void CAIGoalGuard::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { // If state is idle, and a guard node is set, set state to goto. case kState_HumanIdle: HandleStateIdle(); break; case kState_HumanGoto: HandleStateGoto(); break; // State should only be idle or goto. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalGuard::UpdateGoal: Unexpected State."); } }
void CAIGoalPatrol::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { // If state is idle, and a patrol node is set, set state to patrol. case kState_HumanIdle: HandleStateIdle(); break; case kState_HumanPatrol: HandleStatePatrol(); break; case kState_HumanDraw: HandleStateDraw(); break; // State should only be idle or patrol. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalPatrol::UpdateGoal: Unexpected State."); } }