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- /**@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);
- }
- };
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