//-------------------------------------------------------------- // Name: transitionToState() // Class: GeneralCombatWithRangedWeapon // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithRangedWeapon::transitionToState( generalCombatStates_t state ) { switch ( state ) { case GC_WRW_CHANGE_POSTURE_TO_ADVANCE: setupStateChangePostureToAdvance(); setInternalState( state , "GC_WRW_CHANGE_POSTURE_TO_ADVANCE" ); break; case GC_WRW_CHANGE_POSTURE_TO_RETREAT: setupStateChangePostureToRetreat(); setInternalState( state , "GC_WRW_CHANGE_POSTURE_TO_RETREAT" ); break; case GC_WRW_ADVANCE: setupStateAdvance(); setInternalState( state , "GC_WRW_ADVANCE" ); break; case GC_WRW_ADVANCE_FIRING: setupStateAdvanceFiring(); setInternalState( state , "GC_WRW_ADVANCE_FIRING" ); break; case GC_WRW_RETREAT: setupStateRetreat(); setInternalState( state , "GC_WRW_RETREAT" ); break; case GC_WRW_RETREAT_FIRING: setupStateRetreatFiring(); setInternalState( state , "GC_WRW_RETREAT_FIRING" ); break; case GC_WRW_STRAFE: setupStateStrafe(); setInternalState( state , "GC_WRW_STRAFE" ); break; case GC_WRW_CHANGE_POSTURE_DUCK: setupStateChangePostureDuck(); setInternalState( state , "GC_WRW_CHANGE_POSTURE_DUCK" ); break; case GC_WRW_DUCKED: setupStateDucked(); setInternalState( state , "GC_WRW_DUCKED" ); break; case GC_WRW_DUCKED_FIRING: setupStateDuckedFiring(); setInternalState( state , "GC_WRW_DUCKED_FIRING" ); break; case GC_WRW_CHANGE_POSTURE_STAND: setupStateChangePostureStand(); setInternalState( state , "GC_WRW_CHANGE_POSTURE_STAND" ); break; case GC_WRW_STAND: setupStateStand(); setInternalState( state , "GC_WRW_STAND" ); break; case GC_WRW_STAND_FIRING: setupStateStandFiring(); setInternalState( state , "GC_WRW_STAND_FIRING" ); break; case GC_WRW_FAILED: setInternalState( state , "GC_WRW_FAILED" ); break; } }
//-------------------------------------------------------------- // Name: transitionToState() // Class: CorridorCombatWithRangedWeapon // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void CorridorCombatWithRangedWeapon::transitionToState( corridorCombatStates_t state ) { switch ( state ) { case CORRIDORCOMBAT_WRW_FINDNODE: setupStateFindNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_FINDNODE" ); break; case CORRIDORCOMBAT_WRW_MOVETONODE: setupStateMoveToNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_MOVETONODE" ); break; case CORRIDORCOMBAT_WRW_BACKPEDAL: setupStateBackPedal(); setInternalState( state , "CORRIDORCOMBAT_WRW_BACKPEDAL" ); break; case CORRIDORCOMBAT_WRW_FINDBETTERNODE: setupStateFindBetterNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_FINDBETTERNODE" ); break; case CORRIDORCOMBAT_WRW_MOVETOBETTERNODE: setupStateMoveToBetterNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_MOVETOBETTERNODE" ); break; case CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK: setupStateChangePostureDuck(); setInternalState( state , "CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK" ); break; case CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND: setupStateChangePostureStand(); setInternalState( state , "CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND" ); break; case CORRIDORCOMBAT_WRW_DUCKED: setupStateDucked(); setInternalState( state , "CORRIDORCOMBAT_WRW_DUCKED" ); break; case CORRIDORCOMBAT_WRW_DUCKED_FIRING: setupStateFireDucked(); setInternalState( state , "CORRIDORCOMBAT_WRW_DUCKED_FIRING" ); break; case CORRIDORCOMBAT_WRW_STAND: setupStateStanding(); setInternalState( state , "CORRIDORCOMBAT_WRW_STAND" ); break; case CORRIDORCOMBAT_WRW_STAND_FIRING: setupStateFireStanding(); setInternalState( state , "CORRIDORCOMBAT_WRW_STAND_FIRING" ); break; case CORRIDORCOMBAT_WRW_HOLD_POSITION: setupStateHoldPosition(); setInternalState( state , "CORRIDORCOMBAT_WRW_HOLD_POSITION" ); break; case CORRIDORCOMBAT_WRW_SUCCESS: setInternalState( state , "CORRIDORCOMBAT_WRW_SUCCESS" ); break; case CORRIDORCOMBAT_WRW_FAILED: setInternalState( state , "CORRIDORCOMBAT_WRW_FAILED" ); break; } }