31 override bool HasBullet () {
return true; }
33 override bool IsJammed () {
return false; }
42 override bool HasBullet () {
return true; }
44 override bool IsJammed () {
return false; }
53 override bool HasBullet () {
return true; }
55 override bool IsJammed () {
return true; }
71 override void InitStateMachine()
117 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
119 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
124 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
126 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
131 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
133 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
138 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
139 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
141 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
142 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
167 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _fin_, J, NULL,
new WeaponGuardJammed(
this)));
172 bool discharged =
false;
183 SetInitialState(init_state);
185 SelectionBulletHide();
190 override float GetChanceToJam()