16 override void InitStateMachine ()
18 m_abilities.Insert(
new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
39 SelectionBulletHide();
pair ( action, actionType )
base for rifles @NOTE name copies config base class
charging of weapon without ammo to be chambered
signalize mechanism manipulation
weapon finite state machine
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
represent weapon state base
@ DEFAULT
default weapon state, closed and discharged
enum FSMTransition WeaponTransition
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)