19 override void OnUpdate (
float dt)
34 override bool IsIdle () {
return true; }
39 bool HasEntityInHands () {
return false; }
Abstracted event, not to be used, only inherited.
represents stable state (i.e. the basic states that the fsm will spend the most time in)
represent hand state base
override int GetCurrentStateID()
HandStateEquipped OnEntry
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit