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https://github.com/openmoh/openmohaa.git
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Actor improvements p2
This commit is contained in:
parent
da28beeab4
commit
32fddb163f
37 changed files with 718 additions and 710 deletions
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@ -54,10 +54,7 @@ void SimpleActor::Anim_Attack
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = NULL;
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m_NextAnimLabel = m_AttackHandler;
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m_bNextForceStart = false;
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DesiredAnimation(1, m_AttackHandler);
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}
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void SimpleActor::Anim_Sniper
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@ -66,10 +63,7 @@ void SimpleActor::Anim_Sniper
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)
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{
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m_eNextAnimMode = 1;
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m_csNextAnimString = NULL;
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m_NextAnimLabel = m_SniperHandler;
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m_bNextForceStart = false;
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DesiredAnimation(1, m_SniperHandler);
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}
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void SimpleActor::Anim_Aim
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@ -78,9 +72,7 @@ void SimpleActor::Anim_Aim
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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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DesiredAnimation(1, STRING_ANIM_AIM_SCR);
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}
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void SimpleActor::Anim_Shoot
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@ -89,9 +81,7 @@ void SimpleActor::Anim_Shoot
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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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DesiredAnimation(1, STRING_ANIM_SHOOT_SCR);
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}
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void SimpleActor::Anim_Idle
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@ -100,9 +90,7 @@ void SimpleActor::Anim_Idle
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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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DesiredAnimation(1, STRING_ANIM_IDLE_SCR);
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}
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void SimpleActor::Anim_Crouch
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@ -111,9 +99,7 @@ void SimpleActor::Anim_Crouch
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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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DesiredAnimation(1, STRING_ANIM_CROUCH_SCR);
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}
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void SimpleActor::Anim_Prone
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@ -122,9 +108,7 @@ void SimpleActor::Anim_Prone
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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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DesiredAnimation(1, STRING_ANIM_PRONE_SCR);
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}
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void SimpleActor::Anim_Stand
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@ -133,9 +117,7 @@ void SimpleActor::Anim_Stand
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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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DesiredAnimation(1, STRING_ANIM_STAND_SCR);
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}
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void SimpleActor::Anim_Cower
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@ -144,9 +126,7 @@ void SimpleActor::Anim_Cower
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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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DesiredAnimation(1, STRING_ANIM_COWER_SCR);
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}
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void SimpleActor::Anim_Killed
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@ -155,10 +135,8 @@ void SimpleActor::Anim_Killed
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)
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{
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m_eAnimMode = 1;
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m_csNextAnimString = NULL;
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m_NextAnimLabel = m_DeathHandler;
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m_bNextForceStart = false;
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Com_Printf("m_eAnimMode Anim_Killed \n");
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DesiredAnimation(1, m_DeathHandler);
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}
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void SimpleActor::Anim_StartPain
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@ -167,10 +145,9 @@ void SimpleActor::Anim_StartPain
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)
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{
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m_eAnimMode = 1;
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m_csNextAnimString = NULL;
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m_NextAnimLabel = m_PainHandler;
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m_bNextForceStart = true;
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Com_Printf("m_eAnimMode Anim_StartPain \n");
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StartAnimation(1, m_PainHandler);
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}
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void SimpleActor::Anim_Pain
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@ -189,9 +166,7 @@ void SimpleActor::Anim_CrouchRunTo
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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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DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_RUN_SCR);
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}
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void SimpleActor::Anim_CrouchWalkTo
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@ -200,9 +175,7 @@ void SimpleActor::Anim_CrouchWalkTo
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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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DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_WALK_SCR);
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}
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void SimpleActor::Anim_StandRunTo
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@ -211,9 +184,7 @@ void SimpleActor::Anim_StandRunTo
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SCR);
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}
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void SimpleActor::Anim_StandWalkTo
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@ -222,9 +193,7 @@ void SimpleActor::Anim_StandWalkTo
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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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DesiredAnimation(eAnimMode, STRING_ANIM_WALK_SCR);
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}
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void SimpleActor::Anim_RunTo
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@ -233,9 +202,7 @@ void SimpleActor::Anim_RunTo
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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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DesiredAnimation(eAnimMode, GetRunAnim());
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}
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void SimpleActor::Anim_WalkTo
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@ -244,9 +211,7 @@ void SimpleActor::Anim_WalkTo
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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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DesiredAnimation(eAnimMode, GetWalkAnim());
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}
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void SimpleActor::Anim_RunAwayFiring
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@ -255,9 +220,7 @@ void SimpleActor::Anim_RunAwayFiring
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNAWAYFIRING_SCR);
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}
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void SimpleActor::Anim_RunToShooting
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@ -266,9 +229,7 @@ void SimpleActor::Anim_RunToShooting
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SHOOT_SCR);
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}
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void SimpleActor::Anim_RunToAlarm
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@ -277,9 +238,7 @@ void SimpleActor::Anim_RunToAlarm
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_ALARM_SCR);
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}
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void SimpleActor::Anim_RunToCasual
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@ -288,9 +247,7 @@ void SimpleActor::Anim_RunToCasual
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_CASUAL_SCR);
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}
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void SimpleActor::Anim_RunToCover
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@ -299,9 +256,7 @@ void SimpleActor::Anim_RunToCover
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_COVER_SCR);
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}
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void SimpleActor::Anim_RunToDanger
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@ -310,9 +265,7 @@ void SimpleActor::Anim_RunToDanger
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DANGER_SCR);
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}
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void SimpleActor::Anim_RunToDive
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@ -321,9 +274,7 @@ void SimpleActor::Anim_RunToDive
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DIVE_SCR);
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}
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void SimpleActor::Anim_RunToFlee
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@ -332,9 +283,7 @@ void SimpleActor::Anim_RunToFlee
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_FLEE_SCR);
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}
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void SimpleActor::Anim_RunToInOpen
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@ -343,9 +292,7 @@ void SimpleActor::Anim_RunToInOpen
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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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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_INOPEN_SCR);
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}
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void SimpleActor::Anim_Emotion
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@ -386,14 +333,11 @@ void SimpleActor::Anim_FullBody
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{
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if( m_csAnimName == csFullBodyAnim )
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{
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m_bNextForceStart = false;
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DesiredAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
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}
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else
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{
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m_bNextForceStart = true;
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m_csAnimName = csFullBodyAnim;
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StartAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
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}
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m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
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m_eNextAnimMode = eAnimMode;
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}
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