class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponEjectCasingMultiMuzzle m_eject
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 WeaponStartAction(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
ref WeaponStartAction m_start
ref WeaponEjectCasing m_eject
void RifleEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)