19 m_FSM.SetInitialState(m_Move);
36 if (
m_Entity.GetInventory().GetCurrentInventoryLocation(
loc))
37 m_Move.m_WaitingForSlot =
loc.GetSlot();
81 if (
curr == m_mskSlot)
94 if (
m_Entity.GetInventory().GetCurrentInventoryLocation(
loc))
98 if (
loc.GetSlot() == m_WaitingForSlot)
100 int nextSlot = GetNextSlot(m_WaitingForSlot);
void botDebugPrint(string s)
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
InventoryLocationType
types of Inventory Location
enum ProcessDirectDamageFlags m_Owner
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
represent weapon state base
ref BotTestItemMoveBackAndForth_MoveFromSlotToSlot m_Move
override void OnUpdate(float dt)
void BotTestItemMoveBackAndForth(Bot bot=NULL, BotStateBase parent=NULL)
override void OnEntry(BotEventBase e)
override void OnAbort(BotEventBase e)
override void OnExit(BotEventBase e)
int GetNextSlot(int curr)
provides access to slot configuration
const int INVALID
Invalid slot (-1)
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
void Error(string err)
Messagebox with error message.