552 {
556
557
560 m_mag =
new WeaponChambering_InternalMagazine_OnExit(
m_weapon,
this);
565
567 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
568 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
569 WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked;
570 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
571 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
572 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
573 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
574 WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
575 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
576
577 m_fsm =
new WeaponFSM(
this);
579
580
581 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())));
585
588
589
591
592
593
594
599
601 }
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 WeaponChambering_Cartridge m_chamber
ref WeaponStateBase m_start
source of the cartridge