//Obsolete
/**@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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