23 WeaponEventAnimBulletEject
__be_ =
new WeaponEventAnimBulletEject;
24 WeaponEventAnimBulletShow
__bs_ =
new WeaponEventAnimBulletShow;
25 WeaponEventAnimBulletInChamber
__bc_ =
new WeaponEventAnimBulletInChamber;
46 if (
e.m_magazine !=
NULL)
81 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
89 if (!
super.LoadCurrentFSMState(
ctx, version))
94 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
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
represent weapon state base
int m_actionType
action to be played
ref WeaponChambering_W4T m_w4t
Magazine m_srcMagazine
destination of the ejected cartridge
ref WeaponChambering_Cartridge m_chamber
override void OnEntry(WeaponEventBase e)
ref WeaponStateBase m_start
source of the cartridge
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponEjectCasing m_eject
override void OnAbort(WeaponEventBase e)
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
void RifleChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
void Error(string err)
Messagebox with error message.