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class HandSwappingAnimated_Show extends HandForceSwappingAnimated_Show
{
};
class HandAnimatedSwapping extends HandStateBase
{
ref InventoryLocation m_Src1 = null;
ref InventoryLocation m_Src2 = null;
ref InventoryLocation m_Dst1 = null;
ref InventoryLocation m_Dst2 = null;
ref HandStartHidingAnimated m_Hide;
ref HandSwappingAnimated_Show m_Show;
void HandAnimatedSwapping(Man player = null, HandStateBase parent = null)
{
// setup nested state machine
m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
m_Show = new HandSwappingAnimated_Show(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)
{
HandEventSwap es = HandEventSwap.Cast(e);
if (es)
{
m_Src1 = es.GetSrc();
m_Src2 = es.m_Src2;
m_Dst1 = es.GetDst();
m_Dst2 = es.m_Dst2;
m_Show.m_Src1 = m_Src1;
m_Show.m_Src2 = m_Src2;
m_Show.m_Dst1 = m_Dst1;
m_Show.m_Dst2 = m_Dst2;
m_Hide.m_ActionType = es.m_AnimationID;
m_Show.m_ActionType = es.m_Animation2ID;
if (!GetGame().IsDedicatedServer())
{
e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
}
}
super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
}
override void OnAbort(HandEventBase e)
{
if ( !GetGame().IsDedicatedServer())
{
if (m_Dst2)
{
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
}
if (m_Dst1)
{
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
}
}
else
{
if (m_Dst2)
{
GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
}
if (m_Dst1)
{
GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
}
}
m_Src1 = null;
m_Src2 = null;
m_Dst1 = null;
m_Dst2 = null;
super.OnAbort(e);
}
override void OnExit(HandEventBase e)
{
if ( !GetGame().IsDedicatedServer())
{
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
}
m_Src1 = null;
m_Src2 = null;
m_Dst1 = null;
m_Dst2 = null;
super.OnExit(e);
}
};