DayZ 1.27
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DoubleBarrel_Base.c
См. документацию.
5
7{
8 UNKNOWN = 0,
9 LoadedLoaded = 1,
10 LoadedEmpty = 2,
11 FireoutLoaded = 3,
13 FireoutEmpty = 5,
14 EmptyEmpty = 6,
15 EmptyLoaded = 7,
16 EmptyFireout = 8,
17}
18
19enum MuzzleIndex
20{
21 First = 0,
22 Second = 1,
23}
24
25class DoubleBarrelLoadedLoaded extends WeaponStableState
26{
27 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedLoaded L_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First); }
28 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedLoaded L_L"); } }
29 override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedLoaded; }
30 override bool HasBullet () { return true; }
31 override bool HasMagazine () { return false; }
32 override bool IsJammed () { return false; }
33 override bool IsRepairEnabled () { return true; }
35};
36class DoubleBarrelLoadedEmpty extends WeaponStableState
37{
38 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedEmpty L_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
39 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedEmpty L_E"); } }
40 override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedEmpty; }
41 override bool HasBullet () { return true; }
42 override bool HasMagazine () { return false; }
43 override bool IsJammed () { return false; }
44 override bool IsRepairEnabled () { return true; }
46};
47class DoubleBarrelEmptyLoaded extends WeaponStableState
48{
49 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyLoaded E_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.Second);}
50 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyLoaded E_L"); } }
51 override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyLoaded; }
52 override bool HasBullet () { return true; }
53 override bool HasMagazine () { return false; }
54 override bool IsJammed () { return false; }
55 override bool IsRepairEnabled () { return true; }
57};
58class DoubleBarrelFireoutLoaded extends WeaponStableState
59{
60 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutLoaded F_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.Second);}
61 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutLoaded F_L"); } }
62 override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutLoaded; }
63 override bool HasBullet () { return true; }
64 override bool HasMagazine () { return false; }
65 override bool IsJammed () { return false; }
66 override bool IsRepairEnabled () { return true; }
68};
69class DoubleBarrelFireoutFireout extends WeaponStableState
70{
71 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutFireout F_F"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
72 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutFireout F_F"); } }
73 override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutFireout; }
74 override bool HasBullet () { return true; }
75 override bool HasMagazine () { return false; }
76 override bool IsJammed () { return false; }
77 override bool IsRepairEnabled () { return true; }
79};
80
81class DoubleBarrelFireoutEmpty extends WeaponStableState
82{
83 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutEmpty F_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
84 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutEmpty F_E"); } }
85 override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutEmpty; }
86 override bool HasBullet () { return true; }
87 override bool HasMagazine () { return false; }
88 override bool IsJammed () { return false; }
89 override bool IsRepairEnabled () { return true; }
91};
92
93class DoubleBarrelEmptyFireout extends WeaponStableState
94{
95 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyFireout E_F"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
96 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyFireout E_F"); } }
97 override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyFireout; }
98 override bool HasBullet () { return true; }
99 override bool HasMagazine () { return false; }
100 override bool IsJammed () { return false; }
101 override bool IsRepairEnabled () { return true; }
103};
104
105class DoubleBarrelEmptyEmpty extends WeaponStableState
106{
107 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyEmpty E_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
108 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyEmpty E_E"); } }
109 override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyEmpty; }
110 override bool HasBullet () { return false; }
111 override bool HasMagazine () { return false; }
112 override bool IsJammed () { return false; }
113 override bool IsRepairEnabled () { return true; }
115};
116
117
118
120{
129
130 override void InitStateMachine()
131 {
132 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_END));
133 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1));
134 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2));
135 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3));
136 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4));
137 // setup abilities
138 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
139 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
140 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
141
142 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
143 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
144
145
146
147 // basic weapon states
148 L_L = new DoubleBarrelLoadedLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
149 L_E = new DoubleBarrelLoadedEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
150 E_L = new DoubleBarrelEmptyLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
151 F_L = new DoubleBarrelFireoutLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
152 F_F = new DoubleBarrelFireoutFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
153 F_E = new DoubleBarrelFireoutEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
154 E_F = new DoubleBarrelEmptyFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
155 E_E = new DoubleBarrelEmptyEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
156
157
158 WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
159
160 ChamberMultiBullet Chamber_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2,WeaponActionChamberingTypes.CHAMBERING_END);
161 ChamberMultiBullet Chamber_L_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3,WeaponActionChamberingTypes.CHAMBERING_END);
162 ChamberMultiBullet Chamber_F_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4,WeaponActionChamberingTypes.CHAMBERING_END);
163 ChamberMultiBullet Chamber_E_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1,WeaponActionChamberingTypes.CHAMBERING_END);
164
165 WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
166
167 WeaponStateBase Trigger_L_E = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
168 WeaponStateBase Trigger_E_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
169 WeaponStateBase Trigger_F_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
170 WeaponStateBase Trigger_L_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
171
172 WeaponStateBase Trigger_F_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
173 WeaponStateBase Trigger_F_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
174 WeaponStateBase Trigger_E_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
175 WeaponStateBase Trigger_E_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
176
177 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
178 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
179 WeaponEventBase __T__ = new WeaponEventTrigger;
180 //WeaponEventBase __U__ = new WeaponEventUnjam;
181 WeaponEventBase __M__ = new WeaponEventMechanism;
182 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
183 WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
184 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
185
186 m_fsm = new WeaponFSM();
187
188 m_fsm.AddTransition(new WeaponTransition( E_E, __M__, Mech));
189 m_fsm.AddTransition(new WeaponTransition( L_L, __M__, Mech));
190 m_fsm.AddTransition(new WeaponTransition( L_E, __M__, Mech));
191 m_fsm.AddTransition(new WeaponTransition( E_L, __M__, Mech));
192 m_fsm.AddTransition(new WeaponTransition( F_L, __M__, Mech));
193 m_fsm.AddTransition(new WeaponTransition( F_F, __M__, Mech));
194 m_fsm.AddTransition(new WeaponTransition( F_E, __M__, Mech));
195 m_fsm.AddTransition(new WeaponTransition( E_F, __M__, Mech));
196 m_fsm.AddTransition(new WeaponTransition( Mech, _fin_, E_E));
197
198 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
199 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
200 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
201 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_L, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
202 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
203 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
204 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
205 m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_E));
206
207 m_fsm.AddTransition(new WeaponTransition( F_F, __L__, Chamber_E));
208 m_fsm.AddTransition(new WeaponTransition( F_E, __L__, Chamber_E));
209 m_fsm.AddTransition(new WeaponTransition( E_F, __L__, Chamber_E));
210 m_fsm.AddTransition(new WeaponTransition( E_E, __L__, Chamber_E));
211 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
212 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_L));
213
214 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
215 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
216 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
217 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
218 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
219 m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_E));
220
221
222 m_fsm.AddTransition(new WeaponTransition( L_E, __L__, Chamber_L_E));
223 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
224 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_E));
225 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
226 m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_E));
227
228 m_fsm.AddTransition(new WeaponTransition( E_L, __L__, Chamber_E_L));
229 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
230 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, E_L));
231 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
232 m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, E_L));
233
234 m_fsm.AddTransition(new WeaponTransition( F_L, __L__, Chamber_F_L));
235 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
236 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
237 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
238 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_E));
239 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
240 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
241 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
242 m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_E));
243
244 m_fsm.AddTransition(new WeaponTransition( L_E, __T__, Trigger_L_E));
245 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _fin_, F_E));
246 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _rto_, F_E));
247 m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _abt_, F_E));
248
249 m_fsm.AddTransition(new WeaponTransition( E_L, __T__, Trigger_E_L));
250 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _fin_, E_F));
251 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _rto_, E_F));
252 m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _abt_, E_F));
253
254 m_fsm.AddTransition(new WeaponTransition( F_L, __T__, Trigger_F_L));
255 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _fin_, F_F));
256 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _rto_, F_F));
257 m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _abt_, F_F));
258
259 m_fsm.AddTransition(new WeaponTransition( L_L, __T__, Trigger_L_L));
260 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
261 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
262 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
263 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_L));
264 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_L));
265 m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_L));
266
267 m_fsm.AddTransition(new WeaponTransition( F_F, __T__, Trigger_F_F));
268 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _fin_, F_F));
269 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _dto_, F_F));
270 m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _abt_, F_F));
271
272 m_fsm.AddTransition(new WeaponTransition( F_E, __T__, Trigger_F_E));
273 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _fin_, F_E));
274 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _dto_, F_E));
275 m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _abt_, F_E));
276
277 m_fsm.AddTransition(new WeaponTransition( E_F, __T__, Trigger_E_F));
278 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _fin_, E_F));
279 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _dto_, E_F));
280 m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _abt_, E_F));
281
282 m_fsm.AddTransition(new WeaponTransition( E_E, __T__, Trigger_E_E));
283 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _fin_, E_E));
284 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _dto_, E_E));
285 m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _abt_, E_E));
286
287
288
289 SetInitialState(E_E);
290
291 for(int i = 0; i < GetMuzzleCount(); i++)
292 {
293 HideBullet(i);
294 }
295 m_fsm.Start();
296
297 }
298
299 override bool CanChamberBullet (int muzzleIndex, Magazine mag)
300 {
301 if( CanChamberFromMag(muzzleIndex, mag) )
302 {
303 if(IsChamberEmpty(muzzleIndex))
304 return true;
305
306 if(IsChamberFiredOut(muzzleIndex))
307 return true;
308 }
309 return false;
310 }
311
312 override void SetActions()
313 {
315 super.SetActions();
317 }
318
319 override void SetNextWeaponMode(int muzzleIndex)
320 {
321 for (int i = 0; i < GetMuzzleCount(); i++)
322 {
323 SetNextMuzzleMode(i);
324 }
325 }
326};
void wpnPrint(string s)
Определения Debug.c:1
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
@ UNKNOWN
24 - Any other error. Can be returned from any call.
Определения BIOSErrorModule.c:56
EmptyFireout
Определения DoubleBarrel_Base.c:36
LoadedEmpty
Определения DoubleBarrel_Base.c:30
FireoutFireout
Определения DoubleBarrel_Base.c:32
DoubleBarrelAnimState
Определения DoubleBarrel_Base.c:2
LoadedLoaded
Определения DoubleBarrel_Base.c:29
EmptyEmpty
Определения DoubleBarrel_Base.c:34
enum DoubleBarrelStableStateID First
EmptyLoaded
Определения DoubleBarrel_Base.c:35
FireoutEmpty
Определения DoubleBarrel_Base.c:33
DoubleBarrelStableStateID
Определения DoubleBarrel_Base.c:7
FireoutLoaded
Определения DoubleBarrel_Base.c:31
enum DoubleBarrelStableStateID Second
@ DEFAULT
Определения ECrewMemberState.c:3
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Определения Guards.c:604
class SSPFireout extends WeaponStableState OnEntry
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
void ChamberMultiBullet(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int startActionType=-1, int endActionType=-1)
Определения WeaponChambering.c:646
MuzzleState
Определения WeaponStableState.c:15
ref array< MuzzleState > m_muzzleHasBullet
Определения WeaponStableState.c:30
bool IsChamberFiredOut(int idx)
Определения WeaponStableState.c:153
pair ( action, actionType )
Определения Weapon_Base.c:5
ref WeaponStableState L_L
Определения DoubleBarrel_Base.c:121
override void SetNextWeaponMode(int muzzleIndex)
Определения DoubleBarrel_Base.c:319
ref WeaponStableState L_E
Определения DoubleBarrel_Base.c:122
override bool CanChamberBullet(int muzzleIndex, Magazine mag)
Определения DoubleBarrel_Base.c:299
ref WeaponStableState E_E
Определения DoubleBarrel_Base.c:128
override void SetActions()
Определения DoubleBarrel_Base.c:312
ref WeaponStableState E_L
Определения DoubleBarrel_Base.c:123
override void InitStateMachine()
Определения DoubleBarrel_Base.c:130
ref WeaponStableState F_L
Определения DoubleBarrel_Base.c:124
ref WeaponStableState F_E
Определения DoubleBarrel_Base.c:126
ref WeaponStableState F_F
Определения DoubleBarrel_Base.c:125
ref WeaponStableState E_F
Определения DoubleBarrel_Base.c:127
static bool IsWeaponLogEnable()
Определения Debug.c:718
Определения Debug.c:594
Определения ObjectTyped.c:2
base for rifles @NOTE name copies config base class
Определения SKS.c:70
charging of weapon without ammo to be chambered
signalize mechanism manipulation
Определения Events.c:35
weapon finite state machine
override bool IsJammed()
Определения Crossbow.c:33
override void OnExit(WeaponEventBase e)
Определения Crossbow.c:29
override void InitMuzzleArray()
Определения Crossbow.c:35
override void OnEntry(WeaponEventBase e)
Определения Crossbow.c:28
override bool HasBullet()
Определения Crossbow.c:31
override int GetCurrentStateID()
Определения Crossbow.c:30
override bool IsRepairEnabled()
Определения Crossbow.c:34
override bool HasMagazine()
Определения Crossbow.c:32
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
Определения Crossbow.c:27
represent weapon state base
Определения BulletHide.c:2
unjam submachine
class LOD Object
WeaponActionChamberingTypes
Определения human.c:876
WeaponActions
actions
Определения human.c:816
WeaponActionUnjammingTypes
Определения human.c:912
WeaponActionFireTypes
Определения human.c:920