weaponejectbullet.c 4.0 KB

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  1. // eject
  2. //TODO MW delete this file
  3. class WeaponEjectBullet_Start extends WeaponStartAction
  4. { };
  5. /*
  6. class WeaponEjectBullet_Cartridge extends WeaponStateBase
  7. {
  8. Magazine m_dstMagazine; /// destination of the cartridge
  9. override void OnEntry (WeaponEventBase e)
  10. {
  11. super.OnEntry(e);
  12. DayZPlayer p = e.m_player;
  13. int mi = m_weapon.GetCurrentMuzzle();
  14. ejectBulletAndStoreInMagazine(m_weapon, mi, m_dstMagazine, p); // MP-safe
  15. }
  16. override void OnAbort (WeaponEventBase e)
  17. {
  18. m_dstMagazine = NULL;
  19. super.OnAbort(e);
  20. }
  21. override void OnExit (WeaponEventBase e)
  22. {
  23. m_dstMagazine = NULL;
  24. super.OnExit(e);
  25. }
  26. };
  27. */
  28. /*
  29. class WeaponEjectBullet_Cartridge_W4T extends WeaponEjectBullet_Cartridge
  30. {
  31. override bool IsWaitingForActionFinish () { return true; }
  32. };
  33. */
  34. class WeaponEjectBullet extends WeaponStateBase
  35. {
  36. WeaponActions m_action;
  37. int m_actionType;
  38. Magazine m_dstMagazine; /// destination of the cartridge
  39. ref WeaponEjectBullet_Start m_start;
  40. ref WeaponEjectBullet_Cartridge_W4T m_eject; // @TODO: workaround for missing BH event
  41. ref BulletHide_W4T m_hideB;
  42. ref WeaponChamberFromAttMag_W4T m_chamber;
  43. void WeaponEjectBullet (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  44. {
  45. m_action = action;
  46. m_actionType = actionType;
  47. // setup nested state machine
  48. m_start = new WeaponEjectBullet_Start(m_weapon, this, m_action, m_actionType);
  49. m_eject = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this); // @TODO: workaround for missing BH event (_W4T)
  50. m_hideB = new BulletHide_W4T(m_weapon, this);
  51. m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
  52. // events
  53. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  54. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  55. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  56. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  57. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  58. // transitions
  59. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_eject));
  60. m_fsm.AddTransition(new WeaponTransition( m_eject, __bh_, m_hideB));
  61. m_fsm.AddTransition(new WeaponTransition( m_eject, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  62. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  63. m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
  64. m_fsm.AddTransition(new WeaponTransition( m_eject, _fin_, NULL)); // @TODO: workaround for missing BH event
  65. m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
  66. // Safety exits
  67. m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
  68. m_fsm.SetInitialState(m_start);
  69. }
  70. override void OnEntry (WeaponEventBase e)
  71. {
  72. if (e)
  73. {
  74. if (e.m_magazine)
  75. m_dstMagazine = e.m_magazine;
  76. m_eject.m_dstMagazine = m_dstMagazine;
  77. if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet m_mag=" + m_dstMagazine.ToString() + ", e.mag=" + e.m_magazine.ToString()); }
  78. }
  79. super.OnEntry(e); // @NOTE: super after submachine init (prevent override from submachine start)
  80. }
  81. override void OnAbort (WeaponEventBase e)
  82. {
  83. m_dstMagazine = NULL;
  84. super.OnAbort(e);
  85. }
  86. override void OnExit (WeaponEventBase e)
  87. {
  88. m_dstMagazine = NULL;
  89. super.OnExit(e);
  90. }
  91. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  92. {
  93. if (!super.SaveCurrentFSMState(ctx))
  94. return false;
  95. if (!ctx.Write(m_dstMagazine))
  96. {
  97. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet.LoadCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
  98. return false;
  99. }
  100. return true;
  101. }
  102. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  103. {
  104. if (!super.LoadCurrentFSMState(ctx, version))
  105. return false;
  106. if (!ctx.Read(m_dstMagazine))
  107. {
  108. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  109. return false;
  110. }
  111. return true;
  112. }
  113. };