void EnemyStartTurnState::Update(double dt)
{
	// Pause state update for a duration
	if (m_stateTimer < S_MAX_STATE_TIME)
	{
		m_stateTimer += dt;
		return;
	}
	else
	{
		m_stateTimer = 0.f;
	}

	FSMState::Update(dt);

	// Get the actual NPC-type pointer
	Enemy* c = dynamic_cast<Enemy*>(m_FSMOwner);

	// Check if the NPC is legit
	if (!c)
	{
		return;
	}

	// If we are biding, continue biding instead of choosing another move
	if (c->m_currentBideTurns > 0)
	{
		changeState(new EnemySpecialState());
	}
	else
	{
		// Probabilities
		short attProb = c->m_attackProbability;
		short stunProb = c->m_stunProbability;
		short specProb = c->m_specialProbability;

		// Random
		short maxRand = attProb + stunProb + specProb;
		short random = Math::RandIntMinMax(0, maxRand);

		// Find out which action is chosen
		if (random <= stunProb)
		{
			changeState(new StunAttackState());
		}
		else
		{
			if (random <= specProb && c->canUseSpecialAttack())
			{
				changeState(new EnemySpecialState());
			}
			else
			{
				changeState(new AttackState());
			}
		}
	}
}