It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN
TASKING!!!
Jippie!!!
The next thing is to debug the DETECTION_DISPATCHER...
And make STATEMACHINE_TEMPLATE now as a parameter to create new
STATEMACHINEs, instead of that ugly table construction.
The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to
be initialized with a TEMPLATE... Maybe I can commit already and just
implement this later ...
Reworked the hierarchical state machine processing in terms of sub
processing.
Now, the declaration and usage of subs is completely understandable and
easy to implement.
I am excited to see how end-users will see the possibilities.
ProcessStop is called for each process that is destructed... Actually, I
need to implement destructors upon a garbage collection event. Found the
method to do that, but need to implement it ... Next time ...