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- /**@class WeaponCharging
- * @brief charging of weapon without ammo to be chambered
- */
- class WeaponCharging extends WeaponStateBase
- {
- WeaponActions m_action;
- int m_actionType;
- ref WeaponCharging_Start m_start;
- ref WeaponCharging_CK m_onCK;
- ref WeaponChamberFromAttMag_W4T m_chamber;
- ref WeaponEjectAndChamberFromAttMag m_ejectChamber;
- ref WeaponEjectAllMuzzles m_eject;
- void WeaponCharging (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
- {
- m_action = action;
- m_actionType = actionType;
- // setup nested state machine
- m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
- m_onCK = new WeaponCharging_CK(m_weapon, this);
- m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
- m_ejectChamber = new WeaponEjectAndChamberFromAttMag(m_weapon, this);
- m_eject = new WeaponEjectAllMuzzles(m_weapon, this);
- // events
- WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
- WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
- WeaponEventBase __ck_ = new WeaponEventAnimCocked;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
- // transitions
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_ejectChamber, NULL, new WeaponGuardHasAmmo(m_weapon) ));
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_eject ));
- m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
-
- //m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_eject, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon))); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
-
- m_fsm.AddTransition(new WeaponTransition( m_ejectChamber, __ck_, m_onCK ));
- m_fsm.AddTransition(new WeaponTransition( m_ejectChamber, _fin_, NULL ));
- m_fsm.AddTransition(new WeaponTransition( m_eject, __ck_, m_onCK));
- m_fsm.AddTransition(new WeaponTransition( m_eject, _fin_, NULL));
-
- m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
-
- m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
- m_fsm.SetInitialState(m_start);
- }
- };
- class WeaponCharging_Start extends WeaponStartAction
- {
- override bool IsWaitingForActionFinish ()
- {
- return true;
- }
- };
- class WeaponCharging_BE extends WeaponStateBase
- {
- };
- class WeaponCharging_CK extends WeaponStateBase
- {
- override bool IsWaitingForActionFinish () { return true; }
- override void OnEntry (WeaponEventBase e)
- {
- super.OnEntry(e);
- m_weapon.SetCharged(true);
- m_weapon.SetWeaponOpen(false);
- }
- };
- class WeaponEjectBullet_Cartridge extends WeaponStateBase
- {
- Magazine m_dstMagazine; /// destination of the cartridge
- override void OnEntry (WeaponEventBase e)
- {
- super.OnEntry(e);
- if(e)
- {
- DayZPlayer p = e.m_player;
- int mi = m_weapon.GetCurrentMuzzle();
- ejectBulletAndStoreInMagazine(m_weapon, mi, m_dstMagazine, p); // MP-safe
- }
- }
- override void OnAbort (WeaponEventBase e)
- {
- m_dstMagazine = NULL;
- super.OnAbort(e);
- }
- override void OnExit (WeaponEventBase e)
- {
- m_dstMagazine = NULL;
- super.OnExit(e);
- }
- override bool SaveCurrentFSMState (ParamsWriteContext ctx)
- {
- if (!super.SaveCurrentFSMState(ctx))
- return false;
- if (!ctx.Write(m_dstMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- return true;
- }
- override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
- {
- if (!super.LoadCurrentFSMState(ctx, version))
- return false;
- if (!ctx.Read(m_dstMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- return true;
- }
- };
- class WeaponEjectBulletMultiMuzzle_Cartridge extends WeaponStateBase
- {
- Magazine m_dstMagazine; /// destination of the cartridge
- override void OnEntry (WeaponEventBase e)
- {
- super.OnEntry(e);
- if(e)
- {
- DayZPlayer p = e.m_player;
- for(int i = 0; i < m_weapon.GetMuzzleCount(); i++)
- {
- m_weapon.CreateRound(i);
- ejectBulletAndStoreInMagazine(m_weapon, i, m_dstMagazine, p); // MP-safe
- m_weapon.EffectBulletHide(i);
- m_weapon.HideBullet(i);
- }
- }
- }
- override void OnAbort (WeaponEventBase e)
- {
- m_dstMagazine = NULL;
- super.OnAbort(e);
- }
- override void OnExit (WeaponEventBase e)
- {
- m_dstMagazine = NULL;
- super.OnExit(e);
- }
- override bool SaveCurrentFSMState (ParamsWriteContext ctx)
- {
- if (!super.SaveCurrentFSMState(ctx))
- return false;
- if (!ctx.Write(m_dstMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- return true;
- }
- override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
- {
- if (!super.LoadCurrentFSMState(ctx, version))
- return false;
- if (!ctx.Read(m_dstMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- return true;
- }
- };
- class WeaponEjectBullet_Cartridge_W4T extends WeaponEjectBulletMultiMuzzle_Cartridge
- {
- override bool IsWaitingForActionFinish () { return true; }
- };
- /**@class WeaponCharging
- * @brief charging of weapon without ammo to be chambered
- */
- class WeaponChargingInnerMag extends WeaponStateBase
- {
- WeaponActions m_action;
- int m_actionType;
- ref WeaponCharging_Start m_start;
- ref WeaponEjectBullet_Cartridge_W4T m_onBE;
- ref WeaponEjectCasing_W4T m_onBEFireOut;
- ref BulletHide_W4T m_hideB;
- ref WeaponCharging_CK m_onCK;
- ref WeaponChamberFromInnerMag_W4T m_chamber;
- void WeaponChargingInnerMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
- {
- m_action = action;
- m_actionType = actionType;
- // setup nested state machine
- m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
- m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
- m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
- m_hideB = new BulletHide_W4T(m_weapon, this);
- m_onCK = new WeaponCharging_CK(m_weapon, this);
- m_chamber = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
- // events
- WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
- WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
- WeaponEventBase __ck_ = new WeaponEventAnimCocked;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
- // transitions
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
-
- //TODO after inner magazine rework this events must load new bullet
-
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBEFireOut, NULL, new GuardAnd(new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon)), new WeaponGuardCurrentChamberFiredOut(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon))); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
-
- m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_chamber, _fin_, NULL));
- m_fsm.SetInitialState(m_start);
- }
- override void OnEntry (WeaponEventBase e)
- {
- super.OnEntry(e);
- }
- override void OnExit (WeaponEventBase e)
- {
- super.OnExit(e);
- }
- };
- /**@class WeaponCharging
- * @brief charging of weapon without ammo to be chambered
- */
- class WeaponChargingMultiple extends WeaponStateBase
- {
- WeaponActions m_action;
- int m_actionType;
- ref WeaponCharging_Start m_start;
- ref WeaponEjectBullet_Cartridge_W4T m_onBE;
- ref WeaponEjectCasing_W4T m_onBEFireOut;
- ref BulletHide_W4T m_hideB;
- ref WeaponCharging_CK m_onCK;
- ref WeaponChamberFromAttMag_W4T m_chamber;
- void WeaponChargingMultiple (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
- {
- m_action = action;
- m_actionType = actionType;
- // setup nested state machine
- m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
- m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
- m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
- m_hideB = new BulletHide_W4T(m_weapon, this);
- m_onCK = new WeaponCharging_CK(m_weapon, this);
- m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
- // events
- WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
- WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
- WeaponEventBase __ck_ = new WeaponEventAnimCocked;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
- // transitions
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
-
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon))); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
-
- m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
- m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
- m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
- m_fsm.SetInitialState(m_start);
- }
- override void OnEntry (WeaponEventBase e)
- {
- super.OnEntry(e);
- }
- override void OnExit (WeaponEventBase e)
- {
- super.OnExit(e);
- }
- };
- /**@class WeaponCharging
- * @brief charging of weapon without ammo to be chambered
- */
- class WeaponChargingStretch extends WeaponStateBase
- {
- WeaponActions m_action;
- int m_actionType;
- ref WeaponCharging_Start m_start;
- ref WeaponCharging_CK m_onCK;
- void WeaponChargingStretch (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
- {
- m_action = action;
- m_actionType = actionType;
- // setup nested state machine
- m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
- m_onCK = new WeaponCharging_CK(m_weapon, this);
- // events
- WeaponEventBase __ck_ = new WeaponEventAnimCocked;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
- // transitions
- m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
- m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
- m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
- m_fsm.SetInitialState(m_start);
- }
- };
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