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103 lines
1.4 KiB
C++
103 lines
1.4 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ai_state_attack_passive.cpp
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//
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// - implements an attack_passive state for an actor
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//
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//
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include "ai_state_attack_passive.hpp"
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#include "ai\brain.hpp"
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#include "ai\sensory_record.hpp"
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ai_state_attack_passive::ai_state_attack_passive(brain* myBrain ) :
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ai_state_attack(myBrain)
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{
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}
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ai_state_attack_passive::~ai_state_attack_passive()
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{
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}
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void ai_state_attack_passive::OnAdvanceLogic( f32 deltaTime )
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{
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CONTEXT( "ai_state_attack_passive::OnAdvanceLogic" );
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(void)deltaTime;
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}
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void ai_state_attack_passive::OnEnterState( void )
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{
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}
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xbool ai_state_attack_passive::OnAttemptExit( void )
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{
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return true;
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}
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void ai_state_attack_passive::OnExitState( void )
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{
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}
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void ai_state_attack_passive::OnInit( void )
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Editor
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void ai_state_attack_passive::OnEnumProp( prop_enum& List )
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{
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ai_state_attack::OnEnumProp( List );
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}
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xbool ai_state_attack_passive::OnProperty( prop_query& I )
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{
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xbool returnVal = ai_state_attack::OnProperty(I);
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return returnVal;
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}
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