27 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
28 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
30 if (
m_weapon.CanProcessWeaponEvents())
31 m_weapon.ProcessWeaponEvent(
new WeaponEventDryFireTimeout(p));
58 int mi =
m_weapon.GetCurrentMuzzle();
62 if (
Class.CastTo(p, e.m_player))
63 p.GetAimingModel().SetRecoil(
m_weapon);
77 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
78 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
80 if (
m_weapon.CanProcessWeaponEvents())
81 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
106 int mi =
m_weapon.GetCurrentMuzzle();
110 if (
Class.CastTo(p, e.m_player))
111 p.GetAimingModel().SetRecoil(
m_weapon);
135 int mi =
m_weapon.GetCurrentMuzzle();
136 int b =
m_weapon.GetCurrentModeBurstSize(mi);
140 for (
int i = 0; i < b; i++)
145 if (
Class.CastTo(p1, e.m_player))
146 p1.GetAimingModel().SetRecoil(
m_weapon);
156 if (
Class.CastTo(p, e.m_player))
157 p.GetAimingModel().SetRecoil(
m_weapon);
161 if(mi >=
m_weapon.GetMuzzleCount() - 1 )
169 override void OnUpdate (
float dt)
176 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
177 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
179 if (
m_weapon.CanProcessWeaponEvents())
180 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
205 Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
206 Magnum_Ejector ejector = Magnum_Ejector.Cast(
m_weapon.GetAttachmentByType(Magnum_Ejector));
207 if(cylinder && ejector)
210 int mi =
m_weapon.GetCurrentMuzzle();
234 cylinder.SetAnimationPhase(
"Rotate_Cylinder", a );
235 ejector.SetAnimationPhase(
"Rotate_Ejector", a );
247 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
248 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
250 if (
m_weapon.CanProcessWeaponEvents())
251 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
279 int mi =
m_weapon.GetCurrentMuzzle();
284 if (
Class.CastTo(p, e.m_player))
285 p.GetAimingModel().SetRecoil(
m_weapon);
300 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
301 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
303 if (
m_weapon.CanProcessWeaponEvents())
304 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
325 int mi =
m_weapon.GetCurrentMuzzle();
336 class WeaponFireAndChamberFromInnerMagazine
extends WeaponFire
345 int mi =
m_weapon.GetCurrentMuzzle();