123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631 |
- enum PistolAnimState
- {
- DEFAULT = 0, ///< default weapon state, closed and discharged
- OPENED_DISCHARGED = 1, ///< opened and discharged
- CLOSED_CHARGED = 2, ///< closed and charged
- JAMMED = 3 ///< jammed weapon
- };
- // naming convention of the states respect following order:
- // closed/opened | charged/discharged | bullet/nobullet | magazine/nomag
- enum PistolStableStateID
- {
- UNKNOWN = 0,
- CLO_DIS_BU0_MA0 = 1,
- CLO_CHG_BU0_MA0 = 2,
- CLO_CHG_BU1_MA0 = 3,
- CLO_JAM_BU1_MA0 = 4,
- OPE_DIS_BU0_MA0 = 5,
- CLO_CHG_BU0_MA1 = 6,
- CLO_DIS_BU0_MA1 = 7,
- CLO_JAM_BU1_MA1 = 8,
- CLO_CHG_BU1_MA1 = 9,
- OPE_DIS_BU0_MA1 = 10,
- }
- class Pistol_CLO_DIS_BU0_MA0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CD00 closed dischgd nobull nomag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CD00 closed dischgd nobull nomag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_DIS_BU0_MA0; }
- override bool HasBullet () { return false; }
- override bool HasMagazine () { return false; }
- override bool IsJammed () { return false; }
- override bool IsDischarged () { return true; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
- };
- class Pistol_CLO_CHG_BU0_MA0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC00 closed charged nobull nomag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC00 closed charged nobull nomag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_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 Pistol_CLO_CHG_BU1_MA0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC10 closed charged bullet nomag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC10 closed charged bullet nomag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_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 Pistol_CLO_JAM_BU1_MA0 extends WeaponStateJammed
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CJF0 closed jammed bullet nomag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CJF0 closed jammed bullet nomag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_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 Pistol_OPE_DIS_BU0_MA0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { OD00 opened dischgd nobullet nomag"); } m_weapon.SetCharged(false); m_weapon.SetWeaponOpen(true); super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } 0D00 opened dischgd nobullet nomag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.OPE_DIS_BU0_MA0; }
- override bool HasBullet () { return false; }
- override bool HasMagazine () { return false; }
- override bool IsJammed () { return false; }
- override bool IsBoltOpen () { return true; }
- override bool IsDischarged () { return true; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
- };
- class Pistol_CLO_CHG_BU0_MA1 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC01 closed charged nobullet mag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC01 closed charged nobullet mag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_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 Pistol_CLO_DIS_BU0_MA1 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CD01 closed dischgd nobullet mag"); } m_weapon.SetCharged(false); super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CD01 closed dischgd nobullet mag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_DIS_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 Pistol_CLO_JAM_BU1_MA1 extends WeaponStateJammed
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CJF1 closed jammed bullet mag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CJF1 closed jammed bullet mag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_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.L}; }
- };
- class Pistol_CLO_CHG_BU1_MA1 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC11 closed charged bullet mag"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC11 closed charged bullet mag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_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 Pistol_OPE_DIS_BU0_MA1 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { OD01 opened dischgd nobullet mag"); } m_weapon.SetWeaponOpen(true); super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } 0D01 opened dischgd nobullet mag"); } }
- override int GetCurrentStateID () { return PistolStableStateID.OPE_DIS_BU0_MA1; }
- override bool HasBullet () { return false; }
- override bool HasMagazine () { return true; }
- override bool IsJammed () { return false; }
- override bool IsBoltOpen () { return true; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
- };
- /**@class Pistol_Base
- * @brief base for semi auto weapons
- * @NOTE name copies config base class
- **/
- class Pistol_Base extends Weapon_Base
- {
- ref WeaponStableState CD00;
- ref WeaponStableState CC00;
- ref WeaponStableState CC10;
- ref WeaponStableState CJF0;
- ref WeaponStableState OD00;
- ref WeaponStableState CD01;
- ref WeaponStableState CC01;
- ref WeaponStableState CC11;
- ref WeaponStableState CJF1;
- ref WeaponStableState OD01;
-
- override bool CanChamberBullet (int muzzleIndex, Magazine mag)
- {
- return super.CanChamberBullet(muzzleIndex,mag) && IsChamberEmpty(muzzleIndex);
- }
-
- void Pistol_Base ()
- {
- }
-
- override void InitStateMachine ()
- {
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED));
- 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_LAST));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM));
- // setup state machine
- // basic weapon states
- // open-closed | discharged-charged | nobullet-bullet | nomag-mag
- // regexp: [OC][CDJ][01][01]
- CD00 = new Pistol_CLO_DIS_BU0_MA0(this, NULL, PistolAnimState.DEFAULT);
- CC00 = new Pistol_CLO_CHG_BU0_MA0(this, NULL, PistolAnimState.CLOSED_CHARGED);
- CC10 = new Pistol_CLO_CHG_BU1_MA0(this, NULL, PistolAnimState.CLOSED_CHARGED);
- CJF0 = new Pistol_CLO_JAM_BU1_MA0(this, NULL, PistolAnimState.JAMMED);
- OD00 = new Pistol_OPE_DIS_BU0_MA0(this, NULL, PistolAnimState.OPENED_DISCHARGED);
- CD01 = new Pistol_CLO_DIS_BU0_MA1(this, NULL, PistolAnimState.DEFAULT);
- CC01 = new Pistol_CLO_CHG_BU0_MA1(this, NULL, PistolAnimState.CLOSED_CHARGED);
- CC11 = new Pistol_CLO_CHG_BU1_MA1(this, NULL, PistolAnimState.CLOSED_CHARGED);
- CJF1 = new Pistol_CLO_JAM_BU1_MA1(this, NULL, PistolAnimState.JAMMED);
- OD01 = new Pistol_OPE_DIS_BU0_MA1(this, NULL, PistolAnimState.OPENED_DISCHARGED);
- // unstable (intermediate) states
- WeaponCharging Mech_CD00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED);
- WeaponCharging Mech_CC00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- WeaponCharging Mech_CD01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED);
- WeaponCharging Mech_CC01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- WeaponCharging Mech_OD00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
- WeaponCharging Mech_OD01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
-
- WeaponCharging Mech_CC10 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); // eject with no mag
- WeaponCharging Mech_CC11 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); // eject with mag
-
-
- WeaponDryFire Trigger_CC00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED); // cock without clip
- WeaponDryFire Trigger_CD00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
- WeaponDryFire Trigger_OD00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
- WeaponDryFire Trigger_CD01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
- WeaponDryFire Trigger_OD01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
- WeaponDryFire Trigger_CC01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED); // cock with clip
- WeaponDryFire Trigger_CJF0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
- WeaponDryFire Trigger_CJF1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
-
- WeaponFireAndChamberNext Trigger_CC11 = new WeaponFireAndChamberNext(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_CC10 = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL); // fire last no mag
- WeaponStateBase Trigger_CC11L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST); // fire last with mag
-
- WeaponStateBase Trigger_CC10J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
- WeaponStateBase Trigger_CC11J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
- WeaponStateBase Unjam_CJF0 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
- WeaponStateBase Unjam_CJF1 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
- WeaponChambering Chamber_CD00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED_UNCOCKED);
- WeaponChambering Chamber_CC00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
- WeaponChambering Chamber_OD00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED);
- WeaponChambering Chamber_CD01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED_UNCOCKED);
- WeaponChambering Chamber_CC01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
- WeaponChambering Chamber_OD01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED);
- WeaponAttachMagazine Attach_CC10 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED);
- WeaponAttachMagazine Attach_CJF0 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED);
- WeaponAttachMagazine Attach_CD00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED);
- WeaponAttachMagazine Attach_CC00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED);
- WeaponAttachMagazine Attach_OD00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED);
- WeaponReplacingMagAndChamberNext Reload_CD01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED);
- WeaponReplacingMagAndChamberNext Reload_CC01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED);
- WeaponReplacingMagAndChamberNext Reload_CC11 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED);
- WeaponReplacingMagAndChamberNext Reload_CJF1 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED);
- WeaponReplacingMagAndChamberNext Reload_OD01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED);
- WeaponDetachingMag Detach_CC11 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
- WeaponDetachingMag Detach_CC01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
- WeaponDetachingMag Detach_CD01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
- WeaponDetachingMag Detach_OD01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
- WeaponDetachingMag Detach_CJF1 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_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 _rto_ = new WeaponEventReloadTimeout;
- WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
- WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
-
- m_fsm = new WeaponFSM();
-
- //WeaponGuardWeaponDischarged
- //WeaponGuardWeaponOpen
- // charging
- m_fsm.AddTransition(new WeaponTransition( CD00, __M__, Mech_CD00)); // charge from closed
- m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _fin_, CC00, NULL, new WeaponGuardWeaponDischarged(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _fin_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _abt_, CC00, NULL, new WeaponGuardWeaponDischarged(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _abt_, CD00));
-
- m_fsm.AddTransition(new WeaponTransition( CC00, __M__, Mech_CC00)); // charge from charged
- m_fsm.AddTransition(new WeaponTransition( Mech_CC00, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC00, _abt_, CC00));
- m_fsm.AddTransition(new WeaponTransition( OD00, __M__, Mech_OD00)); // charge from opened
- m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _fin_, CD00, NULL, new WeaponGuardWeaponOpen(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _abt_, CD00, NULL, new WeaponGuardWeaponOpen(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _abt_, CC00));
-
- m_fsm.AddTransition(new WeaponTransition( OD01, __M__, Mech_OD01)); // charge from opened with mag
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, CC11));
-
- m_fsm.AddTransition(new WeaponTransition( CD01, __M__, Mech_CD01)); // charge from closed=1 with mag
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CC11));
-
- m_fsm.AddTransition(new WeaponTransition( CC01, __M__, Mech_CC01)); // charge from closed/charged with mag
- m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _abt_, CC11));
-
- // eject good cartridge
- m_fsm.AddTransition(new WeaponTransition( CC10, __M__, Mech_CC10)); // eject chamber nomag
- m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _fin_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _abt_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _abt_, CC10));
-
- m_fsm.AddTransition(new WeaponTransition( CC11, __M__, Mech_CC11 )); // eject with mag with ammo
- m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _abt_, CC11));
- // Trigger_CC11e
- m_fsm.AddTransition(new WeaponTransition( CC00, __T__, Trigger_CC00)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _fin_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _dto_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _abt_, CD00));
-
- m_fsm.AddTransition(new WeaponTransition( CD00, __T__, Trigger_CD00)); // fire.uncocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _fin_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _dto_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _abt_, CD00));
-
- m_fsm.AddTransition(new WeaponTransition( OD00, __T__, Trigger_OD00)); // opened fire.uncocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _fin_, OD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _dto_, OD00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _abt_, OD00));
-
- m_fsm.AddTransition(new WeaponTransition( CD01, __T__, Trigger_CD01)); // fire.uncocked w mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _fin_, CD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _dto_, CD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _abt_, CD01));
-
- m_fsm.AddTransition(new WeaponTransition( OD01, __T__, Trigger_OD01)); // opened fire.uncocked w mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _fin_, OD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _dto_, OD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _abt_, OD01));
-
- m_fsm.AddTransition(new WeaponTransition( CJF0, __T__, Trigger_CJF0)); // opened fire.uncocked w mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _fin_, CJF0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _dto_, CJF0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _abt_, CJF0));
-
- m_fsm.AddTransition(new WeaponTransition( CJF1, __T__, Trigger_CJF1)); // opened fire.uncocked w mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _fin_, CJF1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _dto_, CJF1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _abt_, CJF1));
-
-
- m_fsm.AddTransition(new WeaponTransition( CC10, __T__, Trigger_CC10)); // or fire.last (if not jammed)
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _rto_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _abt_, CC00));
-
- m_fsm.AddTransition(new WeaponTransition( CC10, __TJ_, Trigger_CC10J)); // or fire.last (if not jammed)
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _fin_, CJF0 ));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _rto_, CJF0 ));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _abt_, CJF0 ));
-
-
- m_fsm.AddTransition(new WeaponTransition( CC11, __T__, Trigger_CC11, NULL, new WeaponGuardHasAmmo(this))); // fire.normal + chamber next
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _rto_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _abt_, CC11));
- m_fsm.AddTransition(new WeaponTransition( CC11, __T__, Trigger_CC11L, NULL, new GuardNot(new WeaponGuardHasAmmo(this)))); // fire.last with mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _fin_, OD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _rto_, OD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _abt_, OD01));
-
- m_fsm.AddTransition(new WeaponTransition( CC11, __TJ_, Trigger_CC11J )); // fire.last with mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _fin_, CJF1 ));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _rto_, CJF1 ));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _abt_, CJF1 ));
-
- m_fsm.AddTransition(new WeaponTransition( CC01, __T__, Trigger_CC01)); // fire.cocked with mag
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _fin_, CD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _dto_, CD01));
- m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _abt_, CD01));
- // load cartridge
- m_fsm.AddTransition(new WeaponTransition( CD00, __L__, Chamber_CD00)); // chamber from closed=1
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, CC10));
- m_fsm.AddTransition(new WeaponTransition( OD00, __L__, Chamber_OD00)); // chamber from opened
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _abt_, CC10));
- m_fsm.AddTransition(new WeaponTransition( CC00, __L__, Chamber_CC00)); // chamber from closed charged
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, CC10));
-
- // load cartridge with mag
- m_fsm.AddTransition(new WeaponTransition( CD01, __L__, Chamber_CD01, NULL, new WeaponGuardHasMag(this))); // chamber from closed=1 with mag
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, CD01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, CD01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, CC11));
-
- m_fsm.AddTransition(new WeaponTransition( CC01, __L__, Chamber_CC01, NULL, new WeaponGuardHasMag(this))); // chamber from closed=1 with mag
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, CC11));
-
- m_fsm.AddTransition(new WeaponTransition( OD01, __L__, Chamber_OD01, NULL, new WeaponGuardHasMag(this))); // chamber from opened with mag
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _fin_, OD01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _abt_, OD01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _abt_, CC11));
- m_fsm.AddTransition(new WeaponTransition( CJF0, __A__, Attach_CJF0, NULL, new WeaponGuardCanAttachMag(this))); // attach from JAM/b1/m0
- m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _fin_, CJF0));
- m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _abt_, CJF0));;
- // zdokumentovano az sem
- // attach mag with no ammo
- m_fsm.AddTransition(new WeaponTransition( CD00, __A__, Attach_CD00, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b0/m0
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CC11));
-
- m_fsm.AddTransition(new WeaponTransition( CC10, __A__, Attach_CC10, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b1/m0
- m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _abt_, CC10));
-
- m_fsm.AddTransition(new WeaponTransition( OD00, __A__, Attach_OD00, NULL, new WeaponGuardCanAttachMag(this))); // attach from OPE/b0/m0
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, CC11));
- m_fsm.AddTransition(new WeaponTransition( CC00, __A__, Attach_CC00, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b0/m0 charged
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC00));
- // replace magazine
- m_fsm.AddTransition(new WeaponTransition( CD01, __S__, Reload_CD01, NULL, new WeaponGuardCanSwapMag(this))); // swap in CLO/b0/m1
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CC01, NULL, new WeaponGuardWeaponCharged(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CC01, NULL, new WeaponGuardWeaponCharged(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CD00));
- m_fsm.AddTransition(new WeaponTransition( CC11, __S__, Reload_CC11, NULL, new WeaponGuardCanSwapMag(this))); // swap in CLO/b1/m1
- m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _abt_, CC10));
- m_fsm.AddTransition(new WeaponTransition( CC01, __S__, Reload_CC01, NULL, new WeaponGuardCanSwapMag(this))); // CLO/b0/m1 swap with empty mag (no chamber)
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)) );
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC01, NULL, new WeaponGuardHasMag(this)) );
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)) );
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC01, NULL, new WeaponGuardHasMag(this)) );
- m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC00));
-
- m_fsm.AddTransition(new WeaponTransition( OD01, __S__, Reload_OD01, NULL, new WeaponGuardCanSwapMag(this))); // OPE/b0/m1 swap with empty mag (no chamber)
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, CC11));
- m_fsm.AddTransition(new WeaponTransition( CJF1, __S__, Reload_CJF1, NULL, new WeaponGuardCanSwapMag(this))); // swap in JAM/b1/m1
- m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _fin_, CJF0));
- m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _abt_, CJF0));
- // detach magazine
- m_fsm.AddTransition(new WeaponTransition( OD01, __D__, Detach_OD01, NULL, new WeaponGuardCanDetachMag(this))); // detach from OPE/b0/m1
- m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _fin_, OD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _fin_, OD00));
- m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _abt_, OD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _abt_, OD00));
-
- m_fsm.AddTransition(new WeaponTransition( CC11, __D__, Detach_CC11, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b1/m1
- m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _fin_, CC10));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _abt_, CC10));
-
- m_fsm.AddTransition(new WeaponTransition( CC01, __D__, Detach_CC01, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b0/m1
- m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _fin_, CC01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _abt_, CC01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _abt_, CC00));
-
- m_fsm.AddTransition(new WeaponTransition( CD01, __D__, Detach_CD01, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b0/m1 dischg
- m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _fin_, CD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _fin_, CD00));
- m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _abt_, CD01, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _abt_, CD00));
-
- m_fsm.AddTransition(new WeaponTransition( CJF1, __D__, Detach_CJF1, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b1/m1 jammed
- m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _fin_, CJF0));
- m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
- m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _abt_, CJF0));
- // unjam
- m_fsm.AddTransition(new WeaponTransition( CJF0, __U__, Unjam_CJF0)); // unjam nomag
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _fin_, CJF0, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _fin_, CC00));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _abt_, CJF0, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _abt_, CC00));
-
- m_fsm.AddTransition(new WeaponTransition( CJF1, __U__, Unjam_CJF1)); // unjam with mag with ammo
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CJF1, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CC11));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CJF1, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CC11));
-
- SetInitialState(CD00);
- 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 bool GetInventoryHandAnimation(notnull InventoryLocation loc, out int value)
- {
- int id;
- string name = "";
- if ( loc.GetParent() && loc.GetParent().GetInventory().GetCurrentAttachmentSlotInfo(id,name) && name == "Hips" )
- {
- //value = WeaponHideShowTypes.HIDESHOW_SLOT_2HDRIGHTBACK;
- value = WeaponHideShowTypes.HIDESHOW_SLOT_PISTOLBELT;
- return true;
- }
-
- return false;
- }*/
-
- override void SetActions()
- {
- super.SetActions();
- AddAction(FirearmActionDetachMagazine);
- }
- };
|