DayZ_Scripts / scripts /3_Game /DayZ /Systems /Inventory /HandAnimatedMovingToAtt.c
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class HandStartHidingAnimated extends HandStartAction
{
void HandStartHidingAnimated(Man player = null, HandStateBase parent = null, WeaponActions action = WeaponActions.NONE, int actionType = -1)
{ }
override void OnEntry(HandEventBase e)
{
super.OnEntry(e);
}
override void OnAbort(HandEventBase e)
{
super.OnAbort(e);
}
override void OnExit(HandEventBase e)
{
super.OnExit(e);
}
override bool IsWaitingForActionFinish() { return m_ActionType == -1; }
};
// When editing this, take a look at HandAnimatedMoveToDst_W4T_Basic as well
// They can not be inherited from each other because of different inheritance
class HandAnimatedMoveToDst_W4T extends HandStartAction
{
ref InventoryLocation m_Dst;
override void OnEntry(HandEventBase e)
{
Man player = e.m_Player;
if (m_Dst && m_Dst.IsValid())
{
EntityAI item = m_Dst.GetItem();
InventoryLocation src = new InventoryLocation;
if (item.GetInventory().GetCurrentInventoryLocation(src))
{
if (GameInventory.LocationCanMoveEntity(src, m_Dst))
{
GameInventory.LocationSyncMoveEntity(src, m_Dst);
player.OnItemInHandsChanged();
}
else
{
#ifdef DEVELOPER
if ( LogManager.IsInventoryHFSMLogEnable() )
{
Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T - not allowed");
}
#endif
}
}
else
Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T - item " + item + " has no Inventory or Location, inv=" + item.GetInventory());
}
else
Error("[hndfsm] HandAnimatedMoveToDst_W4T - event has no valid m_Dst");
super.OnEntry(e);
}
override void OnAbort(HandEventBase e)
{
m_Dst = null;
super.OnAbort(e);
}
override void OnExit(HandEventBase e)
{
m_Dst = null;
super.OnExit(e);
}
override bool IsWaitingForActionFinish() { return true; }
};
class HandAnimatedMovingToAtt extends HandStateBase
{
EntityAI m_Entity; /// weapon to be taken
ref HandStartHidingAnimated m_Hide;
ref HandAnimatedMoveToDst_W4T m_Show;
ref InventoryLocation m_ilEntity;
void HandAnimatedMovingToAtt(Man player = null, HandStateBase parent = null)
{
// setup nested state machine
m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
m_Show = new HandAnimatedMoveToDst_W4T(player, this, WeaponActions.SHOW, -1);
// events:
HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
HandEventBase _AEh_ = new HandAnimEventChanged;
m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
m_FSM.AddTransition(new HandTransition( m_Hide, _AEh_, m_Show ));
m_FSM.AddTransition(new HandTransition( m_Show, _fin_, null ));
m_FSM.SetInitialState(m_Hide);
}
override void OnEntry(HandEventBase e)
{
m_Entity = e.GetSrcEntity();
HandEventMoveTo ev_move = HandEventMoveTo.Cast(e);
if (ev_move)
{
m_Show.m_Dst = ev_move.GetDst();
m_Hide.m_ActionType = ev_move.GetAnimationID();
m_Show.m_ActionType = ev_move.GetAnimationID();
m_ilEntity = m_Show.m_Dst;
e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Entity, m_ilEntity, GameInventory.c_InventoryReservationTimeoutShortMS);
}
super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
}
override void OnAbort(HandEventBase e)
{
if ( !GetGame().IsDedicatedServer())
{
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity);
}
else
{
GetGame().ClearJunctureEx(e.m_Player, m_Entity);
}
m_Entity = null;
m_ilEntity = null;
super.OnAbort(e);
}
override void OnExit(HandEventBase e)
{
if ( !GetGame().IsDedicatedServer())
{
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity);
}
m_Entity = null;
m_ilEntity = null;
super.OnExit(e);
}
};