@SquaredD: "The inventory sub-state and the in-the-action sub-state can send commands to the ingame state to process." However, I thought that game states were supposed to be kept separate. But am I right in thinking this communication is OK in this sense since what we are doing here is building a _hierarchy_, and states on the lower level of the hierarchy (the sub-states) are not directly communicating with each other, but are instead communicating with the states on the higher levels of the hierarchy, and so the coupling of sub-states is loose and not tight?
Also, do the sub-states contain their own loop or just render/logic/input (or just render/logic only?) functions? If just those functions only, then it still doesn't seem to solve the problem of suppressing the input for the loop cycle performed while in the "game action" substate that immediately follows the ending of the "inventory" substate when processing drop commands (since the logic for that cycle is not using new input, but rather completing a command in progress).

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