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Added cover states
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d3d44001ef
commit
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1 changed files with 24 additions and 9 deletions
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@ -419,7 +419,7 @@ enum eActorState {
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ACTOR_STATE_DISGUISE = 0,
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ACTOR_STATE_TURRET = 100,
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ACTOR_STATE_BALCONY_ATTACK = 200,
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ACTOR_STATE_BALCONY_COVER = 300,
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ACTOR_STATE_COVER = 300,
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ACTOR_STATE_ALARM = 600,
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ACTOR_STATE_KILLED = 700,
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ACTOR_STATE_BALCONY_KILLED = 800,
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@ -448,7 +448,7 @@ enum eActorState_Disguise {
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// Turret think state
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//
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enum eActorState_Turret {
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ACTOR_STATE_TURRET_START = ACTOR_STATE_TURRET,
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ACTOR_STATE_TURRET_START = ACTOR_STATE_TURRET,
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ACTOR_STATE_TURRET_COMBAT = ACTOR_STATE_TURRET_START,
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ACTOR_STATE_TURRET_REACQUIRE,
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ACTOR_STATE_TURRET_TAKE_SNIPER_NODE,
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@ -476,7 +476,7 @@ enum eActorState_Turret {
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// Balcony attack think state
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//
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enum eActorState_BalconyAttack {
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ACTOR_STATE_BALCONY_ATTACK_START = ACTOR_STATE_BALCONY_ATTACK,
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ACTOR_STATE_BALCONY_ATTACK_START = ACTOR_STATE_BALCONY_ATTACK,
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ACTOR_STATE_BALCONY_ATTACK_FIND_ENEMY = ACTOR_STATE_BALCONY_ATTACK_START,
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ACTOR_STATE_BALCONY_ATTACK_TARGET,
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ACTOR_STATE_BALCONY_ATTACK_SHOOT
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@ -485,8 +485,22 @@ enum eActorState_BalconyAttack {
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//
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// Balcony cover think state
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//
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enum eActorState_BalconyCover {
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ACTOR_STATE_BALCONY_COVER_START = ACTOR_STATE_BALCONY_COVER,
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enum eActorState_Cover {
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ACTOR_STATE_COVER_START = ACTOR_STATE_COVER,
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ACTOR_STATE_COVER_NEW_ENEMY = ACTOR_STATE_COVER_START,
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ACTOR_STATE_COVER_FIND_COVER,
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ACTOR_STATE_COVER_TAKE_COVER,
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ACTOR_STATE_COVER_FINISH_RELOADING,
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ACTOR_STATE_COVER_SPECIAL_ATTACK,
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ACTOR_STATE_COVER_FIND_ENEMY,
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ACTOR_STATE_COVER_SEARCH_NODE,
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ACTOR_STATE_COVER_TARGET,
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ACTOR_STATE_COVER_HIDE,
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ACTOR_STATE_COVER_SHOOT,
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ACTOR_STATE_COVER_GRENADE,
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ACTOR_STATE_COVER_HUNT_ENEMY,
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ACTOR_STATE_COVER_LOOP,
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ACTOR_STATE_COVER_FAKE_ENEMY,
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};
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//
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@ -494,7 +508,7 @@ enum eActorState_BalconyCover {
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//
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enum eActorState_BalconyAlarm {
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ACTOR_STATE_ALARM_START = ACTOR_STATE_ALARM,
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ACTOR_STATE_ALARM_IDLE = ACTOR_STATE_ALARM_START,
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ACTOR_STATE_ALARM_IDLE = ACTOR_STATE_ALARM_START,
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ACTOR_STATE_ALARM_MOVE
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};
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@ -530,7 +544,7 @@ enum eActorState_WeaponLess {
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// Animation think state
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//
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enum eActorState_Animation {
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ACTOR_STATE_ANIMATION_START = ACTOR_STATE_ANIMATION,
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ACTOR_STATE_ANIMATION_START = ACTOR_STATE_ANIMATION,
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ACTOR_STATE_ANIMATION_INITIAL = ACTOR_STATE_ANIMATION_START,
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ACTOR_STATE_ANIMATION_MAIN,
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};
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@ -963,7 +977,7 @@ public:
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bool PassesTransitionConditions_Idle(void);
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void UpdateEnableEnemy(void);
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void ThinkStateTransitions(void);
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void TransitionState(int iNewState, int iPadTime);
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void TransitionState(int iNewState, int iPadTime = 0);
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void ChangeAnim(void);
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void UpdateSayAnim(void);
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void UpdateUpperAnim(void);
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@ -1275,7 +1289,8 @@ public:
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void NotifySquadmateKilled(Sentient *pSquadMate, Sentient *pAttacker);
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void RaiseAlertnessForEventType(int iType);
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void RaiseAlertness(float fAmount);
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virtual bool CanSee(Entity *e1, float fov, float vision_distance, bool bNoEnts) override;
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virtual bool CanSee(Entity *e1, float fov, float vision_distance, bool bNoEnts) override;
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using Sentient::CanSee;
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virtual Vector GunPosition(void) override;
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bool WithinVisionDistance(Entity *ent) const;
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bool InFOV(Vector pos, float check_fov, float check_fovdot);
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