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weaponchamberfromattmag.c
Go to the documentation of this file.
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// load bullet from att mag (no anim)
3
class
WeaponChamberFromAttMag
extends
WeaponStateBase
4
{
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void
WeaponChamberFromAttMag
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
int
action = -1,
int
actionType = -1)
6
{ }
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override
void
OnEntry
(
WeaponEventBase
e)
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{
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super.OnEntry(e);
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if
(e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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m_weapon
.SetCharged(
true
);
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m_weapon
.SetWeaponOpen(
false
);
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pushToChamberFromAttachedMagazine
(
m_weapon
, mi);
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}
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}
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override
void
OnExit
(
WeaponEventBase
e)
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{
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super.OnExit(e);
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}
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};
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class
WeaponChamberFromAttMagOpenbolt
extends
WeaponStateBase
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{
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void
WeaponChamberFromAttMag
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
int
action = -1,
int
actionType = -1)
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{ }
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override
void
OnEntry
(
WeaponEventBase
e)
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{
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super.OnEntry(e);
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if
(e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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m_weapon
.SetCharged(
true
);
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m_weapon
.SetWeaponOpen(
true
);
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pushToChamberFromAttachedMagazine
(
m_weapon
, mi);
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}
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}
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override
void
OnExit
(
WeaponEventBase
e)
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{
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super.OnExit(e);
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}
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};
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class
WeaponChamberFromAttMagOpenbolt_W4T
extends
WeaponChamberFromAttMagOpenbolt
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{
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override
bool
IsWaitingForActionFinish
()
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{
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return
true
;
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}
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}
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// load bullet from att mag (no anim)
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class
WeaponChamberFromInnerMag
extends
WeaponStateBase
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{
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void
WeaponChamberFromInnerMag
(Weapon_Base w = NULL, WeaponStateBase parent = NULL,
int
action = -1,
int
actionType = -1)
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{ }
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override
void
OnEntry
(
WeaponEventBase
e)
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{
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super.
OnEntry
(e);
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if
(e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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pushToChamberFromInnerMagazine
(
m_weapon
, mi);
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}
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}
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override
void
OnExit
(
WeaponEventBase
e)
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{
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super.
OnExit
(e);
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}
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};
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// load bullet from att mag (no anim)
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class
WeaponChamberFromAttMagOnExit
extends
WeaponStateBase
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{
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void
WeaponChamberFromAttMagOnExit
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
int
action = -1,
int
actionType = -1)
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{ }
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override
void
OnExit
(
WeaponEventBase
e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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pushToChamberFromAttachedMagazine
(
m_weapon
, mi);
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super.OnExit(e);
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}
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};
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// load bullet from att mag (no anim)
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class
WeaponEjectAndChamberFromAttMag
extends
WeaponEjectAllMuzzles
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{
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void
WeaponEjectAndChamberFromAttMag
(
Weapon_Base
w = NULL,
WeaponStateBase
parent = NULL,
int
action = -1,
int
actionType = -1)
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{ }
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override
void
OnExit
(
WeaponEventBase
e)
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{
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if
(e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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pushToChamberFromAttachedMagazine
(
m_weapon
, mi);
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}
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super.OnExit(e);
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}
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override
void
OnAbort
(
WeaponEventBase
e)
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{
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if
(e)
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{
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int
mi =
m_weapon
.GetCurrentMuzzle();
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pushToChamberFromAttachedMagazine
(
m_weapon
, mi);
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}
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super.OnAbort(e);
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}
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};
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HandStateEquipped::OnEntry
override void OnEntry(HandEventBase e)
Definition
hand_states.c:34
Weapon_Base
shorthand
Definition
boltactionrifle_base.c:6
WeaponChamberFromAttMag
Definition
weaponunjamming.c:2
WeaponChamberFromAttMagOpenbolt
Definition
weaponchamberfromattmag.c:48
WeaponChamberFromAttMagOpenbolt::IsWaitingForActionFinish
override bool IsWaitingForActionFinish()
Definition
weaponchamberfromattmag.c:49
WeaponChamberFromInnerMag
Definition
weaponunjamming.c:7
WeaponChambering_Base::OnExit
override void OnExit(WeaponEventBase e)
Definition
weaponchambering.c:439
WeaponEjectAllMuzzles
Definition
weaponchamberfromattmag.c:93
WeaponEjectAllMuzzles::WeaponEjectAndChamberFromAttMag
void WeaponEjectAndChamberFromAttMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Definition
weaponchamberfromattmag.c:94
WeaponEjectAllMuzzles::OnAbort
override void OnAbort(WeaponEventBase e)
Definition
weaponchamberfromattmag.c:106
WeaponEjectAllMuzzles::OnExit
override void OnExit(WeaponEventBase e)
Definition
weaponchamberfromattmag.c:97
WeaponEventBase
signalize mechanism manipulation
Definition
events.c:35
WeaponStateBase
represent weapon state base
Definition
bullethide.c:2
WeaponStateBase::m_weapon
Weapon_Base m_weapon
Definition
weaponstatebase.c:12
WeaponStateBase::OnEntry
override void OnEntry(WeaponEventBase e)
Definition
weaponchamberfromattmag.c:8
WeaponStateBase::WeaponStateBase
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Definition
weaponstatebase.c:17
WeaponStateBase::OnExit
override void OnExit(WeaponEventBase e)
Definition
weaponchamberfromattmag.c:19
WeaponStateBase::WeaponChamberFromAttMag
void WeaponChamberFromAttMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Definition
weaponchamberfromattmag.c:5
WeaponStateBase::WeaponChamberFromAttMagOnExit
void WeaponChamberFromAttMagOnExit(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Definition
weaponchamberfromattmag.c:79
m_weapon
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition
guards.c:604
OnEntry
HandStateEquipped OnEntry
Definition
weaponchambering.c:292
pushToChamberFromInnerMagazine
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
Definition
weapon_utils.c:33
pushToChamberFromAttachedMagazine
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)
Definition
weapon_utils.c:1
WeaponChamberFromInnerMag
class WeaponChamberFromAttMagOnExit extends WeaponStateBase WeaponChamberFromInnerMag
OnExit
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
Definition
weaponchambering.c:352
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4_world
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firearms
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weaponchamberfromattmag.c
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