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.