Game Development Reference
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-- pose.
Soldier_SlowMovement(agent, deltaTimeInMillis,
2);
end
if (currentState ~=
Soldier.SoldierStates.CROUCH_IDLE_AIM) then
-- Only request the CROUCH_IDLE_AIM state if
not
-- currently playing.
self.asms["soldier"]:RequestState(
Soldier.SoldierStates.CROUCH_IDLE_AIM);
elseif (#self.commands > 0) then
-- Continue executing till a new command is
queued.
_ClearExecutingCommand(self);
end
end
end
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