8 ref WeaponFireWithEject m_fire;
10 void WeaponFireLast (
Weapon_Base w = NULL,
WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE,
int actionType = -1)
13 m_actionType = actionType;
20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
28 m_fsm.SetInitialState(m_fire);
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