//-------------------------------------------------------------- // Name: transitionToState() // Class: StationaryFireCombat // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void StationaryFireCombat::transitionToState( StationaryFireStates_t state ) { switch ( state ) { case STATIONARY_FIRE_AIM: setupStateAim(); setInternalState( state , "STATIONARY_FIRE_AIM" ); break; case STATIONARY_FIRE_PRE_FIRE: setupStatePreFire(); setInternalState( state , "STATIONARY_FIRE_PRE_FIRE" ); break; case STATIONARY_FIRE_ATTACK: setupStateAttack(); setInternalState( state , "STATIONARY_FIRE_ATTACK" ); break; case STATIONARY_FIRE_POST_FIRE: setupStatePostFire(); setInternalState( state , "STATIONARY_FIRE_POST_FIRE" ); break; case STATIONARY_FIRE_SUCCESS: setInternalState( state , "STATIONARY_FIRE_SUCCESS" ); break; case STATIONARY_FIRE_FAILED: setInternalState( state , "SUPPRESSION_FIRE_FAILED" ); break; } }
//-------------------------------------------------------------- // Name: transitionToState() // Class: TorsoAimAndFireWeapon // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void TorsoAimAndFireWeapon::transitionToState( TorsoAimAndFireStates_t state ) { switch ( state ) { case TORSO_AIM_AND_FIRE_AIM: setupStateAim(); setInternalState( state , "TORSO_AIM_AND_FIRE_AIM" ); break; case TORSO_AIM_AND_FIRE_PRE_FIRE: setupStatePreFire(); setInternalState( state , "TORSO_AIM_AND_FIRE_PRE_FIRE" ); break; case TORSO_AIM_AND_FIRE_ATTACK: setupStateAttack(); setInternalState( state , "TORSO_AIM_AND_FIRE_ATTACK" ); break; case TORSO_AIM_AND_FIRE_POST_FIRE: setupStatePostFire(); setInternalState( state , "TORSO_AIM_AND_FIRE_POST_FIRE" ); break; case TORSO_AIM_AND_FIRE_SUCCESS: setInternalState( state , "TORSO_AIM_AND_FIRE_SUCCESS" ); break; case TORSO_AIM_AND_FIRE_FAILED: setInternalState( state , "TORSO_AIM_AND_FIRE_FAILED" ); break; } }