void wpnDebugPrint(string s)
class WeaponEndAction extends WeaponStartAction m_action
proto native bool IsActionFinished()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
static bool IsWeaponLogEnable()
signalize mechanism manipulation
simple class starting animation action specified by m_action and m_actionType
int m_actionType
action to be played
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
void WeaponStartAction(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
specific action sub-type
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
represent weapon state base
void Error(string err)
Messagebox with error message.
string WeaponActionTypeToString(int A, int AT)
class HumanCommandWeapons HumanCommandAdditives()