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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 { };