20 WeaponEventReloadTimeout
__to_ =
new WeaponEventReloadTimeout;
28 m_fsm.SetInitialState(m_fire);
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
signalize mechanism manipulation
weapon finite state machine
represent weapon state base
int m_actionType
action to be played
void WeaponFireLast(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(WeaponEventBase e)
ref WeaponFireWithEject m_fire
override void OnExit(WeaponEventBase e)