () { }
11
12 override void OnEntry (HandEventBase e)
13 {
14 super.OnEntry(e);
16
17 //m_weapon.OnStableStateEntry();
18 }
19 override void OnUpdate (float dt)
20 {
21 super.OnUpdate(dt);
23 }
24 override void OnAbort (HandEventBase e)
25 {
26 super.OnAbort(e);
27 }
28 override void OnExit (HandEventBase e)
29 {
30 //m_weapon.ResetWeaponAnimState();
31 super.OnExit(e);
32 }
33
34 override bool IsIdle () { return true; }
35
36 int GetCurrentStateID () { return 0; }
37
39 bool HasEntityInHands () { return false; }
40};
41
void SyncAnimState()
Abstracted event, not to be used, only inherited.
represents stable state (i.e. the basic states that the fsm will spend the most time in)
represent hand state base
override bool IsIdle()
idle state does not expect any animation events
override void OnAbort(HandEventBase e)
override void OnEntry(HandEventBase e)
override void OnExit(HandEventBase e)
override void OnUpdate(float dt)
void HandStableState(Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
bool HasEntityInHands()
query for entity in hands