1115 {
1119
1120
1128
1130 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
1131 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
1132 WeaponEventCylinderRotate __cr_ = new WeaponEventCylinderRotate;
1133 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
1134 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
1135 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
1136 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
1137 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
1138
1139 m_fsm =
new WeaponFSM(
this);
1142
1145
1148
1151
1152
1154
1156
1157
1163
1165 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
ref WeaponCylinderRotate m_rotate
ref WeaponStartAction m_endLoop
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2
ref WeaponChambering_Cartridge m_chamber
ref WeaponStateBase m_start
source of the cartridge
ref WeaponEjectCasing m_eject
void WeaponEjectAllMuzzles(Weapon_Base w=NULL, WeaponStateBase parent=NULL)