19    WeaponEventAnimBulletEject 
__be_ = 
new WeaponEventAnimBulletEject;
 
   20    WeaponEventReloadTimeout 
__to_ = 
new WeaponEventReloadTimeout;
 
   28    m_fsm.SetInitialState(m_fire);
 
 
   50        if (
m_weapon.CanProcessWeaponEvents())
 
   51          m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(
p));
 
 
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
 
enum FSMTransition WeaponTransition
 
class WeaponEndAction extends WeaponStartAction m_action
 
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
 
Super root of all classes in Enforce script.
 
signalize mechanism manipulation
 
weapon finite state machine
 
represent weapon state base
 
int m_actionType
action to be played
 
override void OnEntry(WeaponEventBase e)
 
override void OnUpdate(float dt)
 
override void OnExit(WeaponEventBase e)
 
void WeaponFireAndChamberNextFromInnerMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.