DoubleBarrel_Base.c
class DoubleBarrelLoadedLoadedclass DoubleBarrelLoadedEmptyclass DoubleBarrelEmptyLoadedclass DoubleBarrelFireoutLoadedclass DoubleBarrelFireoutFireoutclass DoubleBarrelFireoutEmptyclass DoubleBarrelEmptyFireoutclass DoubleBarrelEmptyEmptyclass DoubleBarrel_Baseenum DoubleBarrelAnimStateenum DoubleBarrelStableStateIDenum MuzzleIndex
enum DoubleBarrelAnimState
{
DEFAULT = 0, ///< default weapon state, closed and discharged
};
enum DoubleBarrelStableStateID
{
UNKNOWN = 0,
LoadedLoaded = 1,
LoadedEmpty = 2,
FireoutLoaded = 3,
FireoutFireout = 4,
FireoutEmpty = 5,
EmptyEmpty = 6,
EmptyLoaded = 7,
EmptyFireout = 8,
}
enum MuzzleIndex
{
First = 0,
Second = 1,
}
class DoubleBarrelLoadedLoaded extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedLoaded L_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedLoaded L_L"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedLoaded; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L, MuzzleState.L}; }
};
class DoubleBarrelLoadedEmpty extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedEmpty L_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedEmpty L_E"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedEmpty; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L, MuzzleState.E}; }
};
class DoubleBarrelEmptyLoaded extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyLoaded E_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.Second);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyLoaded E_L"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyLoaded; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.L}; }
};
class DoubleBarrelFireoutLoaded extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutLoaded F_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.Second);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutLoaded F_L"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutLoaded; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.L}; }
};
class DoubleBarrelFireoutFireout extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutFireout F_F"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutFireout F_F"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutFireout; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.F}; }
};
class DoubleBarrelFireoutEmpty extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { FireoutEmpty F_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutEmpty F_E"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutEmpty; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.E}; }
};
class DoubleBarrelEmptyFireout extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyFireout E_F"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyFireout E_F"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyFireout; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.F}; }
};
class DoubleBarrelEmptyEmpty extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyEmpty E_E"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyEmpty E_E"); } }
override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyEmpty; }
override bool HasBullet () { return false; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.E}; }
};
class DoubleBarrel_Base : Rifle_Base
{
ref WeaponStableState L_L;
ref WeaponStableState L_E;
ref WeaponStableState E_L;
ref WeaponStableState F_L;
ref WeaponStableState F_F;
ref WeaponStableState F_E;
ref WeaponStableState E_F;
ref WeaponStableState E_E;
override void InitStateMachine()
{
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_END));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_FIREOUT_EJECT));
// setup abilities
m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
// basic weapon states
L_L = new DoubleBarrelLoadedLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
L_E = new DoubleBarrelLoadedEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
E_L = new DoubleBarrelEmptyLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
F_L = new DoubleBarrelFireoutLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
F_F = new DoubleBarrelFireoutFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
F_E = new DoubleBarrelFireoutEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
E_F = new DoubleBarrelEmptyFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
E_E = new DoubleBarrelEmptyEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
ChamberMultiBullet Chamber_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2,WeaponActionChamberingTypes.CHAMBERING_END);
ChamberMultiBullet Chamber_F = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, GetAnimationForChamberingWithEjection(),WeaponActionChamberingTypes.CHAMBERING_END);
ChamberMultiBullet Chamber_L_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3,WeaponActionChamberingTypes.CHAMBERING_END);
ChamberMultiBullet Chamber_F_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4,WeaponActionChamberingTypes.CHAMBERING_END);
ChamberMultiBullet Chamber_E_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1,WeaponActionChamberingTypes.CHAMBERING_END);
WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
WeaponStateBase Trigger_L_E = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_E_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_F_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_L_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_F_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_F_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_E_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_E_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
WeaponEventBase __T__ = new WeaponEventTrigger;
//WeaponEventBase __U__ = new WeaponEventUnjam;
WeaponEventBase __M__ = new WeaponEventMechanism;
WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
m_fsm = new WeaponFSM();
m_fsm.AddTransition(new WeaponTransition( E_E, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( L_L, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( L_E, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( E_L, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( F_L, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( F_F, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( F_E, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( E_F, __M__, Mech));
m_fsm.AddTransition(new WeaponTransition( Mech, _fin_, E_E));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_L, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_E));
m_fsm.AddTransition(new WeaponTransition( E_E, __L__, Chamber_E));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_L));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_E));
m_fsm.AddTransition(new WeaponTransition( F_F, __L__, Chamber_F));
m_fsm.AddTransition(new WeaponTransition( F_E, __L__, Chamber_F));
m_fsm.AddTransition(new WeaponTransition( E_F, __L__, Chamber_F));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L_L));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E_E));
m_fsm.AddTransition(new WeaponTransition( L_E, __L__, Chamber_L_E));
m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_E));
m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_E));
m_fsm.AddTransition(new WeaponTransition( E_L, __L__, Chamber_E_L));
m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, E_L));
m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, E_L));
m_fsm.AddTransition(new WeaponTransition( F_L, __L__, Chamber_F_L));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_E));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_E));
m_fsm.AddTransition(new WeaponTransition( L_E, __T__, Trigger_L_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _fin_, F_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _rto_, F_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _abt_, F_E));
m_fsm.AddTransition(new WeaponTransition( E_L, __T__, Trigger_E_L));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _fin_, E_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _rto_, E_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _abt_, E_F));
m_fsm.AddTransition(new WeaponTransition( F_L, __T__, Trigger_F_L));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _fin_, F_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _rto_, F_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _abt_, F_F));
m_fsm.AddTransition(new WeaponTransition( L_L, __T__, Trigger_L_L));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_L));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_L));
m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_L));
m_fsm.AddTransition(new WeaponTransition( F_F, __T__, Trigger_F_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _fin_, F_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _dto_, F_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _abt_, F_F));
m_fsm.AddTransition(new WeaponTransition( F_E, __T__, Trigger_F_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _fin_, F_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _dto_, F_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _abt_, F_E));
m_fsm.AddTransition(new WeaponTransition( E_F, __T__, Trigger_E_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _fin_, E_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _dto_, E_F));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _abt_, E_F));
m_fsm.AddTransition(new WeaponTransition( E_E, __T__, Trigger_E_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _fin_, E_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _dto_, E_E));
m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _abt_, E_E));
SetInitialState(E_E);
for(int i = 0; i < GetMuzzleCount(); i++)
{
HideBullet(i);
}
m_fsm.Start();
}
override bool CanChamberBullet (int muzzleIndex, Magazine mag)
{
if( CanChamberFromMag(muzzleIndex, mag) )
{
if(IsChamberEmpty(muzzleIndex))
return true;
if(IsChamberFiredOut(muzzleIndex))
return true;
}
return false;
}
override void SetActions()
{
AddAction(FirearmActionLoadMultiBulletQuick);
super.SetActions();
AddAction(FirearmActionLoadMultiBullet);
}
override void SetNextWeaponMode(int muzzleIndex)
{
for (int i = 0; i < GetMuzzleCount(); i++)
{
SetNextMuzzleMode(i);
}
}
int GetAnimationForChamberingWithEjection()
{
return WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2;
}
};