32 override bool HasBullet () {
return true; }
34 override bool IsJammed () {
return false; }
44 override bool HasBullet () {
return true; }
46 override bool IsJammed () {
return false; }
54 override void InitStateMachine()
96 m_fsm.AddTransition(
new WeaponTransition( Mech_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
102 m_fsm.AddTransition(
new WeaponTransition( Mech_L, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
108 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
F, NULL,
new WeaponGuardCurrentChamberFiredOut(
this)));
109 m_fsm.AddTransition(
new WeaponTransition( Chamber_F, _abt_,
E, NULL,
new WeaponGuardCurrentChamberEmpty(
this)));
130 bool discharged =
false;
141 SetInitialState(init_state);
143 SelectionBulletHide();