9 void WeaponFireAndChamberNext (
Weapon_Base w = NULL,
WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE,
int actionType = -1)
12 m_actionType = actionType;
19 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
28 m_fsm.SetInitialState(m_fire);
38 override void OnUpdate (
float dt)
47 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
48 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
52 if (
m_weapon.CanProcessWeaponEvents())
54 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
74 override float GetCoolDown()
76 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
77 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
Super root of all classes in Enforce script.
signalize mechanism manipulation
weapon finite state machine
represent weapon state base
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
enum FSMTransition WeaponTransition
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator