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- enum DoubleBarrelAnimState
- {
- DEFAULT = 0, ///< default weapon state, closed and discharged
- };
- enum DoubleBarrelStableStateID
- {
- UNKNOWN = 0,
- LoadedLoaded = 1,
- LoadedEmpty = 2,
- FireoutLoaded = 3,
- FireoutFireout = 4,
- FireoutEmpty = 5,
- EmptyEmpty = 6,
- EmptyLoaded = 7,
- EmptyFireout = 8,
- }
- enum MuzzleIndex
- {
- First = 0,
- Second = 1,
- }
- class DoubleBarrelLoadedLoaded extends WeaponStableState
- {
- 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); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedLoaded L_L"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedLoaded; }
- 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, MuzzleState.L}; }
- };
- class DoubleBarrelLoadedEmpty extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedEmpty L_E"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.LoadedEmpty; }
- 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, MuzzleState.E}; }
- };
- class DoubleBarrelEmptyLoaded extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyLoaded E_L"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyLoaded; }
- 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.E, MuzzleState.L}; }
- };
- class DoubleBarrelFireoutLoaded extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutLoaded F_L"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutLoaded; }
- 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, MuzzleState.L}; }
- };
- class DoubleBarrelFireoutFireout extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutFireout F_F"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutFireout; }
- 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, MuzzleState.F}; }
- };
- class DoubleBarrelFireoutEmpty extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } FireoutEmpty F_E"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.FireoutEmpty; }
- 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, MuzzleState.E}; }
- };
- class DoubleBarrelEmptyFireout extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyFireout E_F"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyFireout; }
- 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.E, MuzzleState.F}; }
- };
- class DoubleBarrelEmptyEmpty extends WeaponStableState
- {
- 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);}
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyEmpty E_E"); } }
- override int GetCurrentStateID () { return DoubleBarrelStableStateID.EmptyEmpty; }
- 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, MuzzleState.E}; }
- };
- class DoubleBarrel_Base : Rifle_Base
- {
- ref WeaponStableState L_L;
- ref WeaponStableState L_E;
- ref WeaponStableState E_L;
- ref WeaponStableState F_L;
- ref WeaponStableState F_F;
- ref WeaponStableState F_E;
- ref WeaponStableState E_F;
- ref WeaponStableState E_E;
-
- override void InitStateMachine()
- {
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_END));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4));
- // 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));
-
-
- // basic weapon states
- L_L = new DoubleBarrelLoadedLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
- L_E = new DoubleBarrelLoadedEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
- E_L = new DoubleBarrelEmptyLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
- F_L = new DoubleBarrelFireoutLoaded(this, NULL, DoubleBarrelAnimState.DEFAULT);
- F_F = new DoubleBarrelFireoutFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
- F_E = new DoubleBarrelFireoutEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
- E_F = new DoubleBarrelEmptyFireout(this, NULL, DoubleBarrelAnimState.DEFAULT);
- E_E = new DoubleBarrelEmptyEmpty(this, NULL, DoubleBarrelAnimState.DEFAULT);
-
-
- WeaponStateBase Mech = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- ChamberMultiBullet Chamber_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_2,WeaponActionChamberingTypes.CHAMBERING_END);
- ChamberMultiBullet Chamber_L_E = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_3,WeaponActionChamberingTypes.CHAMBERING_END);
- ChamberMultiBullet Chamber_F_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_4,WeaponActionChamberingTypes.CHAMBERING_END);
- ChamberMultiBullet Chamber_E_L = new ChamberMultiBullet(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_DOUBLE_1,WeaponActionChamberingTypes.CHAMBERING_END);
-
- WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
-
- WeaponStateBase Trigger_L_E = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_E_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_F_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_L_L = new WeaponFireMultiMuzzle(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
-
- WeaponStateBase Trigger_F_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_F_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_E_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_E_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
-
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
- WeaponEventBase __T__ = new WeaponEventTrigger;
- //WeaponEventBase __U__ = new WeaponEventUnjam;
- WeaponEventBase __M__ = new WeaponEventMechanism;
- WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
- WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
- WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
- m_fsm = new WeaponFSM();
-
- m_fsm.AddTransition(new WeaponTransition( E_E, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( L_L, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( L_E, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( E_L, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( F_L, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( F_F, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( F_E, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( E_F, __M__, Mech));
- m_fsm.AddTransition(new WeaponTransition( Mech, _fin_, E_E));
-
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, F_L, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Mech, _abt_, E_E));
-
- m_fsm.AddTransition(new WeaponTransition( F_F, __L__, Chamber_E));
- m_fsm.AddTransition(new WeaponTransition( F_E, __L__, Chamber_E));
- m_fsm.AddTransition(new WeaponTransition( E_F, __L__, Chamber_E));
- m_fsm.AddTransition(new WeaponTransition( E_E, __L__, Chamber_E));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_E, NULL, new WeaponGuardChamberEmpty(this, MuzzleIndex.Second)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L_L));
-
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, F_E, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_F, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L_E, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberEmpty(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E_E));
-
-
- m_fsm.AddTransition(new WeaponTransition( L_E, __L__, Chamber_L_E));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _abt_, L_E));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.Second)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L_E, _fin_, L_E));
-
- m_fsm.AddTransition(new WeaponTransition( E_L, __L__, Chamber_E_L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _abt_, E_L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, L_L, NULL, new WeaponGuardChamberFull(this, MuzzleIndex.First)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_E_L, _fin_, E_L));
-
- m_fsm.AddTransition(new WeaponTransition( F_L, __L__, Chamber_F_L));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _abt_, L_E));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, F_L, NULL, new WeaponGuardChamberFiredOut(this, MuzzleIndex.First)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_L, NULL, new GuardAnd( new WeaponGuardChamberFull(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, E_L, NULL, new GuardAnd( new WeaponGuardChamberEmpty(this, MuzzleIndex.First), new WeaponGuardChamberFull(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_F_L, _fin_, L_E));
-
- m_fsm.AddTransition(new WeaponTransition( L_E, __T__, Trigger_L_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _fin_, F_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _rto_, F_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_E, _abt_, F_E));
-
- m_fsm.AddTransition(new WeaponTransition( E_L, __T__, Trigger_E_L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _fin_, E_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _rto_, E_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_L, _abt_, E_F));
-
- m_fsm.AddTransition(new WeaponTransition( F_L, __T__, Trigger_F_L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _fin_, F_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _rto_, F_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_L, _abt_, F_F));
-
- m_fsm.AddTransition(new WeaponTransition( L_L, __T__, Trigger_L_L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_F, NULL, new GuardAnd( new WeaponGuardChamberFiredOut(this, MuzzleIndex.First), new WeaponGuardChamberFiredOut(this, MuzzleIndex.Second))));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _fin_, F_L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _rto_, F_L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L_L, _abt_, F_L));
-
- m_fsm.AddTransition(new WeaponTransition( F_F, __T__, Trigger_F_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _fin_, F_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _dto_, F_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_F, _abt_, F_F));
-
- m_fsm.AddTransition(new WeaponTransition( F_E, __T__, Trigger_F_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _fin_, F_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _dto_, F_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_F_E, _abt_, F_E));
-
- m_fsm.AddTransition(new WeaponTransition( E_F, __T__, Trigger_E_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _fin_, E_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _dto_, E_F));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_F, _abt_, E_F));
-
- m_fsm.AddTransition(new WeaponTransition( E_E, __T__, Trigger_E_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _fin_, E_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _dto_, E_E));
- m_fsm.AddTransition(new WeaponTransition( Trigger_E_E, _abt_, E_E));
-
-
-
- SetInitialState(E_E);
-
- for(int i = 0; i < GetMuzzleCount(); i++)
- {
- HideBullet(i);
- }
- m_fsm.Start();
-
- }
- override bool CanChamberBullet (int muzzleIndex, Magazine mag)
- {
- if( CanChamberFromMag(muzzleIndex, mag) )
- {
- if(IsChamberEmpty(muzzleIndex))
- return true;
-
- if(IsChamberFiredOut(muzzleIndex))
- return true;
- }
- return false;
- }
-
- override void SetActions()
- {
- AddAction(FirearmActionLoadMultiBulletQuick);
- super.SetActions();
- AddAction(FirearmActionLoadMultiBullet);
- }
-
- override void SetNextWeaponMode(int muzzleIndex)
- {
- for (int i = 0; i < GetMuzzleCount(); i++)
- {
- SetNextMuzzleMode(i);
- }
- }
- };
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