void botDebugSpam(string s)
override void OnTimeout()
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
void BotEventBase(PlayerBase p=NULL, EntityAI e=NULL)
represents event that triggers transition from state to state
void BotTimedWait(Bot bot=NULL, BotStateBase parent=NULL, float timeout=3.0)
void BotStateBase(Bot bot=NULL, BotStateBase parent=NULL)
nested state machine (or null)
override void OnUpdate(float dt)
override void OnEntry(BotEventBase e)
override void OnExit(BotEventBase e)
Bot m_Bot
man that this state belongs to
represent weapon state base