330 {
331 super.OnUpdate( action_data );
332
333 SequentialActionData ad = SequentialActionData.Cast(action_data);
334 if(ad)
335 {
337 {
338 case 0:
339 Weapon_Base wpn = Weapon_Base.Cast(action_data.m_MainItem);
340
341 if ( (!wpn || ad.m_Player.GetItemInHands()!=wpn || !ad.m_Player.GetWeaponManager().IsRunning()) && !ad.m_Player.IsJumpInProgress() )
342 {
344 }
345 break;
346 case 1:
347
348
349 break;
350 default:
351 break;
352 }
353 }
354 }
void SetStage(int stage, SequentialActionData action_data)