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/**@class		HandStableState
 * @brief	  represents stable state (i.e. the basic states that the fsm will spend the most time in)
 **/
class HandStableState extends HandStateBase
{
	int m_AnimState;

	void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }

	void SyncAnimState () { }

	override void OnEntry (HandEventBase e)
	{
		super.OnEntry(e);
		SyncAnimState();

		//m_weapon.OnStableStateEntry();
	}
	override void OnUpdate (float dt)
	{
		super.OnUpdate(dt);
		SyncAnimState();
	}
	override void OnAbort (HandEventBase e)
	{
		super.OnAbort(e);
	}
	override void OnExit (HandEventBase e)
	{
		//m_weapon.ResetWeaponAnimState();
		super.OnExit(e);
	}

	override bool IsIdle () { return true; }

	int GetCurrentStateID () { return 0; }

	/// query for entity in hands
	bool HasEntityInHands () { return false; }
};