mirror of
https://github.com/UberGames/EF2GameSource.git
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383 lines
8.8 KiB
C++
383 lines
8.8 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/watchEntity.cpp $
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// $Revision:: 16 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Keeps the actor rotated to face the entity ( enemy by default ) for the specified
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// amount of time ( or forever, if time is -1 )
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//
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// PARAMETERS:
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// _time -- The time to keep rotated
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// _turnspeed -- How fast to rotate
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// _anim -- Animation to play while rotating
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// _ent -- Entity to watch ( Must be set by another behavior -- defaults to enemy )
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// _waitForAnim -- End behavior when the animation is complete
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//
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// ANIMATIONS:
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// Rotation Anim -- Parameter
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//
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "watchEntity.hpp"
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//--------------------------------------------------------------
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//
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// Class Declaration and Event Registration
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( Behavior, WatchEntity, NULL )
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{
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{ &EV_Behavior_Args, &WatchEntity::SetArgs },
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{ &EV_Behavior_AnimDone, &WatchEntity::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: WatchEntity()
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// Class: WatchEntity
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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WatchEntity::WatchEntity()
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{
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_anim = "";
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_turnspeed = 10.0f;
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_ent = NULL;
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_waitForAnim = false;
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_animDone = false;
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_holdAnim = "idle";
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}
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//--------------------------------------------------------------
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// Name: ~WatchEntity()
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// Class: WatchEntity
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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WatchEntity::~WatchEntity()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: WatchEntity
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//
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// Description: Sets Arguments for this behavior
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//
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// Parameters: Event *ev -- Event holding the arguments
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//
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// Returns: None
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//--------------------------------------------------------------
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void WatchEntity::SetArgs( Event *ev )
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{
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_time = ev->GetFloat( 1 );
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if ( ev->NumArgs() > 1 )
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_turnspeed = ev->GetFloat( 2 );
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if ( ev->NumArgs() > 2 )
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_anim = ev->GetString( 3 );
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if ( ev->NumArgs() > 3 )
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_waitForAnim = ev->GetInteger( 4 );
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if ( ev->NumArgs() > 4 )
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_holdAnim = ev->GetString( 5 );
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_forcePlayer = false;
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if ( ev->NumArgs() > 5 )
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_forcePlayer = ev->GetBoolean( 6 );
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: WatchEntity
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//
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// Description: Handles an animation completion
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//
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// Parameters: Event *ev -- Event holding the completion notification
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//
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// Returns: None
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//--------------------------------------------------------------
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void WatchEntity::AnimDone( Event *ev )
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{
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_animDone = true;
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: WatchEntity
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void WatchEntity::Begin( Actor &self )
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{
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init( self );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: WatchEntity
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//
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// Description: Evaluates the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t WatchEntity::Evaluate( Actor &self )
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{
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BehaviorReturnCode_t stateResult;
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think();
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switch ( _state )
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{
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//---------------------------------------------------------------------
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case WATCH_HOLD:
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//---------------------------------------------------------------------
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stateResult = evaluateStateHold(self);
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( WATCH_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( WATCH_ROTATE );
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break;
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//---------------------------------------------------------------------
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case WATCH_ROTATE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateRotate(self);
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( WATCH_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( WATCH_HOLD );
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break;
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//---------------------------------------------------------------------
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case WATCH_SUCCESS:
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//---------------------------------------------------------------------
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return BEHAVIOR_SUCCESS;
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break;
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//---------------------------------------------------------------------
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case WATCH_FAILED:
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//---------------------------------------------------------------------
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return BEHAVIOR_FAILED;
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break;
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}
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: End()
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// Class: WatchEntity
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//
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// Description: Cleans Up the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void WatchEntity::End(Actor &self)
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{
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// self.movementSubsystem->setTurnSpeed(_oldTurnSpeed);
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}
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void WatchEntity::transitionToState( watchEntityStates_t state )
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{
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switch ( state )
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{
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case WATCH_HOLD:
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setupStateHold();
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setInternalState( state , "WATCH_HOLD" );
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break;
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case WATCH_ROTATE:
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setupStateRotate();
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setInternalState( state , "WATCH_ROTATE" );
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break;
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case WATCH_SUCCESS:
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setInternalState( state , "WATCH_SUCCESS" );
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break;
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case WATCH_FAILED:
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setInternalState( state , "WATCH_FAILED" );
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break;
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}
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}
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void WatchEntity::setInternalState( watchEntityStates_t state , const str &stateName )
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{
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_state = state;
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SetInternalStateName( stateName );
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}
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void WatchEntity::init( Actor &self )
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{
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SetSelf(&self);
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if ( _time > 0 )
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_time = level.time + _time;
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_oldTurnSpeed = self.movementSubsystem->getTurnSpeed();
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//Check if we have an entity to watch
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if ( !_ent )
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{
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self.enemyManager->FindHighestHateEnemy();
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_ent = self.enemyManager->GetCurrentEnemy();
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if ( !_ent )
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{
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if ( _forcePlayer )
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_ent = (Entity*)GetPlayer( 0 );
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if ( !_ent )
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{
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transitionToState(WATCH_FAILED);
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return;
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}
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}
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}
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transitionToState(WATCH_HOLD);
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}
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void WatchEntity::think()
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{
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if ( _time > 0 && level.time >= _time )
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transitionToState(WATCH_SUCCESS);
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if ( _waitForAnim && _animDone )
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transitionToState(WATCH_SUCCESS);
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}
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void WatchEntity::setupStateRotate()
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{
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_animDone = false;
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GetSelf()->SetAnim( _anim , EV_Actor_NotifyBehavior , legs );
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}
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BehaviorReturnCode_t WatchEntity::evaluateStateRotate( Actor &self )
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{
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Vector entityPos, selfToEntity, dir;
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if ( !_ent )
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{
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return BEHAVIOR_FAILED;
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}
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entityPos = _ent->centroid;
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entityPos.z = self.centroid.z;
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if ( self.IsEntityAlive( _ent ) )
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{
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dir = self.movementSubsystem->getMoveDir();
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self.movementSubsystem->Accelerate(
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self.movementSubsystem->SteerTowardsPoint( entityPos, vec_zero, dir, 1.0f)
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);
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}
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//
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// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
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//
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selfToEntity = entityPos - self.centroid;
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selfToEntity = selfToEntity.toAngles();
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float yawDiff = selfToEntity[YAW] - self.angles[YAW];
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yawDiff = AngleNormalize180(yawDiff);
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if ( yawDiff > -1.5 && yawDiff < 1.5 )
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{
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if ( _waitForAnim )
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{
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if ( _animDone ) return BEHAVIOR_SUCCESS;
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}
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return BEHAVIOR_SUCCESS;
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}
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return BEHAVIOR_EVALUATING;
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}
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void WatchEntity::rotateFailed( Actor &self )
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{
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}
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void WatchEntity::setupStateHold()
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{
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_animDone = false;
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GetSelf()->SetAnim( _holdAnim , EV_Actor_NotifyBehavior , legs );
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}
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BehaviorReturnCode_t WatchEntity::evaluateStateHold( Actor &self )
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{
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Vector entityPos , selfToEntity;
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if ( !_ent )
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{
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return BEHAVIOR_FAILED;
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}
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entityPos = _ent->centroid;
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entityPos.z = self.centroid.z;
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//
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// Here, again, I replaced the _ent->centroid with the z-value modified entityPos
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//
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selfToEntity = entityPos - self.centroid;
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selfToEntity = selfToEntity.toAngles();
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float yawDiff = selfToEntity[YAW] - self.angles[YAW];
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if ( yawDiff > 5 || yawDiff < -5 )
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return BEHAVIOR_SUCCESS;
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return BEHAVIOR_EVALUATING;
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}
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void WatchEntity::holdFailed( Actor &self )
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{
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}
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