128 {
129 if (e)
130 {
132
134
135 int mi =
m_weapon.GetCurrentMuzzle();
136 int b =
m_weapon.GetCurrentModeBurstSize(mi);
137 if (b > 1)
138 {
139 for (int i = 0; i < b; i++)
140 {
142 {
145 p1.GetAimingModel().SetRecoil(
m_weapon);
147 }
148 }
149 }
150 else
151 {
153 {
156 p.GetAimingModel().SetRecoil(
m_weapon);
158 }
159 }
160
161 if (mi >=
m_weapon.GetMuzzleCount() - 1)
163 else
165 }
166 super.OnEntry(e);
167 }
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.