19 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
47 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
48 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
52 if (
m_weapon.CanProcessWeaponEvents())
54 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
76 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
77 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
enum FSMTransition WeaponTransition
class WeaponEndAction extends WeaponStartAction m_action
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 float GetCoolDown()
void WeaponFireAndChamberNext(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnEntry(WeaponEventBase e)
override void OnUpdate(float dt)
override void OnAbort(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
represent weapon state base
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.