12 m_actionType = actionType;
19 WeaponEventAnimBulletEject __be_ =
new WeaponEventAnimBulletEject;
20 WeaponEventReloadTimeout __to_ =
new WeaponEventReloadTimeout;
28 m_fsm.SetInitialState(m_fire);
47 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
48 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
50 if (
m_weapon.CanProcessWeaponEvents())
51 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));