/**@class WeaponStateJammed * @brief handle jamming state set jam/unjam state for weapon **/ class WeaponStateJammed extends WeaponStableState { /**@fn OnEntry * @brief called upon entry to state * @NOTE if state has (non-running) sub-machine, it's started on entry * @param[in] e the event that triggered transition to this state **/ override void OnEntry (WeaponEventBase e) { super.OnEntry(e); m_weapon.SetJammed(true); } /**@fn OnExit * @brief called on exit from state * @param[in] e the event that triggered transition from this state **/ override void OnExit (WeaponEventBase e) { super.OnExit(e); //m_weapon.SetJammed(false); } };