17 {
18 m_abilities.Insert(
new AbilityRecord(
WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
19
20
21
23
24 WeaponStateBase Mech =
new WeaponCharging(
this, NULL,
WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
25
26
30
31 m_fsm = new WeaponFSM();
32
36
38
39 SelectionBulletHide();
40
41 m_fsm.Start();
42 }
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)