10 ref WeaponChambering_W4T m_w4t;
12 void RifleChambering (
Weapon_Base w = NULL,
WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE,
int actionType = -1)
15 m_actionType = actionType;
21 m_w4t =
new WeaponChambering_W4T(
m_weapon,
this);
23 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
24 WeaponEventAnimBulletShow __bs_ =
new WeaponEventAnimBulletShow;
25 WeaponEventAnimBulletInChamber __bc_ =
new WeaponEventAnimBulletInChamber;
46 if (e.m_magazine != NULL)
76 if (!super.SaveCurrentFSMState(ctx))
81 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
89 if (!super.LoadCurrentFSMState(ctx, version))
94 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
Serialization general interface. Serializer API works with:
signalize mechanism manipulation
weapon finite state machine
represent weapon state base
void Error(string err)
Messagebox with error message.
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
class WeaponEndAction extends WeaponStartAction m_action
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponChambering_Base m_chamber
ref WeaponEjectCasingMultiMuzzle m_eject
override bool SaveCurrentFSMState(ParamsWriteContext ctx)