Formatted actor_badplace source file

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smallmodel 2023-10-15 20:53:20 +02:00
parent 101894be37
commit 9b9908b660
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@ -26,20 +26,20 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
void Actor::InitBadPlace(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_BadPlace;
func->BeginState = &Actor::Begin_BadPlace;
func->EndState = &Actor::End_BadPlace;
func->ResumeState = &Actor::Begin_BadPlace;
func->SuspendState = &Actor::End_BadPlace;
func->ThinkState = &Actor::Think_BadPlace;
func->BeginState = &Actor::Begin_BadPlace;
func->EndState = &Actor::End_BadPlace;
func->ResumeState = &Actor::Begin_BadPlace;
func->SuspendState = &Actor::End_BadPlace;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_BadPlace;
func->IsState = &Actor::IsBadPlaceState;
func->IsState = &Actor::IsBadPlaceState;
}
void Actor::Begin_BadPlace(void)
{
DoForceActivate();
m_csMood = STRING_ALERT;
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
badplace_t& badplace = level.m_badPlaces.ObjectAt(m_iBadPlaceIndex);