19 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
47 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
48 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
50 if (
m_weapon.CanProcessWeaponEvents())
51 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
Super root of all classes in Enforce script.
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
ref WeaponFSM m_fsm
hierarchical parent state of this state (or null)
override void OnEntry(WeaponEventBase e)
override void OnUpdate(float dt)
override void OnExit(WeaponEventBase e)
void WeaponFireAndChamberNextFromInnerMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
represent weapon state base
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.