Big big update
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@@ -45,7 +45,8 @@ function weapon_base:on_fsm_state_update(dt)
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-- проверка на стрельбу
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if (self.m_state == WEAPON_FSM_STATE_ATTACK or
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self.m_state == WEAPON_FSM_STATE_ATTACK2) and
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self.m_state == WEAPON_FSM_STATE_ATTACK2 or
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self.m_state == WEAPON_FSM_STATE_RELOAD) and
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self.m_state_time >= self.m_end_state_time then
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-- переходим в ожидание
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@@ -113,6 +114,10 @@ function weapon_base:on_state_switch(state)
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local anim_id = self:find_animation(fsm_state.anim)
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self:play_animation(anim_id, fsm_state.anim_playback)
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if fsm_state.anim_sound then
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engine.play_sound(fsm_state.anim_sound)
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end
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end
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function weapon_base:set_relative_position_to_camera( ent )
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