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/**@class	BotEventBase
 * @brief	represents event that triggers transition from state to state
 **/
class BotEventBase
{
	PlayerBase m_Player;
	EntityAI m_Entity;

	void BotEventBase (PlayerBase p = NULL, EntityAI e = NULL) { m_Entity = e; }
	string DumpToString () {}
};

//class BotEventXXX : BotEventBase { void BotEventXXX (PlayerBase p = NULL) { } };


class BotEventStart : BotEventBase { };
class BotEventStop : BotEventBase { };

class BotEventEndOK : BotEventBase { };
class BotEventEndFail : BotEventBase { };
class BotEventEndTimeout : BotEventBase { };
class BotEventOnItemInHandsChanged : BotEventBase { };