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Formatted actor_badplace source file
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101894be37
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1 changed files with 7 additions and 7 deletions
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@ -26,20 +26,20 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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void Actor::InitBadPlace(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_BadPlace;
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func->BeginState = &Actor::Begin_BadPlace;
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func->EndState = &Actor::End_BadPlace;
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func->ResumeState = &Actor::Begin_BadPlace;
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func->SuspendState = &Actor::End_BadPlace;
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func->ThinkState = &Actor::Think_BadPlace;
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func->BeginState = &Actor::Begin_BadPlace;
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func->EndState = &Actor::End_BadPlace;
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func->ResumeState = &Actor::Begin_BadPlace;
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func->SuspendState = &Actor::End_BadPlace;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_BadPlace;
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func->IsState = &Actor::IsBadPlaceState;
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func->IsState = &Actor::IsBadPlaceState;
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}
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void Actor::Begin_BadPlace(void)
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{
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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badplace_t& badplace = level.m_badPlaces.ObjectAt(m_iBadPlaceIndex);
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