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- enum PumpShotgunAnimState
- {
- DEFAULT = 0, ///< default weapon state, closed and discharged
- };
- enum PumpShotgunStableStateID
- {
- UNKNOWN = 0,
- Empty = 1,
- Fireout = 2,
- Loaded = 3,
- Jammed = 4,
- }
- class PumpShotgunEmpty extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Empty E"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Empty E"); } }
- override int GetCurrentStateID () { return PumpShotgunStableStateID.Empty; }
- 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 PumpShotgunFireout extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Fireout F"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Fireout F"); } }
- override int GetCurrentStateID () { return PumpShotgunStableStateID.Fireout; }
- override bool HasBullet () { return true; }
- override bool HasMagazine () { return false; }
- override bool IsJammed () { return false; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
- };
- class PumpShotgunLoaded extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Loaded C"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Loaded C"); } }
- override int GetCurrentStateID () { return PumpShotgunStableStateID.Loaded; }
- 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 PumpShotgunJammed extends WeaponStateJammed
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Jammed L_J"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Jammed L_J"); } }
- override int GetCurrentStateID () { return PumpShotgunStableStateID.Jammed; }
- 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 Mp133Shotgun_Base
- * @brief basic mp5 submachine gun
- **/
- class Mp133Shotgun_Base : Rifle_Base
- {
- ref WeaponStableState E;
- ref WeaponStableState F;
- ref WeaponStableState L;
- ref WeaponStableState J;
-
- void Mp133Shotgun ()
- {
- }
-
- override RecoilBase SpawnRecoilObject()
- {
- return new Mp133Recoil(this);
- }
-
- override void InitStateMachine ()
- {
- // setup abilities
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
- m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE));
-
- // basic weapon states
- E = new PumpShotgunEmpty(this, NULL, PumpShotgunAnimState.DEFAULT);
- F = new PumpShotgunFireout(this, NULL, PumpShotgunAnimState.DEFAULT);
- L = new PumpShotgunLoaded(this, NULL, PumpShotgunAnimState.DEFAULT);
- J = new PumpShotgunJammed(this, NULL, PumpShotgunAnimState.DEFAULT);
- //--------------------------------------------------------------------------------------
- WeaponStateBase Mech_E = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- WeaponStateBase Mech_F = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- WeaponStateBase Mech_L = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- LoopedChamberingEjectLast Chamber_E = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
- LoopedChamberingEjectLast Chamber_F = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
- LoopedChamberingEjectLast Chamber_L = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
-
- WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
-
- WeaponStateBase Trigger_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_L = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_J = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
-
- WeaponStateBase Trigger_LJ = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
-
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
- WeaponEventBase __T__ = new WeaponEventTrigger;
- WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
- WeaponEventBase __U__ = new WeaponEventUnjam;
- WeaponEventBase __M__ = new WeaponEventMechanism;
- WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
- WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
- WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
- m_fsm = new WeaponFSM();
-
- // Mechanism
- m_fsm.AddTransition(new WeaponTransition( E, __M__, Mech_L));
- //----------------------------------------
-
- m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L));
- m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, L));
-
- m_fsm.AddTransition(new WeaponTransition( F, __M__, Mech_F));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, L));
-
- //----------------------------------------
-
- m_fsm.AddTransition(new WeaponTransition( E, __L__, Chamber_E));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L));
-
- m_fsm.AddTransition(new WeaponTransition( L, __L__, Chamber_L, NULL, new GuardNot(new WeaponGuardInnerMagazineFull(this))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L, _abt_, L));
-
- m_fsm.AddTransition(new WeaponTransition( F, __L__, Chamber_F, NULL, new GuardNot(new WeaponGuardInnerMagazineFull(this))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L));
-
- //-------------------------------------------
-
- m_fsm.AddTransition(new WeaponTransition( J, __U__, Unjam_J));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, J, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, L));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, J, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, L));
-
- //-----------------------------------------
-
- // fire
- m_fsm.AddTransition(new WeaponTransition( E, __T__, Trigger_E)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_E, _fin_, E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E, _dto_, E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E, _abt_, E));
-
- m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L, _rto_, F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, F));
-
- m_fsm.AddTransition(new WeaponTransition( L, __TJ_, Trigger_LJ)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _fin_, J));
- m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _rto_, J));
- m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _abt_, J));
-
- m_fsm.AddTransition(new WeaponTransition( F, __T__, Trigger_F)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_F, _fin_, F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F, _dto_, F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F, _abt_, F));
-
- m_fsm.AddTransition(new WeaponTransition( J, __T__, Trigger_J)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_J, _fin_, J));
- m_fsm.AddTransition(new WeaponTransition( Trigger_J, _dto_, J));
- m_fsm.AddTransition(new WeaponTransition( Trigger_J, _abt_, J));
-
- //-----------------------------------------
-
- SetInitialState(E);
- SelectionBulletHide();
- HideMagazine();
- m_fsm.Start();
- }
-
- override bool CanChamberBullet (int muzzleIndex, Magazine mag)
- {
- return CanChamberFromMag(muzzleIndex, mag) && !IsInternalMagazineFull(muzzleIndex);
- }
-
- override void SetActions()
- {
- super.SetActions();
- AddAction(FirearmActionLoadMultiBullet);
- RemoveAction(FirearmActionLoadBulletQuick); // Easy reload
- AddAction(FirearmActionLoadMultiBulletQuick); // Easy reload
- }
-
- //Debug menu Spawn Ground Special
- override void OnDebugSpawn()
- {
- super.OnDebugSpawn();
- GameInventory inventory = GetInventory();
- inventory.CreateInInventory( "FNP45_MRDSOptic" );
- inventory.CreateInInventory( "Battery9V" );
-
- EntityAI entity;
- if ( Class.CastTo(entity, this) )
- {
- entity.SpawnEntityOnGroundPos("Ammo_12gaPellets", entity.GetPosition());
- }
- }
- };
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