doublebarrel_base.c 21 KB

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  1. enum DoubleBarrelAnimState
  2. {
  3. DEFAULT = 0, ///< default weapon state, closed and discharged
  4. };
  5. enum DoubleBarrelStableStateID
  6. {
  7. UNKNOWN = 0,
  8. LoadedLoaded = 1,
  9. LoadedEmpty = 2,
  10. FireoutLoaded = 3,
  11. FireoutFireout = 4,
  12. FireoutEmpty = 5,
  13. EmptyEmpty = 6,
  14. EmptyLoaded = 7,
  15. EmptyFireout = 8,
  16. }
  17. enum MuzzleIndex
  18. {
  19. First = 0,
  20. Second = 1,
  21. }
  22. class DoubleBarrelLoadedLoaded extends WeaponStableState
  23. {
  24. 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); }
  25. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedLoaded L_L"); } }
  26. override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedLoaded; }
  27. override bool HasBullet () { return true; }
  28. override bool HasMagazine () { return false; }
  29. override bool IsJammed () { return false; }
  30. override bool IsRepairEnabled () { return true; }
  31. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L, MuzzleState.L}; }
  32. };
  33. class DoubleBarrelLoadedEmpty extends WeaponStableState
  34. {
  35. 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);}
  36. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedEmpty L_E"); } }
  37. override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedEmpty; }
  38. override bool HasBullet () { return true; }
  39. override bool HasMagazine () { return false; }
  40. override bool IsJammed () { return false; }
  41. override bool IsRepairEnabled () { return true; }
  42. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L, MuzzleState.E}; }
  43. };
  44. class DoubleBarrelEmptyLoaded extends WeaponStableState
  45. {
  46. 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);}
  47. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyLoaded E_L"); } }
  48. override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyLoaded; }
  49. override bool HasBullet () { return true; }
  50. override bool HasMagazine () { return false; }
  51. override bool IsJammed () { return false; }
  52. override bool IsRepairEnabled () { return true; }
  53. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.L}; }
  54. };
  55. class DoubleBarrelFireoutLoaded extends WeaponStableState
  56. {
  57. 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);}
  58. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutLoaded F_L"); } }
  59. override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutLoaded; }
  60. override bool HasBullet () { return true; }
  61. override bool HasMagazine () { return false; }
  62. override bool IsJammed () { return false; }
  63. override bool IsRepairEnabled () { return true; }
  64. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.L}; }
  65. };
  66. class DoubleBarrelFireoutFireout extends WeaponStableState
  67. {
  68. 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);}
  69. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutFireout F_F"); } }
  70. override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutFireout; }
  71. override bool HasBullet () { return true; }
  72. override bool HasMagazine () { return false; }
  73. override bool IsJammed () { return false; }
  74. override bool IsRepairEnabled () { return true; }
  75. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.F}; }
  76. };
  77. class DoubleBarrelFireoutEmpty extends WeaponStableState
  78. {
  79. 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);}
  80. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutEmpty F_E"); } }
  81. override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutEmpty; }
  82. override bool HasBullet () { return true; }
  83. override bool HasMagazine () { return false; }
  84. override bool IsJammed () { return false; }
  85. override bool IsRepairEnabled () { return true; }
  86. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F, MuzzleState.E}; }
  87. };
  88. class DoubleBarrelEmptyFireout extends WeaponStableState
  89. {
  90. 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);}
  91. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyFireout E_F"); } }
  92. override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyFireout; }
  93. override bool HasBullet () { return true; }
  94. override bool HasMagazine () { return false; }
  95. override bool IsJammed () { return false; }
  96. override bool IsRepairEnabled () { return true; }
  97. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.F}; }
  98. };
  99. class DoubleBarrelEmptyEmpty extends WeaponStableState
  100. {
  101. 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);}
  102. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyEmpty E_E"); } }
  103. override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyEmpty; }
  104. override bool HasBullet () { return false; }
  105. override bool HasMagazine () { return false; }
  106. override bool IsJammed () { return false; }
  107. override bool IsRepairEnabled () { return true; }
  108. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E, MuzzleState.E}; }
  109. };
  110. class DoubleBarrel_Base : Rifle_Base
  111. {
  112. ref WeaponStableState L_L;
  113. ref WeaponStableState L_E;
  114. ref WeaponStableState E_L;
  115. ref WeaponStableState F_L;
  116. ref WeaponStableState F_F;
  117. ref WeaponStableState F_E;
  118. ref WeaponStableState E_F;
  119. ref WeaponStableState E_E;
  120. override void InitStateMachine()
  121. {
  122. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_END));
  123. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1));
  124. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2));
  125. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3));
  126. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4));
  127. // setup abilities
  128. m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
  129. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
  130. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
  131. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
  132. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
  133. // basic weapon states
  134. L_L = new DoubleBarrelLoadedLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
  135. L_E = new DoubleBarrelLoadedEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
  136. E_L = new DoubleBarrelEmptyLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
  137. F_L = new DoubleBarrelFireoutLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
  138. F_F = new DoubleBarrelFireoutFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
  139. F_E = new DoubleBarrelFireoutEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
  140. E_F = new DoubleBarrelEmptyFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
  141. E_E = new DoubleBarrelEmptyEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
  142. WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
  143. ChamberMultiBullet Chamber_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2,WeaponActionChamberingTypes.CHAMBERING_END);
  144. ChamberMultiBullet Chamber_L_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3,WeaponActionChamberingTypes.CHAMBERING_END);
  145. ChamberMultiBullet Chamber_F_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4,WeaponActionChamberingTypes.CHAMBERING_END);
  146. ChamberMultiBullet Chamber_E_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1,WeaponActionChamberingTypes.CHAMBERING_END);
  147. WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
  148. WeaponStateBase Trigger_L_E = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  149. WeaponStateBase Trigger_E_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  150. WeaponStateBase Trigger_F_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  151. WeaponStateBase Trigger_L_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  152. WeaponStateBase Trigger_F_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  153. WeaponStateBase Trigger_F_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  154. WeaponStateBase Trigger_E_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  155. WeaponStateBase Trigger_E_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  156. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  157. WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
  158. WeaponEventBase __T__ = new WeaponEventTrigger;
  159. //WeaponEventBase __U__ = new WeaponEventUnjam;
  160. WeaponEventBase __M__ = new WeaponEventMechanism;
  161. WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
  162. WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
  163. WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
  164. m_fsm = new WeaponFSM();
  165. m_fsm.AddTransition(new WeaponTransition( E_E, __M__, Mech));
  166. m_fsm.AddTransition(new WeaponTransition( L_L, __M__, Mech));
  167. m_fsm.AddTransition(new WeaponTransition( L_E, __M__, Mech));
  168. m_fsm.AddTransition(new WeaponTransition( E_L, __M__, Mech));
  169. m_fsm.AddTransition(new WeaponTransition( F_L, __M__, Mech));
  170. m_fsm.AddTransition(new WeaponTransition( F_F, __M__, Mech));
  171. m_fsm.AddTransition(new WeaponTransition( F_E, __M__, Mech));
  172. m_fsm.AddTransition(new WeaponTransition( E_F, __M__, Mech));
  173. m_fsm.AddTransition(new WeaponTransition( Mech, _fin_, E_E));
  174. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  175. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
  176. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  177. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_L, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  178. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  179. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
  180. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  181. m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_E));
  182. m_fsm.AddTransition(new WeaponTransition( F_F, __L__, Chamber_E));
  183. m_fsm.AddTransition(new WeaponTransition( F_E, __L__, Chamber_E));
  184. m_fsm.AddTransition(new WeaponTransition( E_F, __L__, Chamber_E));
  185. m_fsm.AddTransition(new WeaponTransition( E_E, __L__, Chamber_E));
  186. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
  187. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_L));
  188. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  189. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
  190. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  191. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  192. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
  193. m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_E));
  194. m_fsm.AddTransition(new WeaponTransition( L_E, __L__, Chamber_L_E));
  195. m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
  196. m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_E));
  197. m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
  198. m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_E));
  199. m_fsm.AddTransition(new WeaponTransition( E_L, __L__, Chamber_E_L));
  200. m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
  201. m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, E_L));
  202. m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
  203. m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, E_L));
  204. m_fsm.AddTransition(new WeaponTransition( F_L, __L__, Chamber_F_L));
  205. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
  206. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  207. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  208. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_E));
  209. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
  210. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  211. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
  212. m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_E));
  213. m_fsm.AddTransition(new WeaponTransition( L_E, __T__, Trigger_L_E));
  214. m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _fin_, F_E));
  215. m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _rto_, F_E));
  216. m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _abt_, F_E));
  217. m_fsm.AddTransition(new WeaponTransition( E_L, __T__, Trigger_E_L));
  218. m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _fin_, E_F));
  219. m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _rto_, E_F));
  220. m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _abt_, E_F));
  221. m_fsm.AddTransition(new WeaponTransition( F_L, __T__, Trigger_F_L));
  222. m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _fin_, F_F));
  223. m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _rto_, F_F));
  224. m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _abt_, F_F));
  225. m_fsm.AddTransition(new WeaponTransition( L_L, __T__, Trigger_L_L));
  226. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  227. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  228. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
  229. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_L));
  230. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_L));
  231. m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_L));
  232. m_fsm.AddTransition(new WeaponTransition( F_F, __T__, Trigger_F_F));
  233. m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _fin_, F_F));
  234. m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _dto_, F_F));
  235. m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _abt_, F_F));
  236. m_fsm.AddTransition(new WeaponTransition( F_E, __T__, Trigger_F_E));
  237. m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _fin_, F_E));
  238. m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _dto_, F_E));
  239. m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _abt_, F_E));
  240. m_fsm.AddTransition(new WeaponTransition( E_F, __T__, Trigger_E_F));
  241. m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _fin_, E_F));
  242. m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _dto_, E_F));
  243. m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _abt_, E_F));
  244. m_fsm.AddTransition(new WeaponTransition( E_E, __T__, Trigger_E_E));
  245. m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _fin_, E_E));
  246. m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _dto_, E_E));
  247. m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _abt_, E_E));
  248. SetInitialState(E_E);
  249. for(int i = 0; i < GetMuzzleCount(); i++)
  250. {
  251. HideBullet(i);
  252. }
  253. m_fsm.Start();
  254. }
  255. override bool CanChamberBullet (int muzzleIndex, Magazine mag)
  256. {
  257. for(int i = 0; i < GetMuzzleCount(); i++)
  258. {
  259. if( CanChamberFromMag(i, mag) )
  260. {
  261. if(IsChamberEmpty(i))
  262. return true;
  263. if(IsChamberFiredOut(i))
  264. return true;
  265. }
  266. }
  267. return false;
  268. }
  269. override void SetActions()
  270. {
  271. super.SetActions();
  272. AddAction(FirearmActionLoadMultiBullet);
  273. RemoveAction(FirearmActionLoadBulletQuick); // Easy reload
  274. AddAction(FirearmActionLoadMultiBulletQuick); // Easy reload
  275. }
  276. };