20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
signalize mechanism manipulation
weapon finite state machine
int m_actionType
action to be played
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
void WeaponFireLast(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
represent weapon state base