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_balcony.cpp
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#include "actor.h"
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2023-04-29 21:56:38 +02:00
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#include "scriptexception.h"
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2016-03-27 11:49:47 +02:00
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void Actor::InitBalconyIdle
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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_Idle;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
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func->Pain = &Actor::Pain_Balcony;
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func->Killed = &Actor::Killed_Balcony;
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func->IsState = &Actor::IsIdleState;
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}
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void Actor::InitBalconyCurious
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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_Curious;
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func->BeginState = &Actor::Begin_Curious;
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func->EndState = &Actor::End_Curious;
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func->ResumeState = &Actor::Resume_Curious;
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func->SuspendState = &Actor::Suspend_Curious;
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func->FinishedAnimation = &Actor::FinishedAnimation_Curious;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
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func->IsState = &Actor::IsCuriousState;
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func->Pain = &Actor::Pain_Balcony;
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func->Killed = &Actor::Killed_Balcony;
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}
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void Actor::InitBalconyAttack
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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_BalconyAttack;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->BeginState = &Actor::Begin_BalconyAttack;
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func->FinishedAnimation = &Actor::FinishedAnimation_BalconyAttack;
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func->Pain = &Actor::Pain_Balcony;
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func->Killed = &Actor::Killed_Balcony;
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func->IsState = &Actor::IsAttackState;
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func->PostShoot = &Actor::State_Balcony_PostShoot;
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}
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void Actor::InitBalconyDisguise
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(
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GlobalFuncs_t *func
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)
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{
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func->IsState = &Actor::IsDisguiseState;
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}
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void Actor::InitBalconyGrenade
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(
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GlobalFuncs_t *func
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)
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{
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func->IsState = &Actor::IsGrenadeState;
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}
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void Actor::InitBalconyPain
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(
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GlobalFuncs_t *func
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)
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{
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func->BeginState = &Actor::Begin_Pain;
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func->ThinkState = &Actor::Think_Pain;
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func->FinishedAnimation = &Actor::FinishedAnimation_Pain;
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func->Pain = &Actor::Pain_Balcony;
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func->Killed = &Actor::Killed_Balcony;
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func->IsState = &Actor::IsPainState;
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}
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void Actor::InitBalconyKilled
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(
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GlobalFuncs_t *func
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)
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{
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func->BeginState = &Actor::Begin_BalconyKilled;
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func->EndState = &Actor::End_BalconyKilled;
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func->ThinkState = &Actor::Think_BalconyKilled;
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func->FinishedAnimation = &Actor::FinishedAnimation_BalconyKilled;
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func->IsState = &Actor::IsKilledState;
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}
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void Actor::Pain_Balcony
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(
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Event *ev
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)
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{
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2018-09-05 16:55:10 +02:00
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SetThink( THINKSTATE_PAIN, THINK_BALCONY_PAIN);
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2016-03-27 11:49:47 +02:00
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HandlePain( ev );
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}
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void Actor::Killed_Balcony
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(
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Event *ev,
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bool bPlayDeathAnim
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)
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{
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ClearStates();
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2018-09-05 16:55:10 +02:00
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SetThink( THINKSTATE_KILLED, THINK_BALCONY_KILLED);
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2016-03-27 11:49:47 +02:00
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HandleKilled( ev, true );
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if( !bPlayDeathAnim )
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ScriptError( "cannot do 'bedead' on balcony guys" );
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}
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void Actor::Begin_BalconyAttack
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(
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void
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)
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(200, 0);
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2016-03-27 11:49:47 +02:00
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}
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void Actor::State_Balcony_PostShoot
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(
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void
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)
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{
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if( m_Enemy )
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(201, 0);
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2016-03-27 11:49:47 +02:00
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}
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}
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void Actor::State_Balcony_FindEnemy
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(
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void
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)
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{
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m_bHasDesiredLookAngles = false;
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Anim_Aim();
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if( CanSeeEnemy( 200 ) )
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(201, 0);
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2016-03-27 11:49:47 +02:00
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}
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}
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void Actor::State_Balcony_Target
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(
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void
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)
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{
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Anim_Aim();
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2018-09-17 23:50:38 +02:00
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AimAtTargetPos();
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2016-03-27 11:49:47 +02:00
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if( level.inttime > m_iStateTime + 1000 )
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{
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if( CanSeeEnemy( 0 ) && CanShootEnemy( 0 ) )
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(202, 0);
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2016-03-27 11:49:47 +02:00
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}
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else
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{
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ClearPath();
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2019-06-30 23:03:24 +02:00
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TransitionState(200, 0);
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2016-03-27 11:49:47 +02:00
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}
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}
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}
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void Actor::State_Balcony_Shoot
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(
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void
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)
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{
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Anim_Shoot();
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2018-09-17 23:50:38 +02:00
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AimAtTargetPos();
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Think_BalconyAttack
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(
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void
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)
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{
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if( !RequireThink() )
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return;
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UpdateEyeOrigin();
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UpdateEnemy( 500 );
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if( !m_Enemy )
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{
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2018-09-05 16:55:10 +02:00
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SetThinkState( THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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2016-03-27 11:49:47 +02:00
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IdleThink();
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return;
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}
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NoPoint();
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if( m_State == 201 )
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{
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m_pszDebugState = "target";
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State_Balcony_Target();
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}
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else if( m_State == 202 )
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{
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m_pszDebugState = "shoot";
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State_Balcony_Shoot();
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}
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2018-09-05 16:55:10 +02:00
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else if( m_State == 200 )
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2016-03-27 11:49:47 +02:00
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{
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m_pszDebugState = "findenemy";
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State_Balcony_FindEnemy();
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}
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else
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{
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Com_Printf( "Actor::Think_BalconyAttack: invalid think state %i\n", m_State );
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assert( 0 );
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}
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PostThink( true );
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}
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void Actor::FinishedAnimation_BalconyAttack
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(
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void
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)
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{
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2018-09-05 16:55:10 +02:00
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if( m_State == 202 )
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2016-03-27 11:49:47 +02:00
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State_Balcony_PostShoot();
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}
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void Actor::Begin_BalconyKilled
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(
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void
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)
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{
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ClearPath();
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ResetBoneControllers();
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PostEvent( EV_Actor_DeathEmbalm, 0.05f );
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if( CalcFallPath() )
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2019-06-30 23:03:24 +02:00
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TransitionState(800, 0);
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2016-03-27 11:49:47 +02:00
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else
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2019-06-30 23:03:24 +02:00
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TransitionState(806, 0);
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2016-03-27 11:49:47 +02:00
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}
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void Actor::End_BalconyKilled
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(
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void
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)
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{
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if( m_pFallPath )
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{
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2018-09-17 23:50:38 +02:00
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gi.Free(m_pFallPath);
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2016-03-27 11:49:47 +02:00
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m_pFallPath = NULL;
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}
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}
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void Actor::Think_BalconyKilled
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(
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void
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)
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{
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int animnum;
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Unregister( STRING_ANIMDONE );
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2018-09-05 16:55:10 +02:00
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if( m_State == 805 )
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2016-03-27 11:49:47 +02:00
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{
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m_pszDebugState = "end";
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}
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else
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{
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NoPoint();
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m_bHasDesiredLookAngles = false;
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2019-08-18 22:06:49 +02:00
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StopTurning();
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2016-03-27 11:49:47 +02:00
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switch( m_State )
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{
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case 800:
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m_bNextForceStart = true;
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m_eNextAnimMode = 7;
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m_pszDebugState = "begin";
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2018-09-05 16:55:10 +02:00
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m_csNextAnimString = STRING_ANIM_NO_KILLED_SCR;
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2018-09-17 23:50:38 +02:00
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animnum = gi.Anim_NumForName(edict->tiki, "death_balcony_intro");
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2016-03-27 11:49:47 +02:00
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ChangeMotionAnim();
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2018-09-17 23:50:38 +02:00
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m_bMotionAnimSet = true;
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m_iMotionSlot = GetMotionSlot(0);
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m_weightType[m_iMotionSlot] = 1;
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m_weightCrossBlend[m_iMotionSlot] = 0.0;
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m_weightBase[m_iMotionSlot] = 1.0;
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NewAnim( animnum, m_iMotionSlot );
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2016-03-27 11:49:47 +02:00
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SetTime( m_iMotionSlot, m_pFallPath->startTime );
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UpdateNormalAnimSlot( m_iMotionSlot );
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2019-06-30 23:03:24 +02:00
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TransitionState(801, 0);
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2016-03-27 11:49:47 +02:00
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break;
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case 801:
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m_bNextForceStart = false;
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m_pszDebugState = "intro";
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m_eNextAnimMode = 7;
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m_csNextAnimString = STRING_ANIM_NO_KILLED_SCR;
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break;
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case 802:
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m_pszDebugState = "loop";
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Anim_FullBody( STRING_DEATH_BALCONY_LOOP, 7 );
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break;
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case 803:
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2019-06-30 23:03:24 +02:00
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TransitionState(804, 0);
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2016-03-27 11:49:47 +02:00
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StopAllAnimating();
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case 804:
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m_pszDebugState = "outtro";
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Anim_FullBody( STRING_DEATH_BALCONY_OUTTRO, 1 );
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2018-09-05 16:55:10 +02:00
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break;
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2016-03-27 11:49:47 +02:00
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case 806:
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m_pszDebugState = "normal";
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Anim_Killed();
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break;
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default:
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Com_Printf( "Actor::Think_BalconyKilled: invalid think state %i\n", m_State );
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assert( 0 );
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}
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PostThink( false );
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if( m_State >= 800 )
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{
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2018-09-05 16:55:10 +02:00
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if( m_State == 801 )
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2016-03-27 11:49:47 +02:00
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{
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if( m_pFallPath->currentPos >= m_pFallPath->length )
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(803, 0);
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2016-03-27 11:49:47 +02:00
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}
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2018-09-05 16:55:10 +02:00
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else if (m_pFallPath->currentPos >= m_pFallPath->loop)
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2016-03-27 11:49:47 +02:00
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(802, 0);
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2016-03-27 11:49:47 +02:00
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}
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}
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2018-09-05 16:55:10 +02:00
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else if( m_State == 802 )
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2016-03-27 11:49:47 +02:00
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{
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2018-09-05 16:55:10 +02:00
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if (m_pFallPath->currentPos >= m_pFallPath->length)
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2016-03-27 11:49:47 +02:00
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(803, 0);
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::FinishedAnimation_BalconyKilled
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if( m_State == 804 || m_State == 806 )
|
|
|
|
{
|
|
|
|
BecomeCorpse();
|
2019-06-30 23:03:24 +02:00
|
|
|
TransitionState(805, 0);
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
else if( m_State == 801 )
|
|
|
|
{
|
2019-06-30 23:03:24 +02:00
|
|
|
TransitionState(802, 0);
|
2016-03-27 11:49:47 +02:00
|
|
|
StopAllAnimating();
|
|
|
|
}
|
|
|
|
}
|