10 ref WeaponCharging_CK
m_onCK;
11 ref WeaponChamberFromAttMag_W4T
m_chamber;
92 Magazine m_dstMagazine;
100 int mi =
m_weapon.GetCurrentMuzzle();
120 if (!super.SaveCurrentFSMState(ctx))
125 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" +
m_weapon);
133 if (!super.LoadCurrentFSMState(ctx, version))
138 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
148 Magazine m_dstMagazine;
156 for(
int i = 0; i <
m_weapon.GetMuzzleCount(); i++)
180 if (!super.SaveCurrentFSMState(ctx))
185 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" +
m_weapon);
193 if (!super.LoadCurrentFSMState(ctx, version))
198 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
220 ref WeaponCharging_Start
m_start;
221 ref WeaponEjectBullet_Cartridge_W4T
m_onBE;
224 ref WeaponCharging_CK
m_onCK;
295 ref WeaponCharging_Start
m_start;
296 ref WeaponEjectBullet_Cartridge_W4T m_onBE;
297 ref WeaponEjectCasing_W4T m_onBEFireOut;
298 ref BulletHide_W4T m_hideB;
299 ref WeaponCharging_CK m_onCK;
300 ref WeaponChamberFromAttMag_W4T
m_chamber;
366 ref WeaponCharging_Start
m_start;
367 ref WeaponCharging_CK m_onCK;
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponChambering_Base m_chamber
proto bool Write(void value_out)
proto bool Read(void value_in)
charging of weapon without ammo to be chambered
override bool IsWaitingForActionFinish()
signalize mechanism manipulation
weapon finite state machine
override bool IsWaitingForActionFinish()
simple class starting animation action specified by m_action and m_actionType
ref BulletHide_W4T m_hideB
ref WeaponEjectAndChamberFromAttMag m_ejectChamber
int m_actionType
action to be played
ref WeaponCharging_CK m_onCK
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
void WeaponChargingMultiple(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref WeaponEjectBullet_Cartridge_W4T m_onBE
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)
void WeaponChargingInnerMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
ref WeaponStateBase m_start
source of the cartridge
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
ref WeaponEjectCasing m_eject
ref WeaponEjectCasing_W4T m_onBEFireOut
void WeaponEjectAllMuzzles(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
override void OnAbort(WeaponEventBase e)
void WeaponChargingStretch(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
void WeaponCharging(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
override void OnExit(WeaponEventBase e)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
represent weapon state base
Serializer ParamsReadContext
Serializer ParamsWriteContext
void Error(string err)
Messagebox with error message.
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)