コード例 #1
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		GeneralCombatWithRangedWeapon
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::setInternalState( generalCombatStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
	//gi.WDPrintf( "State: " + stateName + "\n" );
}
コード例 #2
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		StationaryFireCombat
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void StationaryFireCombat::setInternalState( StationaryFireStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
}
コード例 #3
0
void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
}
コード例 #4
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		TorsoAimAndFireWeapon
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setInternalState( TorsoAimAndFireStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
}
コード例 #5
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		CorridorCombatWithRangedWeapon
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void CorridorCombatWithRangedWeapon::setInternalState( corridorCombatStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );	
}
コード例 #6
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		GotoCurrentHelperNode
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void GotoCurrentHelperNode::setInternalState( GotoHelperNodeStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
}
コード例 #7
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		Work
//
// Description:	Sets internal state of the behavior
//
// Parameters:	workStates_t state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void Work::setInternalState ( workStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );
}
コード例 #8
0
//--------------------------------------------------------------
// Name:		setInternalState()
// Class:		CloseInOnEnemyWhileFiringWeapon
//
// Description:	Sets the internal state of the behavior
//
// Parameters:	unsigned int state
//				const str &stateName
//
// Returns:		None
//--------------------------------------------------------------
void CloseInOnEnemyWhileFiringWeapon::setInternalState( CIWFStates_t state , const str &stateName )
{
	_state = state;
	SetInternalStateName( stateName );	
}