changes the state of the client . concode_field_sep int gamestateCounter concode_elem_sep int lastFullPlayerState concode_elem_sep InetSocketAddress address concode_elem_sep Action latestActionPacket concode_elem_sep LinkedList<Snapshot> snapsBuffer concode_elem_sep int RESEND_DELAY concode_elem_sep String name concode_elem_sep HashMap<Integer,ArrayList<String>> commandsBuffer concode_elem_sep Player playerEntity concode_elem_sep int latestTime concode_elem_sep ClientState state concode_field_sep void flushSnaps concode_elem_sep boolean resendGamestate concode_elem_sep String getName concode_elem_sep ClientState getState concode_elem_sep int getLatestTime concode_elem_sep Action getLatestActionPacket concode_elem_sep Player getPlayerEntity concode_elem_sep InetSocketAddress getAddress concode_elem_sep void kill concode_elem_sep Snapshot buildTransmissionSnapshot concode_elem_sep void addSnapshot concode_elem_sep void updateClientActionPacket
void function ( ClientState arg0 ) { state = arg0 ; switch ( state ) { case READY : gamestateCounter = 20 ; } }