5 void WeaponChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL,
int action = -1,
int actionType = -1)
13 int mi =
m_weapon.GetCurrentMuzzle();
27 void WeaponChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL,
int action = -1,
int actionType = -1)
35 int mi =
m_weapon.GetCurrentMuzzle();
66 int mi =
m_weapon.GetCurrentMuzzle();
79 void WeaponChamberFromAttMagOnExit (Weapon_Base w = NULL, WeaponStateBase parent = NULL,
int action = -1,
int actionType = -1)
84 int mi =
m_weapon.GetCurrentMuzzle();
94 void WeaponEjectAndChamberFromAttMag (
Weapon_Base w = NULL,
WeaponStateBase parent = NULL,
int action = -1,
int actionType = -1)
101 int mi =
m_weapon.GetCurrentMuzzle();
110 int mi =
m_weapon.GetCurrentMuzzle();
signalize mechanism manipulation
represent weapon state base
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
enum FSMTransition WeaponEventBase
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)
override bool IsWaitingForActionFinish()
class WeaponChamberFromAttMagOnExit extends WeaponStateBase WeaponChamberFromInnerMag
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit