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82
code/game/actor_aim.cpp
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82
code/game/actor_aim.cpp
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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_aim.cpp
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#include "actor.h"
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void Actor::InitAim
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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_Aim;
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func->ThinkState = &Actor::Think_Aim;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
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func->ShowInfo = &Actor::ShowInfo_Aim;
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func->IsState = &Actor::IsIdleState;
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}
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void Actor::Begin_Aim
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(
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void
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)
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{
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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ClearPath();
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}
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void Actor::Think_Aim
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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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NoPoint();
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m_pszDebugState = "";
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Anim_Aim();
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if( m_aimNode )
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{
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mTargetPos = m_aimNode->origin;
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m_bHasDesiredLookAngles = true;
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AimAtAimNode();
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}
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CheckForThinkStateTransition();
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PostThink( true );
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}
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void Actor::ShowInfo_Aim
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(
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void
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)
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{
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ShowInfo_AimNode();
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}
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