package playerStateMachineReaction
using playerStateMachineCarriedObject

idle : baseCarriedObjectState
{
	string[] transitionTo = [];
	string[] transitionCondition = [];
}

stagger : baseCarriedObjectState
{
	bool hasOnEnter = true;
	bool hasOnExit = true;
	bool hasEnterCondition = true;
	bool hasExitCondition = true;
	float moveBackImpulse = 15.f;
	string[] transitionTo = 
	[
		"idle"
	];
	string[] transitionCondition = 
	[
		""
	];
}

