RifleBoltFree_Base.c
class RBF_CLO_BU0_MA0class RBF_CLO_BU1_MA0class RBF_CLO_BU1_MA1class RBF_CLO_BU0_MA1class RBF_JAM_BU1_MA0class RBF_JAM_BU1_MA1class RifleBoltFree_Baseenum RBFAnimStateenum RBFStableStateID
enum RBFAnimState
{
DEFAULT = 0, ///< default weapon state, closed and discharged
JAMMED = 1,
};
enum RBFStableStateID
{
UNKNOWN = 0,
RBF_CLO_BU0_MA0 = 1,
RBF_CLO_BU1_MA0 = 2,
RBF_CLO_BU1_MA1 = 3,
RBF_CLO_BU0_MA1 = 4,
RBF_JAM_BU1_MA0 = 5,
RBF_JAM_BU1_MA1 = 6
}
class RBF_CLO_BU0_MA0 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close nobull nomag"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close nobull nomag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_CLO_BU0_MA0; }
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}; }
};
class RBF_CLO_BU1_MA0 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close bullet nomag"); } super.OnEntry(e);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close bullet nomag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_CLO_BU1_MA0; }
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}; }
};
class RBF_CLO_BU1_MA1 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { /*Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close bullet mag");*/ super.OnEntry(e);}
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close bullet mag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_CLO_BU1_MA1; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return true; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
};
class RBF_CLO_BU0_MA1 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close nobull mag"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close nobull mag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_CLO_BU0_MA1; }
override bool HasBullet () { return false; }
override bool HasMagazine () { return true; }
override bool IsJammed () { return false; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
};
class RBF_JAM_BU1_MA0 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { jammed bullet nomag"); super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } jammed bullet nomag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_JAM_BU1_MA0; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return true; }
override bool IsBoltOpen () { return true; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
};
class RBF_JAM_BU1_MA1 extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { jammed bullet mag"); super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } jammed bullet mag"); } }
override int GetCurrentStateID () { return RBFStableStateID.RBF_JAM_BU1_MA1; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return true; }
override bool IsJammed () { return true; }
override bool IsBoltOpen () { return true; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
};
/**@class Rifle_Base
* @brief base for rifles
* @NOTE name copies config base class
**/
class RifleBoltFree_Base extends Rifle_Base
{
ref WeaponStableState C00;
ref WeaponStableState C10;
ref WeaponStableState C11;
ref WeaponStableState C01;
ref WeaponStableState JF0;
ref WeaponStableState JF1;
void RifleBoltFree_Base ()
{
}
override void InitStateMachine()
{
m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET)));
m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET)));
m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET)));
m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET)));
m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH)));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, GetWeaponSpecificCommand(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED)));
m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED)));
m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START)));
m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END)));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM)));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)));
// setup state machine
// basic weapon states
// close-locked-jammed | nobullet-bullet | nomag-mag
// regexp: [CLJ][01][01]
C00 = new RBF_CLO_BU0_MA0(this, NULL, RBLAnimState.DEFAULT);
C10 = new RBF_CLO_BU1_MA0(this, NULL, RBLAnimState.DEFAULT);
C11 = new RBF_CLO_BU1_MA1(this, NULL, RBLAnimState.DEFAULT);
C01 = new RBF_CLO_BU0_MA1(this, NULL, RBLAnimState.DEFAULT);
JF0 = new RBF_JAM_BU1_MA0(this, NULL, RBLAnimState.JAMMED);
JF1 = new RBF_JAM_BU1_MA1(this, NULL, RBLAnimState.JAMMED);
// unstable (intermediate) states
WeaponCharging Mech_C00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
WeaponCharging Mech_C01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
WeaponCharging Mech_C10 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
WeaponCharging Mech_C11 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
WeaponStateBase Trigger_C00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); // cock without clip
WeaponStateBase Trigger_C10 = new WeaponFireLast(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)); // cock with clip
WeaponFireAndChamberNext Trigger_C11 = new WeaponFireAndChamberNext(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
WeaponStateBase Trigger_C11L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
WeaponStateBase Trigger_C01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
WeaponStateBase Trigger_JF0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
WeaponStateBase Trigger_JF1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
//Fire and jammed
WeaponStateBase Trigger_C10J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM)); // cock with clip
WeaponStateBase Trigger_C11J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM));
// Unjam
WeaponStateBase Unjam_JF0 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
WeaponStateBase Unjam_JF1 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
WeaponChambering Chamber_C00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, GetWeaponSpecificCommand(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
WeaponChambering Chamber_C01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, GetWeaponSpecificCommand(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
WeaponAttachMagazine Attach_C00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET));
WeaponAttachMagazine Attach_C10 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET));
WeaponAttachMagazine Attach_JF0 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET));
WeaponReplacingMagAndChamberNext Reload_C11 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET));
WeaponReplacingMagAndChamberNext Reload_C01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET));
WeaponReplacingMagAndChamberNext Reload_JF1 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET));
WeaponDetachingMag Detach_C11 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH));
WeaponDetachingMag Detach_C01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH));
WeaponDetachingMag Detach_JF1 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH));
// events
WeaponEventBase __M__ = new WeaponEventMechanism;
WeaponEventBase __T__ = new WeaponEventTrigger;
WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
WeaponEventBase __U__ = new WeaponEventUnjam;
WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
WeaponEventBase __A__ = new WeaponEventAttachMagazine;
WeaponEventBase __D__ = new WeaponEventDetachMagazine;
WeaponEventBase __S__ = new WeaponEventSwapMagazine;
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
m_fsm = new WeaponFSM();
// order: Discharged-Charged | nobullet-bullet | nomag-mag
// charging
m_fsm.AddTransition(new WeaponTransition( C00, __M__, Mech_C00)); // charge from dischg nobullet nomag
m_fsm.AddTransition(new WeaponTransition( Mech_C00, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Mech_C00, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( C10, __M__, Mech_C10)); // charge from bullet nomag
m_fsm.AddTransition(new WeaponTransition( Mech_C10, _fin_, C00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_C10, _fin_, C10));
m_fsm.AddTransition(new WeaponTransition( Mech_C10, _abt_, C00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_C10, _abt_, C10));
m_fsm.AddTransition(new WeaponTransition( C11, __M__, Mech_C11)); // charge from dischg nobullet nomag
m_fsm.AddTransition(new WeaponTransition( Mech_C11, _fin_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Mech_C11, _fin_, C11));
m_fsm.AddTransition(new WeaponTransition( Mech_C11, _abt_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Mech_C11, _abt_, C11));
m_fsm.AddTransition(new WeaponTransition( C01, __M__, Mech_C01)); // charge from dischg nobullet nomag
m_fsm.AddTransition(new WeaponTransition( Mech_C01, _fin_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_C01, _fin_, C11));
m_fsm.AddTransition(new WeaponTransition( Mech_C01, _abt_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_C01, _abt_, C11));
// fire
m_fsm.AddTransition(new WeaponTransition( C00, __T__, Trigger_C00));
m_fsm.AddTransition(new WeaponTransition( Trigger_C00, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Trigger_C00, _dto_, C00));
m_fsm.AddTransition(new WeaponTransition( Trigger_C00, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( C01, __T__, Trigger_C01));
m_fsm.AddTransition(new WeaponTransition( Trigger_C01, _fin_, C01));
m_fsm.AddTransition(new WeaponTransition( Trigger_C01, _dto_, C01));
m_fsm.AddTransition(new WeaponTransition( Trigger_C01, _abt_, C01));
m_fsm.AddTransition(new WeaponTransition( C10, __T__, Trigger_C10));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10, _rto_, C00));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( JF1, __T__, Trigger_JF1));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF1, _fin_, JF1));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF1, _rto_, JF1));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF1, _abt_, JF1));
m_fsm.AddTransition(new WeaponTransition( JF0, __T__, Trigger_JF0));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF0, _fin_, JF0));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF0, _rto_, JF0));
m_fsm.AddTransition(new WeaponTransition( Trigger_JF0, _abt_, JF0));
m_fsm.AddTransition(new WeaponTransition( C11, __T__, Trigger_C11, NULL, new WeaponGuardHasAmmo(this)));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11, _fin_, C11));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11, _rto_, C11));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11, _abt_, C11));
m_fsm.AddTransition(new WeaponTransition( C11, __T__, Trigger_C11L));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11L, _fin_, C01));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11L, _rto_, C01));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11L, _abt_, C01));
m_fsm.AddTransition(new WeaponTransition( C11, __TJ_, Trigger_C11J));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11J, _fin_, JF1));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11J, _rto_, JF1));
m_fsm.AddTransition(new WeaponTransition( Trigger_C11J, _abt_, JF1));
m_fsm.AddTransition(new WeaponTransition( C10, __TJ_, Trigger_C10J));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10J, _fin_, JF0));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10J, _rto_, JF0));
m_fsm.AddTransition(new WeaponTransition( Trigger_C10J, _abt_, JF0));
// load cartridge
m_fsm.AddTransition(new WeaponTransition( C00, __L__, Chamber_C00)); // chamber from closed=1
m_fsm.AddTransition(new WeaponTransition( Chamber_C00, _fin_, C00, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Chamber_C00, _fin_, C10));
m_fsm.AddTransition(new WeaponTransition( Chamber_C00, _abt_, C00, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Chamber_C00, _abt_, C10));
m_fsm.AddTransition(new WeaponTransition( C01, __L__, Chamber_C01)); // chamber from closed charged
m_fsm.AddTransition(new WeaponTransition( Chamber_C01, _fin_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Chamber_C01, _fin_, C11));
m_fsm.AddTransition(new WeaponTransition( Chamber_C01, _abt_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
m_fsm.AddTransition(new WeaponTransition( Chamber_C01, _abt_, C11));
// attach magazine (no mag in weapon)
m_fsm.AddTransition(new WeaponTransition( C00, __A__, Attach_C00, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b0/m0
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _fin_, C11, NULL, new WeaponGuardCurrentChamberFull(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _fin_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _abt_, C11, NULL, new WeaponGuardCurrentChamberFull(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _abt_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C00, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( C10, __A__, Attach_C10, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b1/m0
m_fsm.AddTransition(new WeaponTransition( Attach_C10, _fin_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C10, _fin_, C10));
m_fsm.AddTransition(new WeaponTransition( Attach_C10, _abt_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_C10, _abt_, C10));
m_fsm.AddTransition(new WeaponTransition( JF0, __A__, Attach_JF0, NULL, new WeaponGuardCanAttachMag(this))); // attach from JAM/b1/m0
m_fsm.AddTransition(new WeaponTransition( Attach_JF0, _fin_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_JF0, _fin_, JF0));
m_fsm.AddTransition(new WeaponTransition( Attach_JF0, _abt_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Attach_JF0, _abt_, JF0));
// replace magazine
m_fsm.AddTransition(new WeaponTransition( C11, __S__, Reload_C11, NULL, new WeaponGuardCanSwapMag(this))); // swap in Chg/b1/m1
m_fsm.AddTransition(new WeaponTransition( Reload_C11, _fin_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C11, _fin_, C10));
m_fsm.AddTransition(new WeaponTransition( Reload_C11, _abt_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C11, _abt_, C10));
m_fsm.AddTransition(new WeaponTransition( C01, __S__, Reload_C01, NULL, new WeaponGuardCanSwapMag(this))); // swap in CLO/b0/m1
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _fin_, C11, NULL, new WeaponGuardCurrentChamberFull(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _fin_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _abt_, C11, NULL, new WeaponGuardCurrentChamberFull(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _abt_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_C01, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( JF1, __S__, Reload_JF1, NULL, new WeaponGuardCanSwapMag(this))); // swap in Chg/b1/m1
m_fsm.AddTransition(new WeaponTransition( Reload_JF1, _fin_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_JF1, _fin_, JF0));
m_fsm.AddTransition(new WeaponTransition( Reload_JF1, _abt_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Reload_JF1, _abt_, JF0));
// detach magazine
m_fsm.AddTransition(new WeaponTransition( C11, __D__, Detach_C11, NULL, new WeaponGuardCanDetachMag(this))); // detach from Chg/b1/m1
m_fsm.AddTransition(new WeaponTransition( Detach_C11, _fin_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_C11, _fin_, C10));
m_fsm.AddTransition(new WeaponTransition( Detach_C11, _abt_, C11, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_C11, _abt_, C10));
m_fsm.AddTransition(new WeaponTransition( C01, __D__, Detach_C01, NULL, new WeaponGuardCanDetachMag(this))); // detach from Chg/b0/m1
m_fsm.AddTransition(new WeaponTransition( Detach_C01, _fin_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_C01, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Detach_C01, _abt_, C01, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_C01, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( JF1, __D__, Detach_JF1, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b1/m1 jammed
m_fsm.AddTransition(new WeaponTransition( Detach_JF1, _fin_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_JF1, _fin_, JF0));
m_fsm.AddTransition(new WeaponTransition( Detach_JF1, _abt_, JF1, NULL, new WeaponGuardHasMag(this)));
m_fsm.AddTransition(new WeaponTransition( Detach_JF1, _abt_, JF0));
// unjam
m_fsm.AddTransition(new WeaponTransition( JF0, __U__, Unjam_JF0)); // unjam nomag
m_fsm.AddTransition(new WeaponTransition( Unjam_JF0, _fin_, JF0, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF0, _fin_, C00));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF0, _abt_, JF0, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF0, _abt_, C00));
m_fsm.AddTransition(new WeaponTransition( JF1, __U__, Unjam_JF1)); // unjam with mag with ammo
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _fin_, JF1, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _fin_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _fin_, C11));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _abt_, JF1, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _abt_, C01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_JF1, _abt_, C11));
SetInitialState(C00);
SelectionBulletHide();
HideMagazine();
m_fsm.Start();
}
override float GetChanceToJam()
{
float chanceToJam = super.GetChanceToJam();
Magazine mag = GetMagazine(GetCurrentMuzzle());
if(mag)
{
chanceToJam = chanceToJam + ((1.0 - chanceToJam) * mag.GetChanceToJam());
}
else
{
chanceToJam = chanceToJam + ((1.0 - chanceToJam) * 0.06);
}
return chanceToJam;
}
override void SetActions()
{
super.SetActions();
AddAction(FirearmActionDetachMagazine);
}
};