8 ref BulletHide_W4T m_hideB;
10 void RifleEjectCasing (
Weapon_Base w = NULL,
WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE,
int actionType = -1)
13 m_actionType = actionType;
18 m_hideB =
new BulletHide_W4T(
m_weapon,
this);
signalize mechanism manipulation
weapon finite state machine
simple class starting animation action specified by m_action and m_actionType
represent weapon state base
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponEjectCasingMultiMuzzle m_eject