pistol_base.c 44 KB

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  1. enum PistolAnimState
  2. {
  3. DEFAULT = 0, ///< default weapon state, closed and discharged
  4. OPENED_DISCHARGED = 1, ///< opened and discharged
  5. CLOSED_CHARGED = 2, ///< closed and charged
  6. JAMMED = 3 ///< jammed weapon
  7. };
  8. // naming convention of the states respect following order:
  9. // closed/opened | charged/discharged | bullet/nobullet | magazine/nomag
  10. enum PistolStableStateID
  11. {
  12. UNKNOWN = 0,
  13. CLO_DIS_BU0_MA0 = 1,
  14. CLO_CHG_BU0_MA0 = 2,
  15. CLO_CHG_BU1_MA0 = 3,
  16. CLO_JAM_BU1_MA0 = 4,
  17. OPE_DIS_BU0_MA0 = 5,
  18. CLO_CHG_BU0_MA1 = 6,
  19. CLO_DIS_BU0_MA1 = 7,
  20. CLO_JAM_BU1_MA1 = 8,
  21. CLO_CHG_BU1_MA1 = 9,
  22. OPE_DIS_BU0_MA1 = 10,
  23. }
  24. class Pistol_CLO_DIS_BU0_MA0 extends WeaponStableState
  25. {
  26. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CD00 closed dischgd nobull nomag"); } super.OnEntry(e); }
  27. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CD00 closed dischgd nobull nomag"); } }
  28. override int GetCurrentStateID () { return PistolStableStateID.CLO_DIS_BU0_MA0; }
  29. override bool HasBullet () { return false; }
  30. override bool HasMagazine () { return false; }
  31. override bool IsJammed () { return false; }
  32. override bool IsDischarged () { return true; }
  33. override bool IsRepairEnabled () { return true; }
  34. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  35. };
  36. class Pistol_CLO_CHG_BU0_MA0 extends WeaponStableState
  37. {
  38. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC00 closed charged nobull nomag"); } super.OnEntry(e); }
  39. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC00 closed charged nobull nomag"); } }
  40. override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_BU0_MA0; }
  41. override bool HasBullet () { return false; }
  42. override bool HasMagazine () { return false; }
  43. override bool IsJammed () { return false; }
  44. override bool IsRepairEnabled () { return true; }
  45. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  46. };
  47. class Pistol_CLO_CHG_BU1_MA0 extends WeaponStableState
  48. {
  49. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC10 closed charged bullet nomag"); } super.OnEntry(e); }
  50. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC10 closed charged bullet nomag"); } }
  51. override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_BU1_MA0; }
  52. override bool HasBullet () { return true; }
  53. override bool HasMagazine () { return false; }
  54. override bool IsJammed () { return false; }
  55. override bool IsRepairEnabled () { return true; }
  56. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
  57. };
  58. class Pistol_CLO_JAM_BU1_MA0 extends WeaponStateJammed
  59. {
  60. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CJF0 closed jammed bullet nomag"); } super.OnEntry(e); }
  61. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CJF0 closed jammed bullet nomag"); } }
  62. override int GetCurrentStateID () { return PistolStableStateID.CLO_JAM_BU1_MA0; }
  63. override bool HasBullet () { return true; }
  64. override bool HasMagazine () { return false; }
  65. override bool IsJammed () { return true; }
  66. override bool IsBoltOpen () { return true; }
  67. override bool IsRepairEnabled () { return true; }
  68. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
  69. };
  70. class Pistol_OPE_DIS_BU0_MA0 extends WeaponStableState
  71. {
  72. 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); }
  73. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } 0D00 opened dischgd nobullet nomag"); } }
  74. override int GetCurrentStateID () { return PistolStableStateID.OPE_DIS_BU0_MA0; }
  75. override bool HasBullet () { return false; }
  76. override bool HasMagazine () { return false; }
  77. override bool IsJammed () { return false; }
  78. override bool IsBoltOpen () { return true; }
  79. override bool IsDischarged () { return true; }
  80. override bool IsRepairEnabled () { return true; }
  81. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  82. };
  83. class Pistol_CLO_CHG_BU0_MA1 extends WeaponStableState
  84. {
  85. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC01 closed charged nobullet mag"); } super.OnEntry(e); }
  86. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC01 closed charged nobullet mag"); } }
  87. override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_BU0_MA1; }
  88. override bool HasBullet () { return false; }
  89. override bool HasMagazine () { return true; }
  90. override bool IsJammed () { return false; }
  91. override bool IsRepairEnabled () { return true; }
  92. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  93. };
  94. class Pistol_CLO_DIS_BU0_MA1 extends WeaponStableState
  95. {
  96. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CD01 closed dischgd nobullet mag"); } m_weapon.SetCharged(false); super.OnEntry(e); }
  97. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CD01 closed dischgd nobullet mag"); } }
  98. override int GetCurrentStateID () { return PistolStableStateID.CLO_DIS_BU0_MA1; }
  99. override bool HasBullet () { return false; }
  100. override bool HasMagazine () { return true; }
  101. override bool IsJammed () { return false; }
  102. override bool IsRepairEnabled () { return true; }
  103. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  104. };
  105. class Pistol_CLO_JAM_BU1_MA1 extends WeaponStateJammed
  106. {
  107. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CJF1 closed jammed bullet mag"); } super.OnEntry(e); }
  108. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CJF1 closed jammed bullet mag"); } }
  109. override int GetCurrentStateID () { return PistolStableStateID.CLO_JAM_BU1_MA1; }
  110. override bool HasBullet () { return true; }
  111. override bool HasMagazine () { return true; }
  112. override bool IsJammed () { return true; }
  113. override bool IsBoltOpen () { return true; }
  114. override bool IsRepairEnabled () { return true; }
  115. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
  116. };
  117. class Pistol_CLO_CHG_BU1_MA1 extends WeaponStableState
  118. {
  119. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CC11 closed charged bullet mag"); } super.OnEntry(e); }
  120. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CC11 closed charged bullet mag"); } }
  121. override int GetCurrentStateID () { return PistolStableStateID.CLO_CHG_BU1_MA1; }
  122. override bool HasBullet () { return true; }
  123. override bool HasMagazine () { return true; }
  124. override bool IsJammed () { return false; }
  125. override bool IsRepairEnabled () { return true; }
  126. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
  127. };
  128. class Pistol_OPE_DIS_BU0_MA1 extends WeaponStableState
  129. {
  130. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { OD01 opened dischgd nobullet mag"); } m_weapon.SetWeaponOpen(true); super.OnEntry(e); }
  131. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } 0D01 opened dischgd nobullet mag"); } }
  132. override int GetCurrentStateID () { return PistolStableStateID.OPE_DIS_BU0_MA1; }
  133. override bool HasBullet () { return false; }
  134. override bool HasMagazine () { return true; }
  135. override bool IsJammed () { return false; }
  136. override bool IsBoltOpen () { return true; }
  137. override bool IsRepairEnabled () { return true; }
  138. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  139. };
  140. /**@class Pistol_Base
  141. * @brief base for semi auto weapons
  142. * @NOTE name copies config base class
  143. **/
  144. class Pistol_Base extends Weapon_Base
  145. {
  146. ref WeaponStableState CD00;
  147. ref WeaponStableState CC00;
  148. ref WeaponStableState CC10;
  149. ref WeaponStableState CJF0;
  150. ref WeaponStableState OD00;
  151. ref WeaponStableState CD01;
  152. ref WeaponStableState CC01;
  153. ref WeaponStableState CC11;
  154. ref WeaponStableState CJF1;
  155. ref WeaponStableState OD01;
  156. override bool CanChamberBullet (int muzzleIndex, Magazine mag)
  157. {
  158. return super.CanChamberBullet(muzzleIndex,mag) && IsChamberEmpty(muzzleIndex);
  159. }
  160. void Pistol_Base ()
  161. {
  162. }
  163. override void InitStateMachine ()
  164. {
  165. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED));
  166. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED));
  167. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED));
  168. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED));
  169. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED));
  170. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED));
  171. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED));
  172. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED));
  173. m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH));
  174. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
  175. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED));
  176. m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
  177. m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
  178. m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED));
  179. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
  180. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
  181. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
  182. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST));
  183. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
  184. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
  185. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM));
  186. // setup state machine
  187. // basic weapon states
  188. // open-closed | discharged-charged | nobullet-bullet | nomag-mag
  189. // regexp: [OC][CDJ][01][01]
  190. CD00 = new Pistol_CLO_DIS_BU0_MA0(this, NULL, PistolAnimState.DEFAULT);
  191. CC00 = new Pistol_CLO_CHG_BU0_MA0(this, NULL, PistolAnimState.CLOSED_CHARGED);
  192. CC10 = new Pistol_CLO_CHG_BU1_MA0(this, NULL, PistolAnimState.CLOSED_CHARGED);
  193. CJF0 = new Pistol_CLO_JAM_BU1_MA0(this, NULL, PistolAnimState.JAMMED);
  194. OD00 = new Pistol_OPE_DIS_BU0_MA0(this, NULL, PistolAnimState.OPENED_DISCHARGED);
  195. CD01 = new Pistol_CLO_DIS_BU0_MA1(this, NULL, PistolAnimState.DEFAULT);
  196. CC01 = new Pistol_CLO_CHG_BU0_MA1(this, NULL, PistolAnimState.CLOSED_CHARGED);
  197. CC11 = new Pistol_CLO_CHG_BU1_MA1(this, NULL, PistolAnimState.CLOSED_CHARGED);
  198. CJF1 = new Pistol_CLO_JAM_BU1_MA1(this, NULL, PistolAnimState.JAMMED);
  199. OD01 = new Pistol_OPE_DIS_BU0_MA1(this, NULL, PistolAnimState.OPENED_DISCHARGED);
  200. // unstable (intermediate) states
  201. WeaponCharging Mech_CD00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED);
  202. WeaponCharging Mech_CC00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
  203. WeaponCharging Mech_CD01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED_UNCOCKED);
  204. WeaponCharging Mech_CC01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
  205. WeaponCharging Mech_OD00 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
  206. WeaponCharging Mech_OD01 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
  207. WeaponCharging Mech_CC10 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); // eject with no mag
  208. WeaponCharging Mech_CC11 = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); // eject with mag
  209. WeaponDryFire Trigger_CC00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED); // cock without clip
  210. WeaponDryFire Trigger_CD00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
  211. WeaponDryFire Trigger_OD00 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
  212. WeaponDryFire Trigger_CD01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
  213. WeaponDryFire Trigger_OD01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
  214. WeaponDryFire Trigger_CC01 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED); // cock with clip
  215. WeaponDryFire Trigger_CJF0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
  216. WeaponDryFire Trigger_CJF1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
  217. WeaponFireAndChamberNext Trigger_CC11 = new WeaponFireAndChamberNext(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  218. WeaponStateBase Trigger_CC10 = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL); // fire last no mag
  219. WeaponStateBase Trigger_CC11L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST); // fire last with mag
  220. WeaponStateBase Trigger_CC10J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
  221. WeaponStateBase Trigger_CC11J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
  222. WeaponStateBase Unjam_CJF0 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
  223. WeaponStateBase Unjam_CJF1 = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
  224. WeaponChambering Chamber_CD00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED_UNCOCKED);
  225. WeaponChambering Chamber_CC00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
  226. WeaponChambering Chamber_OD00 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED);
  227. WeaponChambering Chamber_CD01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED_UNCOCKED);
  228. WeaponChambering Chamber_CC01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
  229. WeaponChambering Chamber_OD01 = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED);
  230. WeaponAttachMagazine Attach_CC10 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED);
  231. WeaponAttachMagazine Attach_CJF0 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED);
  232. WeaponAttachMagazine Attach_CD00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED);
  233. WeaponAttachMagazine Attach_CC00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED);
  234. WeaponAttachMagazine Attach_OD00 = new WeaponAttachMagazine(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED);
  235. WeaponReplacingMagAndChamberNext Reload_CD01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED);
  236. WeaponReplacingMagAndChamberNext Reload_CC01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED);
  237. WeaponReplacingMagAndChamberNext Reload_CC11 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED);
  238. WeaponReplacingMagAndChamberNext Reload_CJF1 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_BULLET_CLOSED);
  239. WeaponReplacingMagAndChamberNext Reload_OD01 = new WeaponReplacingMagAndChamberNext(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOADPISTOL_MAGAZINE_NOBULLET_OPENED);
  240. WeaponDetachingMag Detach_CC11 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
  241. WeaponDetachingMag Detach_CC01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
  242. WeaponDetachingMag Detach_CD01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
  243. WeaponDetachingMag Detach_OD01 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
  244. WeaponDetachingMag Detach_CJF1 = new WeaponDetachingMag(this, NULL, WeaponActions.RELOAD, WeaponActionReloadTypes.RELOAD_MAGAZINE_DETACH);
  245. // events
  246. WeaponEventBase __M__ = new WeaponEventMechanism;
  247. WeaponEventBase __T__ = new WeaponEventTrigger;
  248. WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
  249. WeaponEventBase __U__ = new WeaponEventUnjam;
  250. WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
  251. WeaponEventBase __A__ = new WeaponEventAttachMagazine;
  252. WeaponEventBase __D__ = new WeaponEventDetachMagazine;
  253. WeaponEventBase __S__ = new WeaponEventSwapMagazine;
  254. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  255. WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
  256. WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
  257. WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
  258. m_fsm = new WeaponFSM();
  259. //WeaponGuardWeaponDischarged
  260. //WeaponGuardWeaponOpen
  261. // charging
  262. m_fsm.AddTransition(new WeaponTransition( CD00, __M__, Mech_CD00)); // charge from closed
  263. m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _fin_, CC00, NULL, new WeaponGuardWeaponDischarged(this) ));
  264. m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _fin_, CD00));
  265. m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _abt_, CC00, NULL, new WeaponGuardWeaponDischarged(this) ));
  266. m_fsm.AddTransition(new WeaponTransition( Mech_CD00, _abt_, CD00));
  267. m_fsm.AddTransition(new WeaponTransition( CC00, __M__, Mech_CC00)); // charge from charged
  268. m_fsm.AddTransition(new WeaponTransition( Mech_CC00, _fin_, CC00));
  269. m_fsm.AddTransition(new WeaponTransition( Mech_CC00, _abt_, CC00));
  270. m_fsm.AddTransition(new WeaponTransition( OD00, __M__, Mech_OD00)); // charge from opened
  271. m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _fin_, CD00, NULL, new WeaponGuardWeaponOpen(this) ));
  272. m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _fin_, CC00));
  273. m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _abt_, CD00, NULL, new WeaponGuardWeaponOpen(this) ));
  274. m_fsm.AddTransition(new WeaponTransition( Mech_OD00, _abt_, CC00));
  275. m_fsm.AddTransition(new WeaponTransition( OD01, __M__, Mech_OD01)); // charge from opened with mag
  276. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this) ));
  277. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
  278. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _fin_, CC11));
  279. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this) ));
  280. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
  281. m_fsm.AddTransition(new WeaponTransition( Mech_OD01, _abt_, CC11));
  282. m_fsm.AddTransition(new WeaponTransition( CD01, __M__, Mech_CD01)); // charge from closed=1 with mag
  283. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
  284. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  285. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _fin_, CC11));
  286. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
  287. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  288. m_fsm.AddTransition(new WeaponTransition( Mech_CD01, _abt_, CC11));
  289. m_fsm.AddTransition(new WeaponTransition( CC01, __M__, Mech_CC01)); // charge from closed/charged with mag
  290. m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  291. m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _fin_, CC11));
  292. m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  293. m_fsm.AddTransition(new WeaponTransition( Mech_CC01, _abt_, CC11));
  294. // eject good cartridge
  295. m_fsm.AddTransition(new WeaponTransition( CC10, __M__, Mech_CC10)); // eject chamber nomag
  296. m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _fin_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  297. m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _fin_, CC10));
  298. m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _abt_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  299. m_fsm.AddTransition(new WeaponTransition( Mech_CC10, _abt_, CC10));
  300. m_fsm.AddTransition(new WeaponTransition( CC11, __M__, Mech_CC11 )); // eject with mag with ammo
  301. m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  302. m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _fin_, CC11));
  303. m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  304. m_fsm.AddTransition(new WeaponTransition( Mech_CC11, _abt_, CC11));
  305. // Trigger_CC11e
  306. m_fsm.AddTransition(new WeaponTransition( CC00, __T__, Trigger_CC00)); // fire.cocked
  307. m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _fin_, CD00));
  308. m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _dto_, CD00));
  309. m_fsm.AddTransition(new WeaponTransition( Trigger_CC00, _abt_, CD00));
  310. m_fsm.AddTransition(new WeaponTransition( CD00, __T__, Trigger_CD00)); // fire.uncocked
  311. m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _fin_, CD00));
  312. m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _dto_, CD00));
  313. m_fsm.AddTransition(new WeaponTransition( Trigger_CD00, _abt_, CD00));
  314. m_fsm.AddTransition(new WeaponTransition( OD00, __T__, Trigger_OD00)); // opened fire.uncocked
  315. m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _fin_, OD00));
  316. m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _dto_, OD00));
  317. m_fsm.AddTransition(new WeaponTransition( Trigger_OD00, _abt_, OD00));
  318. m_fsm.AddTransition(new WeaponTransition( CD01, __T__, Trigger_CD01)); // fire.uncocked w mag
  319. m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _fin_, CD01));
  320. m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _dto_, CD01));
  321. m_fsm.AddTransition(new WeaponTransition( Trigger_CD01, _abt_, CD01));
  322. m_fsm.AddTransition(new WeaponTransition( OD01, __T__, Trigger_OD01)); // opened fire.uncocked w mag
  323. m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _fin_, OD01));
  324. m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _dto_, OD01));
  325. m_fsm.AddTransition(new WeaponTransition( Trigger_OD01, _abt_, OD01));
  326. m_fsm.AddTransition(new WeaponTransition( CJF0, __T__, Trigger_CJF0)); // opened fire.uncocked w mag
  327. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _fin_, CJF0));
  328. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _dto_, CJF0));
  329. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF0, _abt_, CJF0));
  330. m_fsm.AddTransition(new WeaponTransition( CJF1, __T__, Trigger_CJF1)); // opened fire.uncocked w mag
  331. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _fin_, CJF1));
  332. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _dto_, CJF1));
  333. m_fsm.AddTransition(new WeaponTransition( Trigger_CJF1, _abt_, CJF1));
  334. m_fsm.AddTransition(new WeaponTransition( CC10, __T__, Trigger_CC10)); // or fire.last (if not jammed)
  335. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _fin_, CC00));
  336. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _rto_, CC00));
  337. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10, _abt_, CC00));
  338. m_fsm.AddTransition(new WeaponTransition( CC10, __TJ_, Trigger_CC10J)); // or fire.last (if not jammed)
  339. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _fin_, CJF0 ));
  340. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _rto_, CJF0 ));
  341. m_fsm.AddTransition(new WeaponTransition( Trigger_CC10J, _abt_, CJF0 ));
  342. m_fsm.AddTransition(new WeaponTransition( CC11, __T__, Trigger_CC11, NULL, new WeaponGuardHasAmmo(this))); // fire.normal + chamber next
  343. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _fin_, CC11));
  344. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _rto_, CC11));
  345. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11, _abt_, CC11));
  346. m_fsm.AddTransition(new WeaponTransition( CC11, __T__, Trigger_CC11L, NULL, new GuardNot(new WeaponGuardHasAmmo(this)))); // fire.last with mag
  347. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _fin_, OD01));
  348. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _rto_, OD01));
  349. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11L, _abt_, OD01));
  350. m_fsm.AddTransition(new WeaponTransition( CC11, __TJ_, Trigger_CC11J )); // fire.last with mag
  351. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _fin_, CJF1 ));
  352. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _rto_, CJF1 ));
  353. m_fsm.AddTransition(new WeaponTransition( Trigger_CC11J, _abt_, CJF1 ));
  354. m_fsm.AddTransition(new WeaponTransition( CC01, __T__, Trigger_CC01)); // fire.cocked with mag
  355. m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _fin_, CD01));
  356. m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _dto_, CD01));
  357. m_fsm.AddTransition(new WeaponTransition( Trigger_CC01, _abt_, CD01));
  358. // load cartridge
  359. m_fsm.AddTransition(new WeaponTransition( CD00, __L__, Chamber_CD00)); // chamber from closed=1
  360. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  361. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
  362. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _fin_, CC10));
  363. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  364. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
  365. m_fsm.AddTransition(new WeaponTransition( Chamber_CD00, _abt_, CC10));
  366. m_fsm.AddTransition(new WeaponTransition( OD00, __L__, Chamber_OD00)); // chamber from opened
  367. m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  368. m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _fin_, CC10));
  369. m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  370. m_fsm.AddTransition(new WeaponTransition( Chamber_OD00, _abt_, CC10));
  371. m_fsm.AddTransition(new WeaponTransition( CC00, __L__, Chamber_CC00)); // chamber from closed charged
  372. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  373. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  374. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _fin_, CC10));
  375. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, OD00, NULL, new WeaponGuardWeaponOpen(this)));
  376. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, CC00, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  377. m_fsm.AddTransition(new WeaponTransition( Chamber_CC00, _abt_, CC10));
  378. // load cartridge with mag
  379. m_fsm.AddTransition(new WeaponTransition( CD01, __L__, Chamber_CD01, NULL, new WeaponGuardHasMag(this))); // chamber from closed=1 with mag
  380. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  381. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, CD01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  382. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _fin_, CC11));
  383. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  384. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, CD01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  385. m_fsm.AddTransition(new WeaponTransition( Chamber_CD01, _abt_, CC11));
  386. m_fsm.AddTransition(new WeaponTransition( CC01, __L__, Chamber_CC01, NULL, new WeaponGuardHasMag(this))); // chamber from closed=1 with mag
  387. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  388. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  389. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _fin_, CC11));
  390. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  391. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  392. m_fsm.AddTransition(new WeaponTransition( Chamber_CC01, _abt_, CC11));
  393. m_fsm.AddTransition(new WeaponTransition( OD01, __L__, Chamber_OD01, NULL, new WeaponGuardHasMag(this))); // chamber from opened with mag
  394. m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _fin_, OD01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
  395. m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _fin_, CC11));
  396. m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _abt_, OD01, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
  397. m_fsm.AddTransition(new WeaponTransition( Chamber_OD01, _abt_, CC11));
  398. m_fsm.AddTransition(new WeaponTransition( CJF0, __A__, Attach_CJF0, NULL, new WeaponGuardCanAttachMag(this))); // attach from JAM/b1/m0
  399. m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
  400. m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _fin_, CJF0));
  401. m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
  402. m_fsm.AddTransition(new WeaponTransition( Attach_CJF0, _abt_, CJF0));;
  403. // zdokumentovano az sem
  404. // attach mag with no ammo
  405. m_fsm.AddTransition(new WeaponTransition( CD00, __A__, Attach_CD00, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b0/m0
  406. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  407. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CD01, NULL, new WeaponGuardWeaponDischarged(this)));
  408. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  409. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _fin_, CC11));
  410. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  411. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CD00, NULL, new WeaponGuardWeaponDischarged(this)));
  412. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  413. m_fsm.AddTransition(new WeaponTransition( Attach_CD00, _abt_, CC11));
  414. m_fsm.AddTransition(new WeaponTransition( CC10, __A__, Attach_CC10, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b1/m0
  415. m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
  416. m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _fin_, CC10));
  417. m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
  418. m_fsm.AddTransition(new WeaponTransition( Attach_CC10, _abt_, CC10));
  419. m_fsm.AddTransition(new WeaponTransition( OD00, __A__, Attach_OD00, NULL, new WeaponGuardCanAttachMag(this))); // attach from OPE/b0/m0
  420. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  421. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  422. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  423. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _fin_, CC11));
  424. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  425. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  426. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  427. m_fsm.AddTransition(new WeaponTransition( Attach_OD00, _abt_, CC11));
  428. m_fsm.AddTransition(new WeaponTransition( CC00, __A__, Attach_CC00, NULL, new WeaponGuardCanAttachMag(this))); // attach from CLO/b0/m0 charged
  429. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
  430. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC01, NULL, new WeaponGuardHasMag(this)));
  431. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _fin_, CC00));
  432. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
  433. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC01, NULL, new WeaponGuardHasMag(this)));
  434. m_fsm.AddTransition(new WeaponTransition( Attach_CC00, _abt_, CC00));
  435. // replace magazine
  436. m_fsm.AddTransition(new WeaponTransition( CD01, __S__, Reload_CD01, NULL, new WeaponGuardCanSwapMag(this))); // swap in CLO/b0/m1
  437. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
  438. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CC01, NULL, new WeaponGuardWeaponCharged(this)));
  439. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CD01, NULL, new WeaponGuardHasMag(this)));
  440. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _fin_, CD00));
  441. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)));
  442. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CC01, NULL, new WeaponGuardWeaponCharged(this)));
  443. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CD01, NULL, new WeaponGuardHasMag(this)));
  444. m_fsm.AddTransition(new WeaponTransition( Reload_CD01, _abt_, CD00));
  445. m_fsm.AddTransition(new WeaponTransition( CC11, __S__, Reload_CC11, NULL, new WeaponGuardCanSwapMag(this))); // swap in CLO/b1/m1
  446. m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
  447. m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _fin_, CC10));
  448. m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
  449. m_fsm.AddTransition(new WeaponTransition( Reload_CC11, _abt_, CC10));
  450. m_fsm.AddTransition(new WeaponTransition( CC01, __S__, Reload_CC01, NULL, new WeaponGuardCanSwapMag(this))); // CLO/b0/m1 swap with empty mag (no chamber)
  451. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)) );
  452. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC01, NULL, new WeaponGuardHasMag(this)) );
  453. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _fin_, CC00));
  454. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC11, NULL, new WeaponGuardCurrentChamberFull(this)) );
  455. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC01, NULL, new WeaponGuardHasMag(this)) );
  456. m_fsm.AddTransition(new WeaponTransition( Reload_CC01, _abt_, CC00));
  457. m_fsm.AddTransition(new WeaponTransition( OD01, __S__, Reload_OD01, NULL, new WeaponGuardCanSwapMag(this))); // OPE/b0/m1 swap with empty mag (no chamber)
  458. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  459. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  460. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  461. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _fin_, CC11));
  462. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, OD00, NULL, new GuardNot(new WeaponGuardHasMag(this))));
  463. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, OD01, NULL, new WeaponGuardWeaponOpen(this)));
  464. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  465. m_fsm.AddTransition(new WeaponTransition( Reload_OD01, _abt_, CC11));
  466. m_fsm.AddTransition(new WeaponTransition( CJF1, __S__, Reload_CJF1, NULL, new WeaponGuardCanSwapMag(this))); // swap in JAM/b1/m1
  467. m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
  468. m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _fin_, CJF0));
  469. m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
  470. m_fsm.AddTransition(new WeaponTransition( Reload_CJF1, _abt_, CJF0));
  471. // detach magazine
  472. m_fsm.AddTransition(new WeaponTransition( OD01, __D__, Detach_OD01, NULL, new WeaponGuardCanDetachMag(this))); // detach from OPE/b0/m1
  473. m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _fin_, OD01, NULL, new WeaponGuardHasMag(this)));
  474. m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _fin_, OD00));
  475. m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _abt_, OD01, NULL, new WeaponGuardHasMag(this)));
  476. m_fsm.AddTransition(new WeaponTransition( Detach_OD01, _abt_, OD00));
  477. m_fsm.AddTransition(new WeaponTransition( CC11, __D__, Detach_CC11, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b1/m1
  478. m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _fin_, CC11, NULL, new WeaponGuardHasMag(this)));
  479. m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _fin_, CC10));
  480. m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _abt_, CC11, NULL, new WeaponGuardHasMag(this)));
  481. m_fsm.AddTransition(new WeaponTransition( Detach_CC11, _abt_, CC10));
  482. m_fsm.AddTransition(new WeaponTransition( CC01, __D__, Detach_CC01, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b0/m1
  483. m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _fin_, CC01, NULL, new WeaponGuardHasMag(this)));
  484. m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _fin_, CC00));
  485. m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _abt_, CC01, NULL, new WeaponGuardHasMag(this)));
  486. m_fsm.AddTransition(new WeaponTransition( Detach_CC01, _abt_, CC00));
  487. m_fsm.AddTransition(new WeaponTransition( CD01, __D__, Detach_CD01, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b0/m1 dischg
  488. m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _fin_, CD01, NULL, new WeaponGuardHasMag(this)));
  489. m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _fin_, CD00));
  490. m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _abt_, CD01, NULL, new WeaponGuardHasMag(this)));
  491. m_fsm.AddTransition(new WeaponTransition( Detach_CD01, _abt_, CD00));
  492. m_fsm.AddTransition(new WeaponTransition( CJF1, __D__, Detach_CJF1, NULL, new WeaponGuardCanDetachMag(this))); // detach from CLO/b1/m1 jammed
  493. m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _fin_, CJF1, NULL, new WeaponGuardHasMag(this)));
  494. m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _fin_, CJF0));
  495. m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _abt_, CJF1, NULL, new WeaponGuardHasMag(this)));
  496. m_fsm.AddTransition(new WeaponTransition( Detach_CJF1, _abt_, CJF0));
  497. // unjam
  498. m_fsm.AddTransition(new WeaponTransition( CJF0, __U__, Unjam_CJF0)); // unjam nomag
  499. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _fin_, CJF0, NULL, new WeaponGuardJammed(this)));
  500. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _fin_, CC00));
  501. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _abt_, CJF0, NULL, new WeaponGuardJammed(this)));
  502. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF0, _abt_, CC00));
  503. m_fsm.AddTransition(new WeaponTransition( CJF1, __U__, Unjam_CJF1)); // unjam with mag with ammo
  504. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CJF1, NULL, new WeaponGuardJammed(this)));
  505. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  506. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _fin_, CC11));
  507. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CJF1, NULL, new WeaponGuardJammed(this)));
  508. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CC01, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  509. m_fsm.AddTransition(new WeaponTransition( Unjam_CJF1, _abt_, CC11));
  510. SetInitialState(CD00);
  511. SelectionBulletHide();
  512. HideMagazine();
  513. m_fsm.Start();
  514. }
  515. override float GetChanceToJam()
  516. {
  517. float chanceToJam = super.GetChanceToJam();
  518. Magazine mag = GetMagazine(GetCurrentMuzzle());
  519. if(mag)
  520. {
  521. chanceToJam = chanceToJam + ((1.0 - chanceToJam) * mag.GetChanceToJam());
  522. }
  523. else
  524. {
  525. chanceToJam = chanceToJam + ((1.0 - chanceToJam) * 0.06);
  526. }
  527. return chanceToJam;
  528. }
  529. /*override bool GetInventoryHandAnimation(notnull InventoryLocation loc, out int value)
  530. {
  531. int id;
  532. string name = "";
  533. if ( loc.GetParent() && loc.GetParent().GetInventory().GetCurrentAttachmentSlotInfo(id,name) && name == "Hips" )
  534. {
  535. //value = WeaponHideShowTypes.HIDESHOW_SLOT_2HDRIGHTBACK;
  536. value = WeaponHideShowTypes.HIDESHOW_SLOT_PISTOLBELT;
  537. return true;
  538. }
  539. return false;
  540. }*/
  541. override void SetActions()
  542. {
  543. super.SetActions();
  544. AddAction(FirearmActionDetachMagazine);
  545. }
  546. };