enum OBAnimState { CLOSED = 0, ///< default weapon state, closed and discharged OPENED = 1, JAMMED = 2, }; enum OBStableStateID { UNKNOWN = 0, OB_CLO_MA0 = 1, OB_OPN_MA0 = 2, OB_CLO_MA1 = 3, OB_OPN_MA1 = 4, OB_OPN_MA1_EMPTY = 5, OB_JAM_MA0 = 6, OB_JAM_MA1 = 7 } class OB_CLO_MA0 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close nomag"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close nomag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_CLO_MA0; } override bool HasBullet () { return false; } override bool HasMagazine () { return false; } override bool IsJammed () { return false; } override bool IsBoltOpen () { return false; } override bool IsRepairEnabled () { return true; } override bool IsDischarged () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; } }; class OB_OPN_MA0 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { open nomag"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } open nomag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_OPN_MA0; } override bool HasBullet () { return false; } override bool HasMagazine () { return false; } override bool IsJammed () { return false; } override bool IsBoltOpen () { return true; } override bool IsRepairEnabled () { return true; } override bool IsDischarged () { return false; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; } }; class OB_CLO_MA1 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close mag"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close mag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_CLO_MA1; } override bool HasBullet () { return false; } override bool HasMagazine () { return true; } override bool IsJammed () { return false; } override bool IsBoltOpen () { return false; } override bool IsDischarged () { return true; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; } }; class OB_OPN_MA1 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { open mag"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } open mag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_OPN_MA1; } override bool HasBullet () { return true; } override bool HasMagazine () { return true; } override bool IsJammed () { return false; } override bool IsBoltOpen () { return true; } override bool IsDischarged () { return false; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; } }; class OB_OPN_MA1_EMPTY extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { open mag empty"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } open mag empty"); } } override int GetCurrentStateID () { return OBStableStateID.OB_OPN_MA1_EMPTY; } override bool HasBullet () { return false; } override bool HasMagazine () { return true; } override bool IsJammed () { return false; } override bool IsBoltOpen () { return true; } override bool IsDischarged () { return false; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; } }; class OB_JAM_MA0 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { jammed nomag"); } m_weapon.SetWeaponOpen(true); super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } jammed nomag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_JAM_MA0; } override bool HasBullet () { return true; } override bool HasMagazine () { return false; } override bool IsJammed () { return true; } override bool IsBoltOpen () { return true; } override bool IsDischarged () { return true; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; } }; class OB_JAM_MA1 extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { jammed mag"); } m_weapon.SetWeaponOpen(true); super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } jammed mag"); } } override int GetCurrentStateID () { return OBStableStateID.OB_JAM_MA1; } override bool HasBullet () { return true; } override bool HasMagazine () { return true; } override bool IsJammed () { return true; } override bool IsBoltOpen () { return true; } override bool IsDischarged () { return true; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; } }; /**@class OpenBolt_Base * @brief base for automatic weapons fireing from open bolt position * @NOTE name copies config base class **/ class OpenBolt_Base extends Rifle_Base { ref WeaponStableState C0; ref WeaponStableState O0; ref WeaponStableState C1; ref WeaponStableState O1; ref WeaponStableState O1E; ref WeaponStableState J1; ref WeaponStableState J0; void OpenBolt_Base () { } override void InitStateMachine() { m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET)); m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET)); m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN)); m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN)); m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH)); m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED)); 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)); m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED)); m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM)); //m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED)); // setup state machine // basic weapon states // close-open-jammed | nomag-mag | - no bullet in chamber // regexp: [COJ][01][-E] C0 = new OB_CLO_MA0(this, NULL, OBAnimState.CLOSED); O0 = new OB_OPN_MA0(this, NULL, OBAnimState.OPENED); C1 = new OB_CLO_MA1(this, NULL, OBAnimState.CLOSED); O1 = new OB_OPN_MA1(this, NULL, OBAnimState.OPENED); O1E = new OB_OPN_MA1_EMPTY(this, NULL, OBAnimState.OPENED); J0 = new OB_JAM_MA0(this, NULL, OBAnimState.JAMMED); J1 = new OB_JAM_MA1(this, NULL, OBAnimState.JAMMED); WeaponCharging Mech_C1 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED)); //----------------------------------------------- WeaponStateBase Trigger_C0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); WeaponStateBase Trigger_C1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); WeaponStateBase Trigger_O1E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED)); WeaponStateBase Trigger_O0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED)); WeaponFireAndChamberNext Trigger_O1 = new WeaponFireAndChamberNext(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)); WeaponStateBase Trigger_O1L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)); WeaponStateBase Trigger_O1J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM));//Fire and jam WeaponStateBase Trigger_J0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); WeaponStateBase Trigger_J1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); //----------------------------------------------- WeaponStateBase Unjam_J0 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START)); WeaponStateBase Unjam_J1 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START)); //----------------------------------------------- WeaponAttachMagazineOpenBoltCharged Attach_C0 = new WeaponAttachMagazineOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN)); WeaponAttachMagazineOpenBoltCharged Attach_O0 = new WeaponAttachMagazineOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET));//TODO Need add open animation WeaponAttachMagazineOpenBoltCharged Attach_J0 = new WeaponAttachMagazineOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET)); WeaponReplacingMagAndChamberNextOpenBoltCharged Reload_C1 = new WeaponReplacingMagAndChamberNextOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET_OPEN)); WeaponReplacingMagAndChamberNextOpenBoltCharged Reload_O1 = new WeaponReplacingMagAndChamberNextOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET));//TODO Need add open animation WeaponReplacingMagAndChamberNextOpenBoltCharged Reload_J1 = new WeaponReplacingMagAndChamberNextOpenBoltCharged(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET)); WeaponDetachingMagOpenBolt Detach_C1 = new WeaponDetachingMagOpenBolt(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH)); WeaponDetachingMagOpenBolt Detach_O1 = new WeaponDetachingMagOpenBolt(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH)); WeaponDetachingMagOpenBolt Detach_J1 = new WeaponDetachingMagOpenBolt(this, NULL, WeaponActions.RELOAD, GetWeaponSpecificCommand(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_DETACH)); //WeaponStateBase chmMag = new WeaponChamberFromAttMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); // events WeaponEventBase __M__ = new WeaponEventMechanism; WeaponEventBase __T__ = new WeaponEventTrigger; WeaponEventBase __TJ_ = new WeaponEventTriggerToJam; WeaponEventBase __U__ = new WeaponEventUnjam; 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(); m_fsm.AddTransition(new WeaponTransition( C1, __M__, Mech_C1)); // charge from bullet nomag m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C1, NULL, new WeaponGuardWeaponDischarged(this) )); m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, O1E, NULL, new WeaponGuardCurrentChamberEmpty(this) )); m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C1, NULL, new WeaponGuardWeaponDischarged(this) )); m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, O1E, NULL, new WeaponGuardCurrentChamberEmpty(this) )); m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( C0, __M__, C0)); m_fsm.AddTransition(new WeaponTransition( O1E, __M__, O1E)); m_fsm.AddTransition(new WeaponTransition( O0, __M__, O0)); m_fsm.AddTransition(new WeaponTransition( O1, __M__, O1)); m_fsm.AddTransition(new WeaponTransition( J0, __M__, J0)); m_fsm.AddTransition(new WeaponTransition( J1, __M__, J1)); // fire m_fsm.AddTransition(new WeaponTransition( C0, __T__, Trigger_C0)); m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _fin_, C0)); m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _dto_, C0)); m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _abt_, C0)); m_fsm.AddTransition(new WeaponTransition( C1, __T__, Trigger_C1)); m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _fin_, C1)); m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _dto_, C1)); m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _abt_, C1)); m_fsm.AddTransition(new WeaponTransition( O1, __T__, Trigger_O1, NULL, new WeaponGuardHasAmmo(this))); m_fsm.AddTransition(new WeaponTransition( Trigger_O1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1, _rto_, O1)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( O1, __T__, Trigger_O1L, NULL, new GuardNot(new WeaponGuardHasAmmo(this)))); m_fsm.AddTransition(new WeaponTransition( Trigger_O1L, _fin_, O1E)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1L, _rto_, O1E)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1L, _abt_, O1E)); m_fsm.AddTransition(new WeaponTransition( O1, __TJ_, Trigger_O1J )); m_fsm.AddTransition(new WeaponTransition( Trigger_O1J, _fin_, J1 )); m_fsm.AddTransition(new WeaponTransition( Trigger_O1J, _rto_, J1 )); m_fsm.AddTransition(new WeaponTransition( Trigger_O1J, _abt_, J1 )); m_fsm.AddTransition(new WeaponTransition( O1E, __T__, Trigger_O1E)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1E, _fin_, C1)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1E, _rto_, C1)); m_fsm.AddTransition(new WeaponTransition( Trigger_O1E, _abt_, C1)); m_fsm.AddTransition(new WeaponTransition( O0, __T__, Trigger_O0)); m_fsm.AddTransition(new WeaponTransition( Trigger_O0, _fin_, C0)); m_fsm.AddTransition(new WeaponTransition( Trigger_O0, _rto_, C0)); m_fsm.AddTransition(new WeaponTransition( Trigger_O0, _abt_, C0)); m_fsm.AddTransition(new WeaponTransition( J0, __T__, Trigger_J0)); m_fsm.AddTransition(new WeaponTransition( Trigger_J0, _fin_, J0)); m_fsm.AddTransition(new WeaponTransition( Trigger_J0, _dto_, J0)); m_fsm.AddTransition(new WeaponTransition( Trigger_J0, _abt_, J0)); m_fsm.AddTransition(new WeaponTransition( J1, __T__, Trigger_J1)); m_fsm.AddTransition(new WeaponTransition( Trigger_J1, _fin_, J1)); m_fsm.AddTransition(new WeaponTransition( Trigger_J1, _dto_, J1)); m_fsm.AddTransition(new WeaponTransition( Trigger_J1, _abt_, J1)); // attach magazine (no mag in weapon) m_fsm.AddTransition(new WeaponTransition( C0, __A__, Attach_C0, NULL, new WeaponGuardCanAttachMag(this))); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _fin_, C0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _fin_, C1, NULL, new WeaponGuardWeaponDischarged(this))); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _fin_, O1E, NULL, new WeaponGuardChamberEmpty(this)) ); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _abt_, C0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _abt_, C1, NULL, new WeaponGuardWeaponDischarged(this))); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _abt_, O1E, NULL, new WeaponGuardChamberEmpty(this)) ); m_fsm.AddTransition(new WeaponTransition( Attach_C0, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( O0, __A__, Attach_O0, NULL, new WeaponGuardCanAttachMag(this))); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _fin_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this)))); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _fin_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _abt_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this)))); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _abt_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Attach_O0, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( J0, __A__, Attach_J0, NULL, new WeaponGuardCanAttachMag(this))); m_fsm.AddTransition(new WeaponTransition( Attach_J0, _fin_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Attach_J0, _fin_, J0)); m_fsm.AddTransition(new WeaponTransition( Attach_J0, _abt_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Attach_J0, _abt_, J0)); // replace magazine m_fsm.AddTransition(new WeaponTransition( C1, __S__, Reload_C1, NULL, new WeaponGuardCanSwapMag(this))); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _fin_, C0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _fin_, C1, NULL, new WeaponGuardWeaponDischarged(this))); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _fin_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _abt_, C0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _abt_, C1, NULL, new WeaponGuardWeaponDischarged(this))); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _abt_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Reload_C1, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( O1, __S__, Reload_O1, NULL, new WeaponGuardCanSwapMag(this))); m_fsm.AddTransition(new WeaponTransition( O1E, __S__, Reload_O1, NULL, new WeaponGuardCanSwapMag(this))); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _fin_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _fin_, O1E, NULL, new WeaponGuardChamberEmpty(this)) ); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _abt_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this))) ); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _abt_, O1E, NULL, new WeaponGuardChamberEmpty(this)) ); m_fsm.AddTransition(new WeaponTransition( Reload_O1, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( J1, __S__, Reload_J1, NULL, new WeaponGuardCanSwapMag(this))); m_fsm.AddTransition(new WeaponTransition( Reload_J1, _fin_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Reload_J1, _fin_, J0)); m_fsm.AddTransition(new WeaponTransition( Reload_J1, _abt_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Reload_J1, _abt_, J0)); // @TODO: abort in jam // detach magazine m_fsm.AddTransition(new WeaponTransition( C1, __D__, Detach_C1, NULL, new WeaponGuardCanDetachMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_C1, _fin_, C1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_C1, _fin_, C0)); m_fsm.AddTransition(new WeaponTransition( Detach_C1, _abt_, C1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_C1, _abt_, C0)); m_fsm.AddTransition(new WeaponTransition( O1E, __D__, Detach_O1, NULL, new WeaponGuardCanDetachMag(this))); m_fsm.AddTransition(new WeaponTransition( O1, __D__, Detach_O1, NULL, new WeaponGuardCanDetachMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _fin_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this)))); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _fin_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _abt_, O0, NULL, new GuardNot(new WeaponGuardHasMag(this)))); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _abt_, O1E, NULL, new WeaponGuardChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Detach_O1, _abt_, O1)); m_fsm.AddTransition(new WeaponTransition( J1, __D__, Detach_J1, NULL, new WeaponGuardCanDetachMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_J1, _fin_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_J1, _fin_, J0)); m_fsm.AddTransition(new WeaponTransition( Detach_J1, _abt_, J1, NULL, new WeaponGuardHasMag(this))); m_fsm.AddTransition(new WeaponTransition( Detach_J1, _abt_, J0)); // unjam m_fsm.AddTransition(new WeaponTransition( J0, __U__, Unjam_J0)); // unjam nomag m_fsm.AddTransition(new WeaponTransition( Unjam_J0, _fin_, J0, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J0, _fin_, O0)); m_fsm.AddTransition(new WeaponTransition( Unjam_J0, _abt_, J0, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J0, _abt_, O0)); m_fsm.AddTransition(new WeaponTransition( J1, __U__, Unjam_J1)); // unjam with mag with ammo m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _fin_, J1, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _fin_, O1E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _fin_, O1)); m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _abt_, J1, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _abt_, O1E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J1, _abt_, O1)); SetInitialState(C0); SelectionBulletHide(); HideMagazine(); m_fsm.Start(); } override void SetActions() { super.SetActions(); RemoveAction(FirearmActionLoadBullet); RemoveAction(FirearmActionLoadBulletQuick); // Easy reload } }