DayZ_Scripts / scripts /3_Game /DayZ /Systems /Inventory /HandReplacingItemElsewhereWithNewInHands.c
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class HandStartReplacingItemElsewhereWithNewInHands extends HandStateBase
{
void HandStartReplacingItemElsewhereWithNewInHands (Man player = NULL, HandStateBase parent = NULL)
{ }
override void OnEntry (HandEventBase e)
{
super.OnEntry(e);
Man player = e.m_Player;
HandEventReplaceWithNewBase edr = HandEventReplaceWithNewBase.Cast(e);
if (edr)
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandStartReplacingItemElsewhereWithNewInHands about to execute lambda");
HumanInventoryWithFSM inv = HumanInventoryWithFSM.Cast(player.GetInventory());
edr.m_Lambda.Execute(inv);
return;
}
else
Error("[hndfsm] HandStartReplacingItemElsewhereWithNewInHands - not a HandEvenReplaceWithNewBase event");
}
override void OnAbort (HandEventBase e)
{
super.OnAbort(e);
}
override void OnExit (HandEventBase e)
{
super.OnExit(e);
}
override bool IsWaitingForActionFinish () { return true; }
};
class HandReplacingItemElsewhereWithNewInHands extends HandStateBase
{
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing;
void HandReplacingItemElsewhereWithNewInHands (Man player = NULL, HandStateBase parent = NULL)
{
// setup nested state machine
m_Replacing = new HandStartReplacingItemElsewhereWithNewInHands(player, this);
// events:
HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
m_FSM.AddTransition(new HandTransition( m_Replacing, _fin_, NULL ));
m_FSM.SetInitialState(m_Replacing);
}
};