172 {
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588 SetInitialState(
CD00);
589 SelectionBulletHide();
590 HideMagazine();
591 m_fsm.Start();
592 }
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
Definition Guards.c:99
void WeaponGuardWeaponOpen(Weapon_Base w=NULL)
Definition Guards.c:606
void WeaponGuardWeaponDischarged(Weapon_Base w=NULL)
Definition Guards.c:580
PistolAnimState
Definition Pistol_Base.c:3
ref WeaponStableState CC01
Definition Pistol_Base.c:157
ref WeaponStableState CC00
Definition Pistol_Base.c:152
ref WeaponStableState CC10
Definition Pistol_Base.c:153
ref WeaponStableState CD00
Definition Pistol_Base.c:151
ref WeaponStableState CD01
Definition Pistol_Base.c:156
ref WeaponStableState CJF0
Definition Pistol_Base.c:154
ref WeaponStableState CC11
Definition Pistol_Base.c:158
ref WeaponStableState CJF1
Definition Pistol_Base.c:159
ref WeaponStableState OD01
Definition Pistol_Base.c:160
ref WeaponStableState OD00
Definition Pistol_Base.c:155
replace current magazine with new one
WeaponActionReloadTypes
Definition human.c:832
WeaponActionUnjammingTypes
Definition human.c:912