| |
| |
| |
| 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); |
|
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| 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; } |
| }; |
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