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- class RifleReChambering extends WeaponStateBase
- {
- WeaponActions m_action;
- int m_actionType;
- Magazine m_dstMagazine; /// destination of the ejected cartridge
- Magazine m_srcMagazine; /// source of the loaded cartridge
- ref WeaponStateBase m_start;
- ref WeaponEjectBullet_Cartridge m_eject;
- ref WeaponChambering_Cartridge m_chamber;
- ref WeaponChambering_W4T m_w4t;
- void RifleReChambering (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 WeaponChambering_Start(m_weapon, this, m_action, m_actionType);
- m_eject = new WeaponEjectBullet_Cartridge(m_weapon, this);
- m_chamber = new WeaponChambering_Cartridge(m_weapon, this);
- m_w4t = new WeaponChambering_W4T(m_weapon, this);
- // events
- WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
- WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
- WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
- m_fsm.AddTransition(new WeaponTransition(m_start , __be_, m_eject));
- m_fsm.AddTransition(new WeaponTransition(m_eject , __bs_, m_chamber));
- m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_w4t));
- m_fsm.AddTransition(new WeaponTransition(m_w4t , _fin_, NULL));
-
- // Safety exits
- m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
- m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
- m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
- m_fsm.SetInitialState(m_start);
- }
- override void OnEntry (WeaponEventBase e)
- {
- if (e)
- {
- if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber, mag=" + e.m_magazine.ToString()); }
- m_srcMagazine = e.m_magazine;
- m_chamber.m_srcMagazine = m_srcMagazine;
- // prepare magazine for ejected ammo
- int mi = m_weapon.GetCurrentMuzzle();
- string magazineTypeName = m_weapon.GetChamberedCartridgeMagazineTypeName(mi);
- float damage = 0.0;
- string type;
- if (m_weapon.GetCartridgeInfo(mi, damage, type))
- {
- bool is_single_or_server = !GetGame().IsMultiplayer() || GetGame().IsServer();
- if (is_single_or_server)
- {
- m_dstMagazine = DayZPlayerUtils.SelectStoreCartridge(e.m_player, m_weapon, mi, m_srcMagazine, damage, magazineTypeName);
- if (!m_dstMagazine)
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber - error, cannot prepare mag for catridge, magType=" + magazineTypeName);
- }
- }
- }
- m_eject.m_dstMagazine = m_dstMagazine;
- }
- super.OnEntry(e); // @NOTE: super after submachine init (prevent override from submachine start)
- }
- override void OnAbort (WeaponEventBase e)
- {
- super.OnAbort(e);
- m_srcMagazine = NULL;
- m_dstMagazine = NULL;
- }
- override void OnExit (WeaponEventBase e)
- {
- super.OnExit(e);
- m_srcMagazine = NULL;
- m_dstMagazine = NULL;
- }
- override bool SaveCurrentFSMState (ParamsWriteContext ctx)
- {
- if (!super.SaveCurrentFSMState(ctx))
- return false;
- if (!ctx.Write(m_dstMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- if (!ctx.Write(m_srcMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_srcMagazine 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) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
- return false;
- }
- if (!ctx.Read(m_srcMagazine))
- {
- Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
- return false;
- }
- return true;
- }
- };
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