| |
| |
| |
| class HandStableState extends HandStateBase |
| { |
| int m_AnimState; |
|
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| void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; } |
|
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| void SyncAnimState () { } |
|
|
| override void OnEntry (HandEventBase e) |
| { |
| super.OnEntry(e); |
| SyncAnimState(); |
|
|
| |
| } |
| override void OnUpdate (float dt) |
| { |
| super.OnUpdate(dt); |
| SyncAnimState(); |
| } |
| override void OnAbort (HandEventBase e) |
| { |
| super.OnAbort(e); |
| } |
| override void OnExit (HandEventBase e) |
| { |
| |
| super.OnExit(e); |
| } |
|
|
| override bool IsIdle () { return true; } |
|
|
| int GetCurrentStateID () { return 0; } |
|
|
| |
| bool HasEntityInHands () { return false; } |
| }; |
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|