weaponstatejammed.c 678 B

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  1. /**@class WeaponStateJammed
  2. * @brief handle jamming state set jam/unjam state for weapon
  3. **/
  4. class WeaponStateJammed extends WeaponStableState
  5. {
  6. /**@fn OnEntry
  7. * @brief called upon entry to state
  8. * @NOTE if state has (non-running) sub-machine, it's started on entry
  9. * @param[in] e the event that triggered transition to this state
  10. **/
  11. override void OnEntry (WeaponEventBase e)
  12. {
  13. super.OnEntry(e);
  14. m_weapon.SetJammed(true);
  15. }
  16. /**@fn OnExit
  17. * @brief called on exit from state
  18. * @param[in] e the event that triggered transition from this state
  19. **/
  20. override void OnExit (WeaponEventBase e)
  21. {
  22. super.OnExit(e);
  23. //m_weapon.SetJammed(false);
  24. }
  25. };