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//////////////////////////////////////////////////////////////////////////////
// Copyright 2008 Andreas Huber Doenni
// Distributed under the Boost Software License, Version 1.0. (See accompany-
// ing file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//////////////////////////////////////////////////////////////////////////////
#include "Player.hpp"
#include "Waiting.hpp" // Waiting.hpp is only included here
//////////////////////////////////////////////////////////////////////////////
void Player::initiate_impl()
{
// Since we can only initiate at a point where the definitions of all the
// states in the initial state configuration are known, we duplicate
// the implementation of asynchronous_state_machine<>::initiate_impl() here
sc::state_machine< Player, Waiting, MyAllocator >::initiate();
}
unsigned int Player::totalNoOfProcessedEvents_ = 0;