|
|
|
|
|
|
|
class HandStartAction extends HandStateBase |
|
{ |
|
WeaponActions m_Action; |
|
int m_ActionType; |
|
|
|
void HandStartAction (Man player = NULL, HandStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1) |
|
{ |
|
m_Action = action; |
|
m_ActionType = actionType; |
|
} |
|
|
|
override void OnEntry (HandEventBase e) |
|
{ |
|
super.OnEntry(e); |
|
|
|
if (e.m_Player) |
|
{ |
|
HumanCommandWeapons hcw = e.m_Player.GetCommandModifier_Weapons(); |
|
if (hcw) |
|
{ |
|
if (m_ActionType == -1) |
|
{ |
|
hcw.StartAction(-1, -1); |
|
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=-1 AT=-1 fini=" + hcw.IsActionFinished()); |
|
} |
|
else |
|
{ |
|
hcw.StartAction(m_Action, m_ActionType); |
|
|
|
if (hcw.GetRunningAction() == m_Action && hcw.GetRunningActionType() == m_ActionType) |
|
{ |
|
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("HCW: " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished()); |
|
} |
|
else |
|
Error("HCW: NOT playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType) + " fini=" + hcw.IsActionFinished()); |
|
} |
|
} |
|
else |
|
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: remote playing A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType)); |
|
} |
|
else |
|
{ |
|
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("---: warning, no player wants to play A=" + typename.EnumToString(WeaponActions, m_Action) + " AT=" + WeaponActionTypeToString(m_Action, m_ActionType)); |
|
} |
|
} |
|
override void OnExit (HandEventBase e) |
|
{ |
|
super.OnExit(e); |
|
} |
|
|
|
override bool IsIdle () { return false; } |
|
}; |
|
|
|
|
|
|
|
|