/* =========================================================================== Copyright (C) 2015 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_turret.cpp #include "actor.h" void Actor::InitTurret ( GlobalFuncs_t *func ) { func->ThinkState = &Actor::Think_Turret; func->BeginState = &Actor::Begin_Turret; func->EndState = &Actor::End_Turret; func->SuspendState = &Actor::Suspend_Turret; func->RestartState = NULL; func->FinishedAnimation = &Actor::FinishedAnimation_Turret; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack; func->PostShoot = &Actor::InterruptPoint_Turret; func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret; func->IsState = &Actor::IsAttackState; func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret; } void Actor::Begin_Turret ( void ) { // FIXME: stub STUB(); } void Actor::End_Turret ( void ) { // FIXME: stub STUB(); } void Actor::Suspend_Turret ( void ) { // FIXME: stub STUB(); } void Actor::Think_Turret ( void ) { // FIXME: stub STUB(); } void Actor::FinishedAnimation_Turret ( void ) { // FIXME: stub STUB(); } void Actor::ReceiveAIEvent_Turret ( vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared ) { // FIXME: stub STUB(); } void Actor::InterruptPoint_Turret ( void ) { // FIXME: stub STUB(); } void Actor::PathnodeClaimRevoked_Turret ( void ) { // FIXME: stub STUB(); } bool Actor::Turret_IsRetargeting ( void ) const { // FIXME: stub STUB(); return false; } bool Actor::Turret_DecideToSelectState ( void ) { // FIXME: stub STUB(); return false; } void Actor::Turret_SelectState ( void ) { // FIXME: stub STUB(); } bool Actor::Turret_CheckRetarget ( void ) { // FIXME: stub STUB(); return false; } bool Actor::Turret_TryToBecomeCoverGuy ( void ) { // FIXME: stub STUB(); return false; } void Actor::Turret_BeginRetarget ( void ) { // FIXME: stub STUB(); } void Actor::Turret_NextRetarget ( void ) { // FIXME: stub STUB(); } void Actor::Turret_SideStep ( int iStepSize, vec3_t vDir ) { // FIXME: stub STUB(); } void Actor::State_Turret_Combat ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Reacquire ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_TakeSniperNode ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_SniperNode ( void ) { // FIXME: stub STUB(); } bool Actor::State_Turret_RunHome ( bool bAttackOnFail ) { // FIXME: stub STUB(); return false; } void Actor::State_Turret_RunAway ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Charge ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Grenade ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_FakeEnemy ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Wait ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Sniper_Node ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Step_Side_Small ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Path_Exact ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Path_Near ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Step_Side_Medium ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Step_Side_Large ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Step_Face_Medium ( void ) { // FIXME: stub STUB(); } void Actor::State_Turret_Retarget_Step_Face_Large ( void ) { // FIXME: stub STUB(); }