class CBarneyWaitForMartiansState : CBarneyState
{
    void Enter()
    {
        CBarneyState::Enter();

        m_pBarney.SetAnimation("Idle");
    }

    void Update(float _fDelta)
    {
        CBarneyState::Update(_fDelta);

        if( fTimeLaunched >= 1.0f )
        {
            m_pBarney.ChangeState("CBarneyStartHereTheyComeState");
        }
    }
}


class CBarneyWaitForCowDroppedState : CBarneyState
{
    void Enter()
    {
        Trace("CBarneyWaitForCowDroppedState::Enter");
        CBarneyState::Enter();

        m_pBarney.SetAnimation("Idle");
    }

    void Update(float _fDelta)
    {
        CBarneyState::Update(_fDelta);

        if( fTimeLaunched >= 21.0f )
        {
            m_pBarney.ChangeState("CBarneyStartCowDroppedState");
        }
    }
}