42 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingTimeout(p));
51 #ifndef PLATFORM_CONSOLE
52 #ifndef SERVER_FOR_CONSOLE
57 m_weapon.ProcessWeaponEvent(
new WeaponEventUnjammingFailedTimeout(p));
89 int mi =
m_weapon.GetCurrentMuzzle();
118 if (!super.SaveCurrentFSMState(ctx))
123 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.SaveCurrentFSMState: cannot write m_damage for weapon=" +
m_weapon);
128 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.SaveCurrentFSMState: cannot write m_type for weapon=" +
m_weapon);
136 if (!super.LoadCurrentFSMState(ctx, version))
141 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.LoadCurrentFSMState: cannot read m_damage for weapon=" +
m_weapon);
146 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponUnjamming_Cartridge.LoadCurrentFSMState: cannot read m_type for weapon=" +
m_weapon);
178 ref WeaponChamberFromAttMag_W4T
m_chamber;
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
Super root of all classes in Enforce script.
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
static bool IsWeaponLogEnable()
proto bool Write(void value_out)
proto bool Read(void value_in)
override bool IsWaitingForActionFinish()
override bool IsWaitingForActionFinish()
signalize mechanism manipulation
weapon finite state machine
void WeaponUnjamming_Start(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
simple class starting animation action specified by m_action and m_actionType
void WeaponUnjamming(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
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
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
ref WeaponChambering_Cartridge m_chamber
override bool IsWaitingForActionFinish()
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 OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
represent weapon state base
override bool IsWaitingForActionFinish()
Serializer ParamsReadContext
Serializer ParamsWriteContext
void Error(string err)
Messagebox with error message.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
WeaponActionUnjammingTypes
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)