12 {
13
22
23
24
29
33
36
37
41
43
45
46
55
57
61
67
68
74
75
81
89
90
95
100
104
108
109
113
114
119 {
122 }
123 else
124 {
126 }
128
129 SelectionBulletHide();
130
131 m_fsm.Start();
132 }
RSSAnimState
Definition RifleSingleShot_Base.c:2
enum FSMTransition WeaponTransition
@ E
EMPTY.
Definition WeaponStableState.c:19
@ L
LOADED.
Definition WeaponStableState.c:23
@ F
FIRED.
Definition WeaponStableState.c:21
pair ( action, actionType )
Definition Weapon_Base.c:5
charging of weapon without ammo to be chambered
signalize mechanism manipulation
Definition Events.c:35
weapon finite state machine
Definition WeaponFire.c:99
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
Definition Crossbow.c:27
represent weapon state base
Definition BulletHide.c:2
WeaponActionChamberingTypes
Definition human.c:876
WeaponActions
actions
Definition human.c:816
WeaponActionUnjammingTypes
Definition human.c:912
WeaponActionFireTypes
Definition human.c:920