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179
code/game/actor_alarm.cpp
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179
code/game/actor_alarm.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_alarm.cpp
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#include "actor.h"
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void Actor::InitAlarm
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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_Alarm;
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func->EndState = &Actor::End_Alarm;
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func->ThinkState = &Actor::Think_Alarm;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->IsState = &Actor::IsAttackState;
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}
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void Actor::Begin_Alarm
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(
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void
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)
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{
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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if( m_AlarmNode )
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{
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SetPath( m_AlarmNode, "Actor::Begin_Alarm", 0 );
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if( PathExists() )
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{
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m_State = 601;
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m_iStateTime = level.inttime;
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}
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else
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{
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m_State = 600;
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m_iStateTime = level.inttime;
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parm.movefail = true;
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}
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}
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else
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{
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SetLeashHome( origin );
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m_State = 600;
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m_iStateTime = level.inttime;
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m_AlarmThread.Execute( this );
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}
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}
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void Actor::End_Alarm
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(
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void
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)
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{
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parm.movefail = true;
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}
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void Actor::State_Alarm_StartThread
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(
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void
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)
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{
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if( m_AlarmNode )
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SetLeashHome( m_AlarmNode->origin );
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else
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SetLeashHome( origin );
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m_State = 600;
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m_iStateTime = level.inttime;
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m_AlarmThread.Execute();
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}
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void Actor::State_Alarm_Move
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(
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void
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)
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{
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if( PathExists() )
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{
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if( PathComplete() )
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{
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Anim_Aim();
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AimAtAimNode();
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}
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else
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{
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Anim_RunToAlarm( 2 );
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FaceMotion();
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}
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}
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else
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{
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m_State = 600;
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m_iStateTime = level.inttime;
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parm.movefail = true;
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Anim_Aim();
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AimAtAimNode();
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}
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}
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void Actor::State_Alarm_Idle
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(
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void
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)
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{
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AimAtAimNode();
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SetThink( 4, THINKSTATE_IDLE );
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}
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void Actor::Think_Alarm
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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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parm.movefail = false;
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UpdateEyeOrigin();
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NoPoint();
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if( m_State == 600 )
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{
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m_pszDebugState = "idle";
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State_Alarm_Idle();
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}
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else if( m_State == 601 )
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{
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m_pszDebugState = "move";
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State_Alarm_Move();
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}
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else
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{
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Com_Printf( "Actor::Think_Alarm: invalid think state %i\n", m_State );
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}
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}
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void Actor::FinishedAnimation_Alarm
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(
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void
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)
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{
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// not needed
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return;
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}
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