9 ref WeaponCharging_Start
m_start;
10 ref WeaponCharging_CK m_onCK;
11 ref WeaponChamberFromAttMag_W4T
m_chamber;
12 ref WeaponEjectAndChamberFromAttMag m_ejectChamber;
18 m_actionType = actionType;
22 m_onCK =
new WeaponCharging_CK(
m_weapon,
this);
24 m_ejectChamber =
new WeaponEjectAndChamberFromAttMag(
m_weapon,
this);
81 Magazine m_dstMagazine;
89 int mi =
m_weapon.GetCurrentMuzzle();
103 m_dstMagazine = NULL;
109 if (!super.SaveCurrentFSMState(ctx))
112 if (!ctx.Write(m_dstMagazine))
114 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" +
m_weapon);
122 if (!super.LoadCurrentFSMState(ctx, version))
125 if (!ctx.Read(m_dstMagazine))
127 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
137 Magazine m_dstMagazine;
145 for(
int i = 0; i <
m_weapon.GetMuzzleCount(); i++)
157 m_dstMagazine = NULL;
163 m_dstMagazine = NULL;
169 if (!super.SaveCurrentFSMState(ctx))
172 if (!ctx.Write(m_dstMagazine))
174 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" +
m_weapon);
182 if (!super.LoadCurrentFSMState(ctx, version))
185 if (!ctx.Read(m_dstMagazine))
187 Error(
"[wpnfsm] " +
Object.GetDebugName(
m_weapon) +
" WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" +
m_weapon);
209 ref WeaponCharging_Start
m_start;
210 ref WeaponEjectBullet_Cartridge_W4T m_onBE;
211 ref WeaponEjectCasing_W4T m_onBEFireOut;
212 ref BulletHide_W4T m_hideB;
213 ref WeaponCharging_CK m_onCK;
214 ref WeaponChamberFromInnerMag_W4T
m_chamber;
219 m_actionType = actionType;
223 m_onBE =
new WeaponEjectBullet_Cartridge_W4T(
m_weapon,
this);
224 m_onBEFireOut =
new WeaponEjectCasing_W4T(
m_weapon,
this);
225 m_hideB =
new BulletHide_W4T(
m_weapon,
this);
226 m_onCK =
new WeaponCharging_CK(
m_weapon,
this);
244 m_fsm.AddTransition(
new WeaponTransition(
m_start, __ck_, m_onBEFireOut, NULL,
new GuardAnd(
new GuardNot(
new WeaponGuardCurrentChamberEmpty(
m_weapon)),
new WeaponGuardCurrentChamberFiredOut(
m_weapon))));
262 m_fsm.SetInitialState(
m_start);
284 ref WeaponCharging_Start
m_start;
285 ref WeaponEjectBullet_Cartridge_W4T m_onBE;
286 ref WeaponEjectCasing_W4T m_onBEFireOut;
287 ref BulletHide_W4T m_hideB;
288 ref WeaponCharging_CK m_onCK;
289 ref WeaponChamberFromAttMag_W4T
m_chamber;
294 m_actionType = actionType;
298 m_onBE =
new WeaponEjectBullet_Cartridge_W4T(
m_weapon,
this);
299 m_onBEFireOut =
new WeaponEjectCasing_W4T(
m_weapon,
this);
300 m_hideB =
new BulletHide_W4T(
m_weapon,
this);
301 m_onCK =
new WeaponCharging_CK(
m_weapon,
this);
334 m_fsm.SetInitialState(
m_start);
355 ref WeaponCharging_Start
m_start;
356 ref WeaponCharging_CK m_onCK;
361 m_actionType = actionType;
365 m_onCK =
new WeaponCharging_CK(
m_weapon,
this);
377 m_fsm.SetInitialState(
m_start);