/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // actor_aim.cpp #include "actor.h" void Actor::InitAim(GlobalFuncs_t *func) { func->BeginState = &Actor::Begin_Aim; func->ThinkState = &Actor::Think_Aim; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle; func->ShowInfo = &Actor::ShowInfo_Aim; func->IsState = &Actor::IsIdleState; } void Actor::Begin_Aim(void) { m_csMood = STRING_ALERT; m_csIdleMood = STRING_NERVOUS; ClearPath(); } void Actor::Think_Aim(void) { if (!RequireThink()) { return; } UpdateEyeOrigin(); NoPoint(); m_pszDebugState = ""; Anim_Aim(); if (m_aimNode) { AimAtAimNode(); } CheckForThinkStateTransition(); PostThink(true); } void Actor::ShowInfo_Aim(void) { ShowInfo_AimNode(); }