23 bool result = m_arg0.GuardCondition(e) && m_arg1.GuardCondition(e);
24 botDebugPrint(
"[botfsm] guard - " + m_arg0.Type() +
" && " + m_arg1.Type() +
" = " + result);
33 void BotGuardNot (
BotGuardBase arg0 = NULL) { m_arg0 = arg0; }
37 bool result = !m_arg0.GuardCondition(e);
38 botDebugPrint(
"[botfsm] guard - ! " + m_arg0.Type() +
" = " + result);
52 bool result = m_arg0.GuardCondition(e) || m_arg1.GuardCondition(e);
53 botDebugPrint(
"[botfsm] guard - " + m_arg0.Type() +
" || " + m_arg1.Type() +
" = " + result);
65 if (
m_Player.GetHumanInventory().GetEntityInHands())
86 if (!
Class.CastTo(other, e))
91 return other.m_Id == m_Event.m_Id;
void botDebugPrint(string s)
represents event that triggers transition from state to state
represents guard on a transition from state to state
override bool GuardCondition(BotEventBase e)
void BotGuardDebugEventMatches(BotEventStartDebug e=NULL)
ref BotEventStartDebug m_Event
Super root of all classes in Enforce script.
Abstracted event, not to be used, only inherited.
TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal ch...
void BotGuardHasItemInHands(Man p=NULL)
override bool GuardCondition(HandEventBase e)
override bool GuardCondition(WeaponEventBase e)
void hndDebugPrint(string s)