8 ref BotTestAttachAndDropCycle_Detaching m_Detaching;
9 ref BotTestAttachAndDropCycle_Attaching m_Attaching;
11 void BotTestAttachAndDropCycle (
Bot bot = NULL,
BotStateBase parent = NULL)
16 m_Detaching =
new BotTestAttachAndDropCycle_Detaching(m_Bot,
this);
17 m_Attaching =
new BotTestAttachAndDropCycle_Attaching(m_Bot,
this);
24 m_FSM.AddTransition(
new BotTransition( m_Detaching, __EntDet__, m_Attaching));
25 m_FSM.AddTransition(
new BotTransition( m_Attaching, __EntAtt__, m_Detaching));
27 m_FSM.SetInitialState(m_Detaching);
30 override void OnEntry (BotEventBase e)
39 override void OnExit (BotEventBase e)
52class BotTestAttachAndDropCycle_Detaching
extends BotStateBase
56 override void OnEntry (BotEventBase e)
61 override void OnAbort (BotEventBase e) { super.OnAbort(e); }
63 override void OnExit (BotEventBase e)
76 InventoryLocation loc =
new InventoryLocation;
88class BotTestAttachAndDropCycle_Attaching
extends BotStateBase
92 override void OnEntry (BotEventBase e)
97 override void OnAbort (BotEventBase e) { super.OnAbort(e); }
99 override void OnExit (BotEventBase e)
114 InventoryLocation loc =
new InventoryLocation;
void botDebugPrint(string s)
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical).
represent weapon state base
proto native GameInventory GetInventory()
proto native EntityAI CreateAttachment(string typeName)
Create Entity of specified type as attachment of entity.
proto native bool GetCurrentInventoryLocation(out notnull InventoryLocation loc)
returns information about current item location
HandStateEquipped OnEntry
InventoryLocationType
types of Inventory Location
enum ProcessDirectDamageFlags m_Owner
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit