11 override void InitStateMachine()
63 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
65 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
70 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
72 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
77 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
79 m_fsm.AddTransition(
new WeaponTransition( Chamber_E, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
83 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _fin_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
84 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _fin_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
86 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
87 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
111 m_fsm.AddTransition(
new WeaponTransition( Unjam_J, _fin_, J, NULL,
new WeaponGuardJammed(
this)));
116 bool discharged =
false;
127 SetInitialState(init_state);
129 SelectionBulletHide();