79 WeaponChargingStretch Mech_U =
new WeaponChargingStretch(
this, NULL,
WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
80 WeaponEjectBullet Mech_L =
new WeaponEjectBullet(
this, NULL,
WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL);
152 SelectionBulletHide();
153 for (
int i = 0; i<m_bulletSelectionIndex.Count(); i++)
170 super.OnDebugSpawn();
@ uncocked
default weapon state, closed and discharged
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
class SSPFireout extends WeaponStableState OnEntry
enum FSMTransition WeaponTransition
ref array< MuzzleState > m_muzzleHasBullet
pair ( action, actionType )
base for Archery @NOTE name copies config base class
base for Crossbow @NOTE name copies config base class
override void OnDebugSpawn()
override float GetChanceToJam()
override void InitStateMachine()
override RecoilBase SpawnRecoilObject()
script counterpart to engine's class Inventory
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
static bool IsWeaponLogEnable()
override void HideBullet(int muzzleIndex)
signalize mechanism manipulation
weapon finite state machine
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
override bool IsRepairEnabled()
override void OnEntry(WeaponEventBase e)
override int GetCurrentStateID()
override void OnExit(WeaponEventBase e)
override bool HasBullet()
override void InitMuzzleArray()
override bool HasMagazine()
represent weapon state base
WeaponActionChamberingTypes
WeaponActionUnjammingTypes