openmohaa/code/game/actor_turret.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor_turret.cpp
#include "actor.h"
void Actor::InitTurret
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Turret;
func->BeginState = &Actor::Begin_Turret;
func->EndState = &Actor::End_Turret;
func->SuspendState = &Actor::Suspend_Turret;
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func->RestartState = NULL;
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func->FinishedAnimation = &Actor::FinishedAnimation_Turret;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->PostShoot = &Actor::InterruptPoint_Turret;
func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret;
func->IsState = &Actor::IsAttackState;
func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret;
}
void Actor::Begin_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::End_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Suspend_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Think_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::FinishedAnimation_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::ReceiveAIEvent_Turret
(
vec3_t event_origin,
int iType,
Entity *originator,
float fDistSquared,
float fMaxDistSquared
)
{
// FIXME: stub
STUB();
}
void Actor::InterruptPoint_Turret
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::PathnodeClaimRevoked_Turret
(
void
)
{
// FIXME: stub
STUB();
}
bool Actor::Turret_IsRetargeting
(
void
) const
{
// FIXME: stub
STUB();
return false;
}
bool Actor::Turret_DecideToSelectState
(
void
)
{
// FIXME: stub
STUB();
return false;
}
void Actor::Turret_SelectState
(
void
)
{
// FIXME: stub
STUB();
}
bool Actor::Turret_CheckRetarget
(
void
)
{
// FIXME: stub
STUB();
return false;
}
bool Actor::Turret_TryToBecomeCoverGuy
(
void
)
{
// FIXME: stub
STUB();
return false;
}
void Actor::Turret_BeginRetarget
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Turret_NextRetarget
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Turret_SideStep
(
int iStepSize,
vec3_t vDir
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Combat
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Reacquire
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_TakeSniperNode
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_SniperNode
(
void
)
{
// FIXME: stub
STUB();
}
bool Actor::State_Turret_RunHome
(
bool bAttackOnFail
)
{
// FIXME: stub
STUB();
return false;
}
void Actor::State_Turret_RunAway
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Charge
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Grenade
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_FakeEnemy
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Wait
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Sniper_Node
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Step_Side_Small
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Path_Exact
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Path_Near
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Step_Side_Medium
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Step_Side_Large
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Step_Face_Medium
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::State_Turret_Retarget_Step_Face_Large
(
void
)
{
// FIXME: stub
STUB();
}