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B2Action_StartDive

  • Description
    * ===============
    * Toggles a character's posture between Swim and Dive by driving FB2CharacterMovementComponent's
    * existing FB2DiveHandler (montage playback, costume swap, snapshot restore all stay in DiveHandler).
    * This action is a thin orchestration wrapper so the dive toggle participates in the standard
    * Interaction/Action queue (cancel/merge/wait-finish) instead of bypassing it.
    * ===============
    * Param:
    * S1: -
    * S2: -
    * F1: -
    * F2: -
    * Note:
    * CanStartCondition(): re-checks the guards previously in FB2Character::TryChangeDivePosture() (grabbed baby/character, riding vehicle, ragdoll, in-water check).
    * OnPlay(): determines Enter/Exit from the character's current posture category and calls FB2CharacterMovementComponent::RequestDiveProcess(); finishes immediately if DiveHandler already completed synchronously (Exit, non-SLOD0 Enter, missing montage).
    * OnTick(): polls DiveHandler completion (montage blend-out finished) and finishes once done.
    * OnCanceled(): force-resets DiveHandler if it is still mid-dive.
PropertyTypeDescriptionMetadata
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)