131 {
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289 SetInitialState(
E_E);
290
291 for(
int i = 0;
i < GetMuzzleCount();
i++)
292 {
294 }
295 m_fsm.Start();
296
297 }
DoubleBarrelAnimState
Definition DoubleBarrel_Base.c:2
enum FSMTransition WeaponTransition
void ChamberMultiBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
Definition WeaponChambering.c:646
pair ( action, actionType )
Definition Weapon_Base.c:5
ref WeaponStableState F_L
Definition DoubleBarrel_Base.c:124
ref WeaponStableState E_L
Definition DoubleBarrel_Base.c:123
ref WeaponStableState E_F
Definition DoubleBarrel_Base.c:127
ref WeaponStableState E_E
Definition DoubleBarrel_Base.c:128
ref WeaponStableState L_L
Definition DoubleBarrel_Base.c:121
ref WeaponStableState L_E
Definition DoubleBarrel_Base.c:122
ref WeaponStableState F_E
Definition DoubleBarrel_Base.c:126
ref WeaponStableState F_F
Definition DoubleBarrel_Base.c:125
charging of weapon without ammo to be chambered
signalize mechanism manipulation
Definition Events.c:35
weapon finite state machine
Definition WeaponFire.c:199
represent weapon state base
Definition BulletHide.c:2
WeaponActionChamberingTypes
Definition human.c:876
WeaponActions
actions
Definition human.c:816
WeaponActionUnjammingTypes
Definition human.c:912
WeaponActionFireTypes
Definition human.c:920