28 {
32
33
40
42 WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
43 WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
44 WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
45 WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
46 WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
47 WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
48 WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
49
50 m_fsm =
new WeaponFSM(
this);
54
55
60
62
63
69
71 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
ref BulletHide_W4T m_hideB
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 WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)