void AIEventSender::WhenBeenHurted( long attackerType, const CGUID &attackerId, long hurt ) { m_AI->SendEvent( HurtEvent( hurt, attackerId, attackerType ) ); }
void OnHurted( long hurt, long targetId ) { // can cache the target data for SearchEnemy. // send event to the focused state. m_StateMachine->cur_state()->receive_event( this, HurtEvent( hurt, targetId ) ); }