142    {
  143        if (e)
  144        {
  146    
  148 
  149            int mi = 
m_weapon.GetCurrentMuzzle();
 
  150            int b = 
m_weapon.GetCurrentModeBurstSize(mi);
 
  151            if (b > 1)
  152            {
  153                for (int i = 0; i < b; i++)
  154                {
  156                    {
  159                            p1.GetAimingModel().SetRecoil(
m_weapon);
 
  161                    }
  162                }
  163            }
  164            else
  165            {
  167                {
  170                        p.GetAimingModel().SetRecoil(
m_weapon);
 
  172                }
  173            }
  174            
  175            if (mi >= 
m_weapon.GetMuzzleCount() - 1)
 
  177            else
  179        }
  180        super.OnEntry(e);
  181    }
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)
Super root of all classes in Enforce script.
static bool IsWeaponLogEnable()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.