//-------------------------------------------------------------- // 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" ); }
//-------------------------------------------------------------- // 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 ); }
void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName ) { _state = state; SetInternalStateName( stateName ); }
//-------------------------------------------------------------- // 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 ); }
//-------------------------------------------------------------- // 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 ); }
//-------------------------------------------------------------- // 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 ); }
//-------------------------------------------------------------- // 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 ); }
//-------------------------------------------------------------- // 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 ); }