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_curious.cpp
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#include "actor.h"
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void Actor::InitCurious
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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_Cover;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
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func->IsState = &Actor::IsCuriousState;
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}
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void Actor::Begin_Curious
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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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Vector vDelta;
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2019-06-29 23:43:30 +02:00
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//float fDistSquared;
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2018-08-29 14:41:48 +02:00
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DoForceActivate();
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m_csMood = STRING_CURIOUS;
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2018-09-05 16:55:10 +02:00
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Anim_Emotion(EMOTION_CURIOUS);
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2018-08-29 14:41:48 +02:00
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if (level.inttime > level.m_iCuriousVoiceTime + 3000)
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{
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if (m_iCuriousAnimHint == 5)
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{
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Anim_Say(
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STRING_ANIM_SAY_CURIOUS_SOUND_SCR,
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8000,
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false);
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2018-09-17 23:50:38 +02:00
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level.m_iCuriousVoiceTime = level.inttime;
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2018-08-29 14:41:48 +02:00
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}
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else if (m_iCuriousAnimHint == 6)
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{
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Anim_Say(
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STRING_ANIM_SAY_CURIOUS_SIGHT_SCR,
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8000,
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false);
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2018-09-17 23:50:38 +02:00
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level.m_iCuriousVoiceTime = level.inttime;
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2018-08-29 14:41:48 +02:00
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}
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}
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2018-09-17 23:50:38 +02:00
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m_iCuriousTime = level.inttime;
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2018-08-29 14:41:48 +02:00
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SetLeashHome(origin);
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if (m_bScriptGoalValid)
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{
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SetPath(
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2018-09-05 16:55:10 +02:00
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m_vScriptGoal,
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2018-08-29 14:41:48 +02:00
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"",
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0,
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NULL,
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0.0);
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ShortenPathToAvoidSquadMates();
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if (!PathExists())
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{
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m_bScriptGoalValid = false;
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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(1100, 0);
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2018-08-29 14:41:48 +02:00
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if (!m_bScriptGoalValid)
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{
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2018-09-05 16:55:10 +02:00
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//check if last enemy pos is within leash area (distance to m_vHome is <= m_fLeash)
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2018-08-29 14:41:48 +02:00
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vDelta = m_vLastEnemyPos - m_vHome;
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if (vDelta.lengthSquared() <= m_fLeashSquared)
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{
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2018-09-05 16:55:10 +02:00
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//it's within leash area, go check it.
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2018-09-17 23:50:38 +02:00
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SetPath(m_vLastEnemyPos, NULL, 0, NULL, 0.0);
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2018-08-29 14:41:48 +02:00
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}
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else
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{
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2018-09-05 16:55:10 +02:00
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//it's NOT within leash area,
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//am I within leash area ?
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2018-08-29 14:41:48 +02:00
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if ((origin - m_vHome).lengthSquared() <= m_fLeashSquared)
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{
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2018-09-05 16:55:10 +02:00
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//I'm inside leash area,
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//Try to go towards enemy as much as possible without leaving leash area.
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//vDest = vHome + U * leash
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//U = unit vector of vDelta.
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2018-09-17 23:50:38 +02:00
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SetPath(vDelta * sqrt(m_fLeashSquared / vDelta.lengthSquared()) + m_vHome, NULL, 0, NULL, 0.0);
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2018-08-29 14:41:48 +02:00
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}
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else
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{
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2018-09-05 16:55:10 +02:00
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//I'm outside leash area,
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//go to enemy, it doesn't matter.
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2018-09-17 23:50:38 +02:00
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SetPath(m_vLastEnemyPos, NULL, 0, NULL, 0.0);
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2018-08-29 14:41:48 +02:00
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}
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}
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ShortenPathToAvoidSquadMates();
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if (m_iCuriousAnimHint <= 3)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_STANDFLINCH_SCR;
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2018-09-17 23:50:38 +02:00
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m_bNextForceStart = true;
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m_bLockThinkState = true;
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2019-06-30 23:03:24 +02:00
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TransitionState(1101, 0);
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2018-08-29 14:41:48 +02:00
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}
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else if(m_Enemy && m_PotentialEnemies.GetCurrentVisibility() < 0.1)
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{
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vec2_t vDel;
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VectorSub2D(m_vLastEnemyPos, origin, vDel);
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if (vDel[0] != 0 || vDel[1] != 0)
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{
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2018-09-05 16:55:10 +02:00
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SetDesiredYawDir(vDel);
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2018-08-29 14:41:48 +02:00
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}
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_SURPRISE_SCR;
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2018-09-17 23:50:38 +02:00
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m_bNextForceStart = true;
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m_bLockThinkState = true;
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2019-06-30 23:03:24 +02:00
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TransitionState(1101, 0);
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2018-08-29 14:41:48 +02:00
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}
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}
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF);
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2016-03-27 11:49:47 +02:00
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}
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void Actor::End_Curious
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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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m_iCuriousTime = 0;
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m_iCuriousLevel = 0;
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Resume_Curious
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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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Begin_Curious();
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Suspend_Curious
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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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End_Curious();
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Think_Curious
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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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//horrible function!
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if (RequireThink())
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{
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UpdateEyeOrigin();
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NoPoint();
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UpdateEnemy(100);
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if(m_State == 1101)
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{
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ContinueAnimation();
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//LABEL_16:
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 1\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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m_bLockThinkState = false;
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if (!PathExists() || PathComplete())
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{
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//v1 = &this->baseSimpleActor.baseSentient.m_Enemy;
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//goto LABEL_6;
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised())
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{
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if (level.inttime > m_iCuriousTime + 500)
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{
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious m_Enemy: %s EnemyIsDisguised: %s\n", m_Enemy ? "true": "false", EnemyIsDisguised() ? "true" : "false");
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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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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 2\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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if (m_Enemy || CanSeeEnemy(100))
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{
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised())
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{
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if (level.inttime > m_iCuriousTime + 500)
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 3\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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else
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{
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if (m_iCuriousLevel <= 5)
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{
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if (!InFOV(m_vLastEnemyPos, m_fFov, m_fFovDot))
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{
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if ((m_bScriptGoalValid || CanMovePathWithLeash())
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&& MoveOnPathWithSquad())
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{
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if (PatrolNextNodeExists())
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{
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m_eNextAnimMode = 2;
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}
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else
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{
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//v11 = SimpleActor::GetRunAnim(this);
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m_eNextAnimMode = 3;
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}
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m_csNextAnimString = GetRunAnim();
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m_bNextForceStart = false;
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FaceMotion();
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}
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else
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{
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Anim_Stand();
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}
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if (level.inttime >= m_iNextWatchStepTime
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&& velocity.lengthSquared() >= 4.0)
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{
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SetDesiredLookDir(velocity);
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
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}
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else
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{
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LookAtCuriosity();
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}
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 4\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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else
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{
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Vector vEnd = EyePosition() - m_vLastEnemyPos;
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VectorNormalizeFast(vEnd);
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vEnd += m_vLastEnemyPos;
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if (!G_SightTrace(EyePosition(), vec_zero, vec_zero, vEnd, this, NULL, 33819417, qfalse, "Actor::Think_Curious"))
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{
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if ((m_bScriptGoalValid || CanMovePathWithLeash())
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&& MoveOnPathWithSquad())
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{
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if (PatrolNextNodeExists())
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{
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m_eNextAnimMode = 2;
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}
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else
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{
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//v11 = SimpleActor::GetRunAnim(this);
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m_eNextAnimMode = 3;
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}
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m_csNextAnimString = GetRunAnim();
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m_bNextForceStart = false;
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FaceMotion();
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}
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else
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{
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Anim_Stand();
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}
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if (level.inttime >= m_iNextWatchStepTime
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&& velocity.lengthSquared() >= 4.0)
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{
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SetDesiredLookDir(velocity);
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
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}
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else
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{
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LookAtCuriosity();
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}
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 5\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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else
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{
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised())
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{
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if (level.inttime > m_iCuriousTime + 500)
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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2019-06-29 23:43:30 +02:00
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glbs.Printf("Think_Curious CheckForThinkStateTransition 6\n");
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2018-09-05 16:55:10 +02:00
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PostThink(true);
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return;
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}
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}
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}
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else
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{
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if ((PathGoal()-origin).lengthSquared() >= 2304)
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{
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if ((m_bScriptGoalValid || CanMovePathWithLeash())
|
|
|
|
&& MoveOnPathWithSquad())
|
|
|
|
{
|
|
|
|
if (PatrolNextNodeExists())
|
|
|
|
{
|
|
|
|
m_eNextAnimMode = 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//v11 = SimpleActor::GetRunAnim(this);
|
|
|
|
m_eNextAnimMode = 3;
|
|
|
|
}
|
|
|
|
m_csNextAnimString = GetRunAnim();
|
|
|
|
m_bNextForceStart = false;
|
|
|
|
|
|
|
|
FaceMotion();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Anim_Stand();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (level.inttime >= m_iNextWatchStepTime
|
|
|
|
&& velocity.lengthSquared() >= 4.0)
|
|
|
|
{
|
|
|
|
SetDesiredLookDir(velocity);
|
|
|
|
|
|
|
|
m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
LookAtCuriosity();
|
|
|
|
}
|
|
|
|
CheckForThinkStateTransition();
|
2019-06-29 23:43:30 +02:00
|
|
|
glbs.Printf("Think_Curious CheckForThinkStateTransition 7\n");
|
2018-09-05 16:55:10 +02:00
|
|
|
PostThink(true);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ClearPath();
|
|
|
|
Anim_Stand();
|
|
|
|
LookAtCuriosity();
|
|
|
|
if (!m_Enemy || EnemyIsDisguised())
|
|
|
|
{
|
|
|
|
if (level.inttime > m_iCuriousTime + 500)
|
|
|
|
{
|
|
|
|
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
|
|
|
|
m_iCuriousTime = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CheckForThinkStateTransition();
|
2019-06-29 23:43:30 +02:00
|
|
|
glbs.Printf("Think_Curious CheckForThinkStateTransition 8\n");
|
2018-09-05 16:55:10 +02:00
|
|
|
PostThink(true);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::FinishedAnimation_Curious
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
{
|
2018-08-29 14:41:48 +02:00
|
|
|
FinishedAnimation_AnimCurious();
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Actor::LookAtCuriosity
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
{
|
2018-08-29 14:41:48 +02:00
|
|
|
Vector vAngles;
|
|
|
|
float fLookScale;
|
|
|
|
unsigned int iSeed;
|
|
|
|
if (m_Enemy && EnemyIsDisguised())
|
2018-09-17 23:50:38 +02:00
|
|
|
{
|
|
|
|
SetDesiredLookDir(m_Enemy->origin - origin);
|
|
|
|
fLookScale = 0.25;
|
|
|
|
}
|
|
|
|
else
|
2018-08-29 14:41:48 +02:00
|
|
|
{
|
|
|
|
vAngles = m_vLastEnemyPos - origin;
|
|
|
|
if (vAngles.x < 15.0 && vAngles.x > -15.0 && vAngles.y < 15.0 && vAngles.y > -15.0)
|
|
|
|
{
|
|
|
|
SetDesiredLookAnglesRelative(vec_zero);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetDesiredLookDir(vAngles);
|
|
|
|
if (velocity.x == 0.0
|
|
|
|
&& velocity.y == 0.0)
|
|
|
|
{
|
|
|
|
SetDesiredYawDir(vAngles);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FaceMotion();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fLookScale = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//FIXME: wth is this ! @_@
|
|
|
|
iSeed = 1664525 * (-783751945 * ((level.inttime - m_iCuriousTime) & 0xFFFFFF00) + m_iCuriousTime);
|
|
|
|
|
|
|
|
vAngles.x = fLookScale * ((1664525 * (iSeed + 1013904223) + 1013904223) * 0.000000013969839) + m_DesiredLookAngles[0];
|
|
|
|
vAngles.y = (iSeed + 1013904223) * 0.000000027939677 * fLookScale + m_DesiredLookAngles[1];
|
|
|
|
vAngles.z = m_DesiredLookAngles[2];
|
|
|
|
|
|
|
|
if (vAngles.x >= -90.0)
|
|
|
|
{
|
|
|
|
if (vAngles.x > 90.0)
|
|
|
|
vAngles.x = 90.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vAngles.x = -90.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetDesiredLookAnglesRelative(vAngles);
|
|
|
|
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::TimeOutCurious
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
{
|
2018-08-29 14:41:48 +02:00
|
|
|
//FIXME: macros
|
|
|
|
if (!m_Enemy || EnemyIsDisguised())
|
|
|
|
{
|
|
|
|
if (level.inttime > m_iCuriousTime + 500)
|
|
|
|
{
|
2018-09-05 16:55:10 +02:00
|
|
|
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
|
2018-08-29 14:41:48 +02:00
|
|
|
m_iCuriousTime = 0;
|
|
|
|
}
|
|
|
|
}
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::SetCuriousAnimHint
|
|
|
|
(
|
|
|
|
int iAnimHint
|
|
|
|
)
|
|
|
|
{
|
2018-08-19 08:26:59 +02:00
|
|
|
m_iCuriousAnimHint = iAnimHint;
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|