Actor improvements p2

This commit is contained in:
mohabhassan 2019-06-29 23:43:30 +02:00
parent da28beeab4
commit 32fddb163f
37 changed files with 718 additions and 710 deletions

View file

@ -54,10 +54,7 @@ void SimpleActor::Anim_Attack
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = NULL;
m_NextAnimLabel = m_AttackHandler;
m_bNextForceStart = false;
DesiredAnimation(1, m_AttackHandler);
}
void SimpleActor::Anim_Sniper
@ -66,10 +63,7 @@ void SimpleActor::Anim_Sniper
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = NULL;
m_NextAnimLabel = m_SniperHandler;
m_bNextForceStart = false;
DesiredAnimation(1, m_SniperHandler);
}
void SimpleActor::Anim_Aim
@ -78,9 +72,7 @@ void SimpleActor::Anim_Aim
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_AIM_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_AIM_SCR);
}
void SimpleActor::Anim_Shoot
@ -89,9 +81,7 @@ void SimpleActor::Anim_Shoot
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_SHOOT_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_SHOOT_SCR);
}
void SimpleActor::Anim_Idle
@ -100,9 +90,7 @@ void SimpleActor::Anim_Idle
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_IDLE_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_IDLE_SCR);
}
void SimpleActor::Anim_Crouch
@ -111,9 +99,7 @@ void SimpleActor::Anim_Crouch
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_CROUCH_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_CROUCH_SCR);
}
void SimpleActor::Anim_Prone
@ -122,9 +108,7 @@ void SimpleActor::Anim_Prone
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_PRONE_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_PRONE_SCR);
}
void SimpleActor::Anim_Stand
@ -133,9 +117,7 @@ void SimpleActor::Anim_Stand
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_STAND_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_STAND_SCR);
}
void SimpleActor::Anim_Cower
@ -144,9 +126,7 @@ void SimpleActor::Anim_Cower
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_COWER_SCR;
m_bNextForceStart = false;
DesiredAnimation(1, STRING_ANIM_COWER_SCR);
}
void SimpleActor::Anim_Killed
@ -155,10 +135,8 @@ void SimpleActor::Anim_Killed
)
{
m_eAnimMode = 1;
m_csNextAnimString = NULL;
m_NextAnimLabel = m_DeathHandler;
m_bNextForceStart = false;
Com_Printf("m_eAnimMode Anim_Killed \n");
DesiredAnimation(1, m_DeathHandler);
}
void SimpleActor::Anim_StartPain
@ -167,10 +145,9 @@ void SimpleActor::Anim_StartPain
)
{
m_eAnimMode = 1;
m_csNextAnimString = NULL;
m_NextAnimLabel = m_PainHandler;
m_bNextForceStart = true;
Com_Printf("m_eAnimMode Anim_StartPain \n");
StartAnimation(1, m_PainHandler);
}
void SimpleActor::Anim_Pain
@ -189,9 +166,7 @@ void SimpleActor::Anim_CrouchRunTo
)
{
m_csNextAnimString = STRING_ANIM_CROUCH_RUN_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_RUN_SCR);
}
void SimpleActor::Anim_CrouchWalkTo
@ -200,9 +175,7 @@ void SimpleActor::Anim_CrouchWalkTo
)
{
m_csNextAnimString = STRING_ANIM_CROUCH_WALK_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_WALK_SCR);
}
void SimpleActor::Anim_StandRunTo
@ -211,9 +184,7 @@ void SimpleActor::Anim_StandRunTo
)
{
m_csNextAnimString = STRING_ANIM_RUN_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SCR);
}
void SimpleActor::Anim_StandWalkTo
@ -222,9 +193,7 @@ void SimpleActor::Anim_StandWalkTo
)
{
m_csNextAnimString = STRING_ANIM_WALK_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_WALK_SCR);
}
void SimpleActor::Anim_RunTo
@ -233,9 +202,7 @@ void SimpleActor::Anim_RunTo
)
{
m_bNextForceStart = false;
m_csNextAnimString = GetRunAnim();
m_eNextAnimMode = eAnimMode;
DesiredAnimation(eAnimMode, GetRunAnim());
}
void SimpleActor::Anim_WalkTo
@ -244,9 +211,7 @@ void SimpleActor::Anim_WalkTo
)
{
m_bNextForceStart = false;
m_csNextAnimString = GetWalkAnim();
m_eNextAnimMode = eAnimMode;
DesiredAnimation(eAnimMode, GetWalkAnim());
}
void SimpleActor::Anim_RunAwayFiring
@ -255,9 +220,7 @@ void SimpleActor::Anim_RunAwayFiring
)
{
m_csNextAnimString = STRING_ANIM_RUNAWAYFIRING_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNAWAYFIRING_SCR);
}
void SimpleActor::Anim_RunToShooting
@ -266,9 +229,7 @@ void SimpleActor::Anim_RunToShooting
)
{
m_csNextAnimString = STRING_ANIM_RUN_SHOOT_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SHOOT_SCR);
}
void SimpleActor::Anim_RunToAlarm
@ -277,9 +238,7 @@ void SimpleActor::Anim_RunToAlarm
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_ALARM_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_ALARM_SCR);
}
void SimpleActor::Anim_RunToCasual
@ -288,9 +247,7 @@ void SimpleActor::Anim_RunToCasual
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_CASUAL_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_CASUAL_SCR);
}
void SimpleActor::Anim_RunToCover
@ -299,9 +256,7 @@ void SimpleActor::Anim_RunToCover
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_COVER_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_COVER_SCR);
}
void SimpleActor::Anim_RunToDanger
@ -310,9 +265,7 @@ void SimpleActor::Anim_RunToDanger
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_DANGER_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DANGER_SCR);
}
void SimpleActor::Anim_RunToDive
@ -321,9 +274,7 @@ void SimpleActor::Anim_RunToDive
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_DIVE_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DIVE_SCR);
}
void SimpleActor::Anim_RunToFlee
@ -332,9 +283,7 @@ void SimpleActor::Anim_RunToFlee
)
{
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_RUNTO_FLEE_SCR;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_FLEE_SCR);
}
void SimpleActor::Anim_RunToInOpen
@ -343,9 +292,7 @@ void SimpleActor::Anim_RunToInOpen
)
{
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_RUNTO_INOPEN_SCR;
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_INOPEN_SCR);
}
void SimpleActor::Anim_Emotion
@ -386,14 +333,11 @@ void SimpleActor::Anim_FullBody
{
if( m_csAnimName == csFullBodyAnim )
{
m_bNextForceStart = false;
DesiredAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
}
else
{
m_bNextForceStart = true;
m_csAnimName = csFullBodyAnim;
StartAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
}
m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
m_eNextAnimMode = eAnimMode;
}