23 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
24 WeaponEventAnimBulletShow __bs_ =
new WeaponEventAnimBulletShow;
25 WeaponEventAnimBulletInChamber __bc_ =
new WeaponEventAnimBulletInChamber;
76 if (!super.SaveCurrentFSMState(ctx))
81 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" +
m_weapon);
89 if (!super.LoadCurrentFSMState(ctx, version))
94 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" RifleChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" +
m_weapon);
void wpnDebugPrint(string s)
enum FSMTransition WeaponTransition
static bool IsWeaponLogEnable()
proto bool Write(void value_out)
proto bool Read(void value_in)
signalize mechanism manipulation
weapon finite state machine
int m_actionType
action to be played
ref WeaponChambering_W4T m_w4t
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Magazine m_srcMagazine
destination of the ejected cartridge
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
ref WeaponChambering_Cartridge m_chamber
override void OnEntry(WeaponEventBase e)
ref WeaponStateBase m_start
source of the cartridge
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponEjectCasing m_eject
override void OnAbort(WeaponEventBase e)
void WeaponEjectCasing(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
void RifleChambering(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
represent weapon state base
Serializer ParamsReadContext
Serializer ParamsWriteContext
void Error(string err)
Messagebox with error message.