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weaponfirelast.c
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1
2class WeaponFireLast extends WeaponStateBase
3{
4 WeaponActions m_action;
5 int m_actionType;
6
7 float m_dtAccumulator;
8 ref WeaponFireWithEject m_fire;
9
10 void WeaponFireLast (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
11 {
12 m_action = action;
13 m_actionType = actionType;
14
15 // setup nested state machine
16 m_fire = new WeaponFireWithEject(m_weapon, this, m_action, m_actionType);
17
18 // events
19 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
20 WeaponEventReloadTimeout __to_ = new WeaponEventReloadTimeout;
21
22 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
23
24 // transitions
25 m_fsm.AddTransition(new WeaponTransition(m_fire, _fin_, NULL));
26 m_fsm.AddTransition(new WeaponTransition(m_fire, __to_, NULL));
27
28 m_fsm.SetInitialState(m_fire);
29 }
30
31 override void OnEntry (WeaponEventBase e)
32 {
33 super.OnEntry(e);
34 if (e)
36 }
37
38 override void OnExit (WeaponEventBase e)
39 {
41 super.OnExit(e);
42 }
43};
44
45
signalize mechanism manipulation
Definition events.c:35
weapon finite state machine
represent weapon state base
Definition bullethide.c:2
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition guards.c:604
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