143 SelectionBulletHide();
override bool IsRepairEnabled()
override bool HasBullet()
override void InitMuzzleArray()
override bool HasMagazine()
override bool IsBoltOpen()
@ UNCOCKED
default weapon state, closed and discharged
@ COCKED
default weapon state, closed and discharged
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()
static bool IsWeaponLogEnable()
charging of weapon without ammo to be chambered
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 bool IsBoltOpen()
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
WeaponActionChamberingTypes