protected virtual bool SwitchToNonAimMovementState() { // check if we should exit aiming state if (!m_ped.IsHoldingWeapon || !m_ped.IsAimOn) { // Debug.LogFormat ("Exiting aim state, IsHoldingWeapon {0}, IsAimOn {1}", m_ped.IsHoldingWeapon, m_ped.IsAimOn); BaseMovementState.SwitchToMovementStateBasedOnInput(m_ped); return(true); } return(false); }
protected virtual bool SwitchToNonAimMovementState() { // check if we should exit aiming state if (!m_ped.IsHoldingWeapon || !m_ped.IsAimOn) { BaseMovementState.SwitchToMovementStateBasedOnInput(m_ped); return(true); } if (m_ped.IsSprintOn) { if (null == m_weapon || m_weapon.CanSprintWithIt) { m_ped.SwitchState <SprintState>(); return(true); } } return(false); }
protected virtual void SwitchToMovementState() { BaseMovementState.SwitchToMovementStateBasedOnInput(m_ped); }