text: /**
   * @file
   * @author  Mamadou Babaei <info@babaei.net>
   * @version 0.1.0
   *
   * @section LICENSE
   *
   * (The MIT License)
   *
   * Copyright (c) 2018 - 2019 Mamadou Babaei
   * Copyright (c) 2018 - 2019 Seditious Games Studio
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in all
   * copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLCombat, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
   * SOFTWARE.
   *
   * @section DESCRIPTION
   *
   * Weapon Switching state's data for the Combat state machine.
   */
  
  
  #include "GPlayerCombatState/GPlayerCombatState_WeaponSwitching.h"
  #include "GodsOfDeceit.h"
  
  #include <Containers/UnrealString.h>
  
  #include <GTypes/GGodsOfDeceitTypes.h>
  
  #include "GPlayer/GPlayerCharacter.h"
  
  UGPlayerCombatState_WeaponSwitching::UGPlayerCombatState_WeaponSwitching(
          const FObjectInitializer& ObjectInitializer)
      : Super(ObjectInitializer)
  {
      State = EGPlayerCombatState::WeaponSwitching;
      Id = static_cast<uint8>(State);
      Name = FName(TEXT("WeaponSwitching"));
  
      RegisterBeginHandler(&AGPlayerCharacter::OnCombat_WeaponSwitching_Begin);
      RegisterUpdateHandler(&AGPlayerCharacter::OnCombat_WeaponSwitching_Update);
      RegisterExitHandler(&AGPlayerCharacter::OnCombat_WeaponSwitching_Exit);
  }
  