74 cylinder.HideSelection(
"bullet_nose");
75 cylinder.HideSelection(
"bullet_nose_2");
76 cylinder.HideSelection(
"bullet_nose_3");
77 cylinder.HideSelection(
"bullet_nose_4");
78 cylinder.HideSelection(
"bullet_nose_5");
79 cylinder.HideSelection(
"bullet_nose_6");
97 if (m_dstMagazine && m_dstMagazine.GetAmmoCount() < m_dstMagazine.GetAmmoMax())
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
static bool IsWeaponLogEnable()
override bool IsWaitingForActionFinish()
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override bool IsWaitingForActionFinish()
signalize mechanism manipulation
represent weapon state base
void WeaponEjectCasingMultiMuzzle(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
override bool IsWaitingForActionFinish()
override void OnEntry(WeaponEventBase e)
void WeaponEjectAllMuzzles(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)