204 SelectionBulletHide();
void AddAction(typename actionName)
void RemoveAction(typename actionName)
@ DEFAULT
default weapon state, closed and discharged
override bool IsRepairEnabled()
override bool HasBullet()
override void InitMuzzleArray()
override bool HasMagazine()
FirearmActionLoadBullet FirearmActionBase FirearmActionLoadBulletQuick()
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
override int GetCurrentStateID()
override void OnExit(HandEventBase e)
HandStateEquipped OnEntry
enum FSMTransition WeaponTransition
ref array< MuzzleState > m_muzzleHasBullet
pair ( action, actionType )
override void InitStateMachine()
override void SetActions()
static bool IsWeaponLogEnable()
signalize mechanism manipulation
weapon finite state machine
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
override void OnExit(WeaponEventBase e)
override void InitMuzzleArray()
override void OnEntry(WeaponEventBase e)
override bool HasBullet()
override int GetCurrentStateID()
override bool IsRepairEnabled()
override bool HasMagazine()
represent weapon state base
handle jamming state set jam/unjam state for weapon
override void InitMuzzleArray()
override bool HasMagazine()
override bool IsRepairEnabled()
override void OnEntry(WeaponEventBase e)
override int GetCurrentStateID()
override bool HasBullet()
override void OnExit(WeaponEventBase e)
WeaponActionChamberingTypes
WeaponActionUnjammingTypes