Hi,
For this ( and many other usage), I recommend you build an input "broker" that basically is your interface for any input.
This way you have one place where you hard code each input and can then send a generic event containing informations about the input ( using events' data system) OR send instead a more appropriate event defining the action to do. This is a very powerful technic because you separate the user inputs from the logic and therefore you can control your game without the user, this is useful for cut scenes, or when a behavior can be triggered in different context, user input or via logical steps or reactions from the game engine itself.
So in your particular example, you would fill an event data string with "jump" for example, and send the event globally or else, then each interested fsm having this global event define, would catch that and check the string data of that event and act upon this.
check these two actions:
https://hutonggames.fogbugz.com/default.asp?W531https://hutonggames.fogbugz.com/default.asp?W530 Hope that helps,
Bye,
Jean