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.