34 override bool HasBullet () {
return true; }
36 override bool IsJammed () {
return false; }
45 override bool HasBullet () {
return true; }
47 override bool IsJammed () {
return false; }
56 override bool HasBullet () {
return true; }
58 override bool IsJammed () {
return true; }
76 override void InitStateMachine ()
93 D1 =
new BARIMLoadedDischarged(
this, NULL,
BARIMAnimState.DEFAULT);
130 m_fsm.AddTransition(
new WeaponTransition( Mech_C1, _fin_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
132 m_fsm.AddTransition(
new WeaponTransition( Mech_C1, _abt_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
136 m_fsm.AddTransition(
new WeaponTransition( Mech_D1, _fin_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
137 m_fsm.AddTransition(
new WeaponTransition( Mech_D1, _fin_, D1, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
139 m_fsm.AddTransition(
new WeaponTransition( Mech_D1, _abt_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
140 m_fsm.AddTransition(
new WeaponTransition( Mech_D1, _abt_, D1, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
148 m_fsm.AddTransition(
new WeaponTransition( Chamber_C0, _abt_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
151 m_fsm.AddTransition(
new WeaponTransition( C1, __L__, Chamber_C1, NULL,
new GuardNot(
new WeaponGuardInnerMagazineFullShareChamber(
this))));
157 m_fsm.AddTransition(
new WeaponTransition( Chamber_D1, _abt_, D1, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
163 m_fsm.AddTransition(
new WeaponTransition( Unjam_JF, _fin_, JF, NULL,
new WeaponGuardJammed(
this)));
164 m_fsm.AddTransition(
new WeaponTransition( Unjam_JF, _fin_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
166 m_fsm.AddTransition(
new WeaponTransition( Unjam_JF, _abt_, JF, NULL,
new WeaponGuardJammed(
this)));
167 m_fsm.AddTransition(
new WeaponTransition( Unjam_JF, _abt_, C0, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
204 SelectionBulletHide();