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actions.c
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1
5{
9 void Action (WeaponEventBase e) { }
10};
11
12// FSM Actions /////////////////////////////////////////////////////////////////////////////////////////////////////////
13// fire
14class WeaponActionDryFire extends WeaponActionBase
15{
17 void WeaponActionDryFire (Weapon_Base w = NULL) { m_weapon = w; }
18
19 override void Action (WeaponEventBase e)
20 {
21 Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " action=dry fire");
22 int mi = m_weapon.GetCurrentMuzzle();
23 m_weapon.DryFire(mi);
24 }
25};
26class WeaponActionDryDryFire extends WeaponActionBase
27{
28 protected Weapon_Base m_weapon;
30
31 override void Action (WeaponEventBase e)
32 {
33 Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " action=dry dry fire");
34 int mi = m_weapon.GetCurrentMuzzle();
35 m_weapon.DryDryFire(mi);
36 }
37};
38
represents action executed on transition just between OnExit from old state and OnEntry to new state
Definition actions.c:5
void WeaponActionDryDryFire(Weapon_Base w=NULL)
Definition actions.c:29
override void Action(WeaponEventBase e)
Definition actions.c:19
void WeaponActionDryFire(Weapon_Base w=NULL)
Definition actions.c:17
Weapon_Base m_weapon
Definition actions.c:16
signalize mechanism manipulation
Definition events.c:35
proto void Print(void var)
Prints content of variable to console/log.
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition guards.c:604