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code/game/actor_animapi.cpp
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400
code/game/actor_animapi.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_animapi.cpp: Base actor animation script
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#include "actor.h"
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const_str SimpleActor::GetRunAnim
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(
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void
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)
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{
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if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
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return STRING_ANIM_RUN_SCR;
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else
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return STRING_ANIM_CROUCH_RUN_SCR;
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}
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const_str SimpleActor::GetWalkAnim
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(
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void
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)
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{
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if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
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return STRING_ANIM_WALK_SCR;
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else
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return STRING_ANIM_CROUCH_WALK_SCR;
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}
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void SimpleActor::Anim_Attack
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = 0;
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m_NextAnimLabel = m_AttackHandler;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Sniper
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = 0;
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m_NextAnimLabel = m_SniperHandler;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Aim
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_AIM_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Shoot
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_SHOOT_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Idle
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_IDLE_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Crouch
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_CROUCH_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Prone
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_PRONE_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Stand
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_STAND_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Cower
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(
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void
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_COWER_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Killed
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(
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void
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)
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{
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m_eAnimMode = 1;
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m_csNextAnimString = 0;
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m_NextAnimLabel = m_DeathHandler;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_StartPain
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(
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void
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)
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{
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m_eAnimMode = 1;
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m_csNextAnimString = 0;
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m_NextAnimLabel = m_PainHandler;
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m_bNextForceStart = true;
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}
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void SimpleActor::Anim_Pain
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(
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void
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)
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{
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ContinueAnimation();
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}
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void SimpleActor::Anim_CrouchRunTo
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_CROUCH_RUN_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_CrouchWalkTo
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_CROUCH_WALK_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_StandRunTo
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUN_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_StandWalkTo
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_WALK_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunTo
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(
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int eAnimMode
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)
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{
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m_bNextForceStart = false;
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m_csNextAnimString = GetRunAnim();
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m_eNextAnimMode = eAnimMode;
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}
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void SimpleActor::Anim_WalkTo
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(
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int eAnimMode
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)
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{
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m_bNextForceStart = false;
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m_csNextAnimString = GetWalkAnim();
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m_eNextAnimMode = eAnimMode;
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}
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void SimpleActor::Anim_RunAwayFiring
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNAWAYFIRING_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToShooting
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUN_SHOOT_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToAlarm
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNTO_ALARM_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToCasual
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNTO_CASUAL_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToCover
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNTO_COVER_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToDanger
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNTO_DANGER_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToDive
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(
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int eAnimMode
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)
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{
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m_csNextAnimString = STRING_ANIM_RUNTO_DIVE_SCR;
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m_eNextAnimMode = eAnimMode;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToFlee
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(
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int eAnimMode
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)
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{
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m_eNextAnimMode = eAnimMode;
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m_csNextAnimString = STRING_ANIM_RUNTO_FLEE_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_RunToInOpen
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(
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int eAnimMode
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)
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{
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m_eNextAnimMode = eAnimMode;
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m_csNextAnimString = STRING_ANIM_RUNTO_INOPEN_SCR;
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m_bNextForceStart = false;
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}
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void SimpleActor::Anim_Emotion
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(
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int eEmotionMode
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)
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{
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m_eEmotionMode = eEmotionMode;
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}
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void SimpleActor::Anim_Say
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(
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const_str csSayAnimScript,
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int iMinTimeSinceLastSay,
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bool bCanInterrupt
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)
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{
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if( m_bSayAnimSet && !bCanInterrupt )
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return;
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if( level.inttime > m_iVoiceTime + iMinTimeSinceLastSay )
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{
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ScriptThreadLabel label;
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label.TrySetScript( csSayAnimScript );
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label.Execute( this );
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}
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}
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void SimpleActor::Anim_FullBody
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(
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const_str csFullBodyAnim,
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int eAnimMode
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)
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{
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if( m_csAnimName == csFullBodyAnim )
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{
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m_eNextAnimMode = eAnimMode;
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m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
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m_bNextForceStart = false;
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}
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else
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{
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m_csAnimName = csFullBodyAnim;
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m_eNextAnimMode = eAnimMode;
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m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
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m_bNextForceStart = true;
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}
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}
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