90 m_dstMagazine =
e.m_magazine;
102 m_dstMagazine =
NULL;
108 m_dstMagazine =
NULL;
114 if (!
super.SaveCurrentFSMState(
ctx))
117 if (!
ctx.Write(m_dstMagazine))
119 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet.LoadCurrentFSMState: cannot write m_dstMagazine for weapon=" +
m_weapon);
127 if (!
super.LoadCurrentFSMState(
ctx, version))
130 if (!
ctx.Read(m_dstMagazine))
132 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponChambering_Base m_chamber
ref WeaponEjectCasingMultiMuzzle m_eject
static bool IsWeaponLogEnable()
Serialization general interface. Serializer API works with:
signalize mechanism manipulation
weapon finite state machine
simple class starting animation action specified by m_action and m_actionType
represent weapon state base
ref BulletHide_W4T m_hideB
int m_actionType
action to be played
void WeaponEjectBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref WeaponEjectBullet_Cartridge_W4T m_eject
ref WeaponEjectBullet_Start m_start
destination of the cartridge
ref WeaponChambering_Cartridge m_chamber
override void OnEntry(WeaponEventBase e)
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
override void OnAbort(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
void Error(string err)
Messagebox with error message.