19 WeaponEventAnimBulletEject
__be_ =
new WeaponEventAnimBulletEject;
20 WeaponEventReloadTimeout
__to_ =
new WeaponEventReloadTimeout;
28 m_fsm.SetInitialState(m_fire);
52 if (
m_weapon.CanProcessWeaponEvents())
53 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
void WeaponFireAndChamberNext(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(WeaponEventBase e)
override void OnUpdate(float dt)
override void OnAbort(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.