134 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
136 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
140 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
141 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
143 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
144 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
150 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
152 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
155 m_fsm.AddTransition(
new WeaponTransition(
L, __L__, Chamber_L, NULL,
new GuardNot(
new WeaponGuardInnerMagazineFull(
this))));
159 m_fsm.AddTransition(
new WeaponTransition(
F, __L__, Chamber_F, NULL,
new GuardNot(
new WeaponGuardInnerMagazineFull(
this))));
160 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
162 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
169 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _fin_,
J, NULL,
new WeaponGuardJammed(
this)));
170 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
172 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _abt_,
J, NULL,
new WeaponGuardJammed(
this)));
173 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
208 SelectionBulletHide();