12 int mi =
m_weapon.GetCurrentMuzzle();
33 for(
int i = 0; i <
m_weapon.GetMuzzleCount(); i++ )
45 override bool IsWaitingForActionFinish()
58 Magazine m_dstMagazine;
66 Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
69 cylinder.HideSelection(
"bullet");
70 cylinder.HideSelection(
"bullet_2");
71 cylinder.HideSelection(
"bullet_3");
72 cylinder.HideSelection(
"bullet_4");
73 cylinder.HideSelection(
"bullet_5");
74 cylinder.HideSelection(
"bullet_6");
76 cylinder.HideSelection(
"bullet_nose");
77 cylinder.HideSelection(
"bullet_nose_2");
78 cylinder.HideSelection(
"bullet_nose_3");
79 cylinder.HideSelection(
"bullet_nose_4");
80 cylinder.HideSelection(
"bullet_nose_5");
81 cylinder.HideSelection(
"bullet_nose_6");
86 for(
int i = 0; i <
m_weapon.GetMuzzleCount(); i++ )
99 if(m_dstMagazine && m_dstMagazine.GetAmmoCount() < m_dstMagazine.GetAmmoMax() )
133 int mi =
m_weapon.GetCurrentMuzzle();
void wpnDebugPrint(string s)
signalize mechanism manipulation
represent weapon state base
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)
override bool IsWaitingForActionFinish()
class WeaponChambering extends WeaponStateBase IsWaitingForActionFinish
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit