26class BotTestSpamUserActions_GetEntityFromSlot : BotTimedWait
44 if (!
GetGame().IsDedicatedServer())
60 override void OnUpdate (
float dt)
64 if (!
GetGame().IsDedicatedServer())
151 ref BotTestSpamUserActions_GetEntityFromSlot m_GetRef;
160 m_GetRef =
new BotTestSpamUserActions_GetEntityFromSlot(m_Bot,
this, 2.0);
166 m_FSM.AddTransition(
new BotTransition( m_Start, __EntWait__, m_GetRef));
168 m_FSM.SetInitialState(m_Start);
177 m_Owner.GetInventory().CreateAttachment(
"PolicePantsOrel");
191 override void OnUpdate (
float dt)
void botDebugPrint(string s)
override void OnTimeout()
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
represent weapon state base
override bool PredictiveDropEntity(notnull EntityAI item)
script counterpart to engine's class Inventory
static bool SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)
provides access to slot configuration
proto native CGame GetGame()
ref InventoryLocation m_Src
HandStateEquipped OnEntry
enum ProcessDirectDamageFlags m_Owner
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit