/**@class HandStableState * @brief represents stable state (i.e. the basic states that the fsm will spend the most time in) **/ class HandStableState extends HandStateBase { int m_AnimState; void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; } void SyncAnimState () { } override void OnEntry (HandEventBase e) { super.OnEntry(e); SyncAnimState(); //m_weapon.OnStableStateEntry(); } override void OnUpdate (float dt) { super.OnUpdate(dt); SyncAnimState(); } override void OnAbort (HandEventBase e) { super.OnAbort(e); } override void OnExit (HandEventBase e) { //m_weapon.ResetWeaponAnimState(); super.OnExit(e); } override bool IsIdle () { return true; } int GetCurrentStateID () { return HandStateID.UNKNOWN; } /// query for entity in hands bool HasEntityInHands () { return false; } };