2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_anim.cpp
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#include "actor.h"
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void Actor::InitAnim
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(
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GlobalFuncs_t *func
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)
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{
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func->ThinkState = &Actor::Think_Anim;
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func->BeginState = &Actor::Begin_Anim;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
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func->FinishedAnimation = &Actor::FinishedAnimation_Anim;
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func->ShowInfo = &Actor::ShowInfo_Anim;
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func->IsState = &Actor::IsIdleState;
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}
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void Actor::Begin_Anim
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(
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void
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)
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{
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2018-08-19 08:26:59 +02:00
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m_csMood = m_csIdleMood;
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ClearPath();
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2019-08-18 22:06:49 +02:00
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StopTurning();
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2019-06-30 23:03:24 +02:00
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TransitionState(1000, 0);
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Think_Anim
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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if (RequireThink())
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{
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UpdateEyeOrigin();
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IdlePoint();
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IdleLook();
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if (m_State == 1000)
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{
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2018-09-17 23:50:38 +02:00
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m_bNextForceStart = true;
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2018-08-29 14:41:48 +02:00
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m_bAnimScriptSet = false;
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m_pszDebugState = "initial";
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2019-06-30 23:03:24 +02:00
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TransitionState(1001, 0);
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2018-08-29 14:41:48 +02:00
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}
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else if (m_State == 1001)
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{
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m_bNextForceStart = false;
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m_pszDebugState = "main";
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}
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2018-09-17 23:50:38 +02:00
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m_eNextAnimMode = m_AnimMode;
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m_csNextAnimString = m_csAnimScript;
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2018-08-29 14:41:48 +02:00
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CheckForThinkStateTransition();
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IdleTurn();
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PostThink(false);
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}
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2016-03-27 11:49:47 +02:00
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}
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void Actor::FinishedAnimation_Anim
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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if (!m_bAnimScriptSet)
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{
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if (m_bNoIdleAfterAnim)
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m_csAnimScript = STRING_ANIM_CONTINUE_LAST_ANIM_SCR;
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else
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2018-09-05 16:55:10 +02:00
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SetThinkIdle(THINK_IDLE);
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2018-08-29 14:41:48 +02:00
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Unregister(STRING_ANIMDONE);
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}
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2016-03-27 11:49:47 +02:00
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}
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void Actor::ShowInfo_Anim
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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Com_Printf("anim script: %s, anim mode %d\n", Director.GetString(m_csAnimScript).c_str(), m_AnimMode);
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2016-03-27 11:49:47 +02:00
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}
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