287 {
291
292
295 m_mag =
new WeaponChambering_InternalMagazine_OnExit(
m_weapon,
this);
300
302 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
303 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
304 WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked;
305 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
306 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
307 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
308 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
309 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
310
311 m_fsm =
new WeaponFSM(
this);
313
314
315 m_fsm.AddTransition(
new WeaponTransition(
m_mag, __bM_,
m_w4sb2, NULL,
new GuardAnd(
new GuardAnd(
new WeaponGuardHasAmmoInLoopedState(
m_mag),
new WeaponGuardInternalMagazineHasRoomForBullet(
m_weapon)),
new WeaponGuardWeaponManagerWantContinue())));
319
320
322
327
328
334
336 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
ref WeaponChambering_Base m_mag
ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag
ref WeaponStartAction m_endLoop
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
ref WeaponStateBase m_start
source of the cartridge
ref WeaponEjectCasing m_eject
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)