215    {
  216        super.OnEntry(e);
  217        if (e)
  218        {
  219            Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
 
  220            Magnum_Ejector ejector = Magnum_Ejector.Cast(
m_weapon.GetAttachmentByType(Magnum_Ejector));
 
  221            if(cylinder && ejector)
  222            {
  223                float a;
  224                int mi = 
m_weapon.GetCurrentMuzzle();
 
  225                switch(mi)
  226                {
  227                    case 0:
  229                        break;
  230                    case 1:
  234                        break;
  235                    case 2:
  237                        break;
  238                    case 3:
  240                        break;
  241                    case 4:
  243                        break;
  244                    case 5:
  246                        break;
  247                }
  248                cylinder.SetAnimationPhase("Rotate_Cylinder", a );
  249                ejector.SetAnimationPhase("Rotate_Ejector", a );
  250            }
  251        }
  252    }
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
const float MAGNUM_ROTATION_POSITION_2
const float MAGNUM_ROTATION_POSITION_1
const float MAGNUM_ROTATION_POSITION_3
const float MAGNUM_ROTATION_POSITION_4
const float MAGNUM_ROTATION_POSITION_6
const float MAGNUM_ROTATION_POSITION_5
const float MAGNUM_ROTATION_POSITION_0