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return;
end
-- Force the soldier into falling, this overrides all
other
-- requests.
if (Soldier_IsFalling(agent)) then
_soldierState = _soldierStates.FALLING;
end
-- Handle the current soldier's requested state.
if (_soldierState == _soldierStates.IDLE) then
Agent_IdleState(agent, deltaTimeInMillis);
elseif (_soldierState == _soldierStates.SHOOTING) then
Agent_ShootState(agent, deltaTimeInMillis);
elseif (_soldierState == _soldierStates.MOVING) then
Agent_MovingState(agent, deltaTimeInMillis);
elseif (_soldierState == _soldierStates.FALLING) then
Agent_FallingState(agent, deltaTimeInMillis);
elseif (_soldierState == _soldierStates.DEATH) then
Agent_DeathState(agent, deltaTimeInMillis);
end
end
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