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