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_turret.cpp
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#include "actor.h"
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void Actor::InitTurret
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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_Turret;
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func->BeginState = &Actor::Begin_Turret;
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func->EndState = &Actor::End_Turret;
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func->SuspendState = &Actor::Suspend_Turret;
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2018-08-05 17:56:40 +02:00
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func->RestartState = NULL;
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2016-03-27 11:49:47 +02:00
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func->FinishedAnimation = &Actor::FinishedAnimation_Turret;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->PostShoot = &Actor::InterruptPoint_Turret;
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func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret;
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func->IsState = &Actor::IsAttackState;
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func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret;
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}
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void Actor::Begin_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::End_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::Suspend_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::Think_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::FinishedAnimation_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::ReceiveAIEvent_Turret
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(
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vec3_t event_origin,
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int iType,
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Entity *originator,
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float fDistSquared,
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float fMaxDistSquared
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::InterruptPoint_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::PathnodeClaimRevoked_Turret
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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bool Actor::Turret_IsRetargeting
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(
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void
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) const
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{
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// FIXME: stub
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STUB();
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return false;
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}
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bool Actor::Turret_DecideToSelectState
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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return false;
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}
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void Actor::Turret_SelectState
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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bool Actor::Turret_CheckRetarget
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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return false;
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}
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bool Actor::Turret_TryToBecomeCoverGuy
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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return false;
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}
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void Actor::Turret_BeginRetarget
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::Turret_NextRetarget
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::Turret_SideStep
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(
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int iStepSize,
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vec3_t vDir
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Combat
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Reacquire
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_TakeSniperNode
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_SniperNode
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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bool Actor::State_Turret_RunHome
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(
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bool bAttackOnFail
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)
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{
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// FIXME: stub
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STUB();
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return false;
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}
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void Actor::State_Turret_RunAway
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Charge
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Grenade
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_FakeEnemy
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Wait
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Sniper_Node
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Step_Side_Small
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Path_Exact
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Path_Near
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Step_Side_Medium
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Step_Side_Large
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Step_Face_Medium
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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void Actor::State_Turret_Retarget_Step_Face_Large
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(
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void
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)
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{
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// FIXME: stub
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STUB();
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}
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