class WeaponReplacingMagAndChamberNext
WeaponReplacingMagAndChamberNext › WeaponStateBase
replace current magazine with new one
replace magazine, i.e. eject curr magazine from weapon, attach another (store the old one) and chamber next bullet from magazine (if possible)
Constructors 1
void WeaponReplacingMagAndChamberNext(Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)References WeaponFSM.AddTransition(), new AttachNewMagazine_W4T(), new DetachOldMagazine()
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, new GuardAnd(), new OldMagazineHide(), HFSMBase.SetInitialState(), new SwapOldAndNewMagazine(), new WeaponChamberFromAttMag_W4T(), new WeaponCharging_CK(), new WeaponEjectCasing(), new WeaponFSM(), new WeaponGuardCurrentChamberEmpty(), new WeaponGuardHasAmmo(), new WeaponStartAction(), new WeaponTransition(), m_action, m_actionType, m_attach, m_chamber, m_detach, m_eject, WeaponStateBase.m_fsm, m_hideOld, m_newMagazine, m_onCK, m_start, m_swapMags, and WeaponStateBase.m_weaponMembers 13
WeaponActions m_actionReferenced by WeaponReplacingMagAndChamberNext()
int m_actionTypeReferenced by WeaponReplacingMagAndChamberNext()
ref WeaponStartAction m_startReferenced by WeaponReplacingMagAndChamberNext()
ref DetachOldMagazine m_detachref OldMagazineHide m_hideOldReferenced by WeaponReplacingMagAndChamberNext()
ref SwapOldAndNewMagazine m_swapMagsref AttachNewMagazine_W4T m_attachReferenced by WeaponReplacingMagAndChamberNext()
ref WeaponChamberFromAttMag_W4T m_chamberReferenced by WeaponReplacingMagAndChamberNext()
ref WeaponCharging_CK m_onCKReferenced by WeaponReplacingMagAndChamberNext()
ref WeaponEjectCasing m_ejectReferenced by WeaponReplacingMagAndChamberNext()
Magazine m_oldMagazinemagazine that will be detached
Referenced by LoadCurrentFSMState(), OnAbort(), OnEntry()
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, OnExit(), and SaveCurrentFSMState()Magazine m_newMagazinemagazine that will be attached
Referenced by LoadCurrentFSMState(), OnAbort(), OnEntry()
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, OnExit(), SaveCurrentFSMState(), and WeaponReplacingMagAndChamberNext()ref InventoryLocation m_newDstMethods 5
override void OnEntry(WeaponEventBase e)References Class.CastTo(), typename.EnumToString(), Error()
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, GameInventory.GetCurrentInventoryLocation(), GameInventory.GetCurrentInventoryLocation(), Weapon.GetCurrentMuzzle(), Object.GetDebugName(), EntityAI.GetInventory(), EntityAI.GetInventory(), Weapon.GetMagazine(), InventoryLocation.GetType(), new InventoryLocation(), LogManager.IsWeaponLogEnable(), GameInventory.LocationSyncMoveEntity(), WeaponStateBase.OnEntry(), InventoryLocation.SetAttachment(), InventoryLocation.SetItem(), wpnDebugPrint(), m_detach, WeaponEventSwapMagazine.m_dst, WeaponEventBase.m_magazine, m_newDst, DetachOldMagazine.m_newDst, SwapOldAndNewMagazine.m_newDst, m_newMagazine, SwapOldAndNewMagazine.m_newMagazine, m_oldMagazine, DetachOldMagazine.m_oldMagazine, WeaponEventBase.m_player, m_swapMags, and WeaponStateBase.m_weaponoverride void OnExit(WeaponEventBase e)References Class.Cast(), GameInventory.ClearInventoryReservationEx(), Error()
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, GameInventory.FindAttachment(), GameInventory.FindFreeLocationFor(), GameInventory.GetCurrentInventoryLocation(), Object.GetDebugName(), EntityAI.GetInventory(), EntityAI.GetInventory(), DayZPlayerUtils.HandleDropMagazine(), new InventoryLocation(), InventoryLocation.IsValid(), LogManager.IsWeaponLogEnable(), GameInventory.LocationSyncMoveEntity(), WeaponStateBase.OnExit(), wpnDebugPrint(), m_newDst, m_newMagazine, m_oldMagazine, WeaponEventBase.m_player, and WeaponStateBase.m_weaponoverride void OnAbort(WeaponEventBase e)References Class.Cast(), GameInventory.ClearInventoryReservationEx(), Error()
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, GameInventory.FindAttachment(), GameInventory.FindFreeLocationFor(), GameInventory.GetCurrentInventoryLocation(), Object.GetDebugName(), EntityAI.GetInventory(), EntityAI.GetInventory(), DayZPlayerUtils.HandleDropMagazine(), new InventoryLocation(), InventoryLocation.IsValid(), LogManager.IsWeaponLogEnable(), GameInventory.LocationSyncMoveEntity(), WeaponStateBase.OnAbort(), wpnDebugPrint(), m_newMagazine, m_oldMagazine, WeaponEventBase.m_player, and WeaponStateBase.m_weaponoverride bool SaveCurrentFSMState(ParamsWriteContext ctx)override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)