void CWeaponMagazined::OnStateSwitch (u32 S) { inherited::OnStateSwitch(S); switch (S) { case eIdle: switch2_Idle (); break; case eFire: switch2_Fire (); break; case eFire2: switch2_Fire2 (); break; case eMisfire: if(smart_cast<CActor*>(this->H_Parent()) && (Level().CurrentViewEntity()==H_Parent()) ) HUD().GetUI()->AddInfoMessage("gun_jammed"); break; case eMagEmpty: switch2_Empty (); break; case eReload: switch2_Reload (); break; case eShowing: switch2_Showing (); break; case eHiding: switch2_Hiding (); break; case eHidden: switch2_Hidden (); break; } }
void CWeaponMagazined::OnStateSwitch(u32 S) { inherited::OnStateSwitch(S); switch (S) { case eIdle: switch2_Idle(); break; case eFire: switch2_Fire(); break; case eFire2: switch2_Fire2(); break; case eMisfire: if (smart_cast<CActor*>(this->H_Parent()) && (Level().CurrentViewEntity() == H_Parent())) HUD().GetUI()->AddInfoMessage("gun_jammed"); // Callbacks added by Cribbledirge. StateSwitchCallback(GameObject::eOnActorWeaponJammed, GameObject::eOnNPCWeaponJammed); break; case eMagEmpty: switch2_Empty(); // Callbacks added by Cribbledirge. StateSwitchCallback(GameObject::eOnActorWeaponEmpty, GameObject::eOnNPCWeaponEmpty); break; case eReload: switch2_Reload(); // Callbacks added by Cribbledirge. StateSwitchCallback(GameObject::eOnActorWeaponReload, GameObject::eOnNPCWeaponReload); break; case eShowing: switch2_Showing(); break; case eHiding: switch2_Hiding(); break; case eHidden: switch2_Hidden(); break; } }