////////////////////////////////////////////////////////////////////////////// // 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;