ef2gamesource/dlls/game/torsoAimAndFireWeapon.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/torsoAimAndFireWeapon.cpp $
// $Revision:: 20 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// torsoAimAndFireWeapon Implementation
//
// PARAMETERS:
//
// ANIMATIONS:
//--------------------------------------------------------------------------------
#include "actor.h"
#include "torsoAimAndFireWeapon.hpp"
#include <qcommon/gameplaymanager.h>
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, TorsoAimAndFireWeapon, NULL )
{
{ &EV_Behavior_Args, &TorsoAimAndFireWeapon::SetArgs },
{ &EV_Behavior_AnimDone, &TorsoAimAndFireWeapon::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: TorsoAimAndFireWeapon()
// Class: StationaryFireCombatEX
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
TorsoAimAndFireWeapon::TorsoAimAndFireWeapon()
{
_endFireTime = 0.0f;
_endAimTime = 0.0f;
_maxTorsoTurnSpeed = 15.0f;
_maxTorsoYaw = 90.0;
_maxTorsoPitch = 40.0;
_aimOnly = false;
_shots = 1;
_fireFailed = false;
_repeat = false;
}
//--------------------------------------------------------------
// Name: ~TorsoAimAndFireWeapon()
// Class: TorsoAimAndFireWeapon
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
TorsoAimAndFireWeapon::~TorsoAimAndFireWeapon()
{
}
//--------------------------------------------------------------
// Name: SetArgs()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets Arguments for this behavior
//
// Parameters: Event *ev -- Event holding the arguments
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::SetArgs( Event *ev )
{
_forceAttack = ev->GetBoolean( 1 );
if ( ev->NumArgs() > 1 )
_aimOnly = ev->GetBoolean( 2 );
if ( ev->NumArgs() > 2 )
_repeat = ev->GetBoolean( 3 );
if ( ev->NumArgs() > 3 )
_endOnAimFail = ev->GetBoolean( 4 );
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: TorsoAimAndFireWeapon
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::AnimDone( Event *ev )
{
/*if ( _state == TORSO_AIM_AND_FIRE_POST_FIRE )
{
gi.WDPrintf( "-----------------------------------------\n");
gi.WDPrintf( "PostFireAnimDone\n" );
gi.WDPrintf( "-----------------------------------------\n");
}*/
_animDone = true;
}
//--------------------------------------------------------------
// Name: Begin()
// Class: TorsoAimAndFireWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::Begin( Actor &self )
{
init( self );
if (_preFireAnim.length() && !_aimOnly )
transitionToState ( TORSO_AIM_AND_FIRE_PRE_FIRE );
else
transitionToState ( TORSO_AIM_AND_FIRE_AIM );
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: TorsoAimAndFireWeapon
//
// Description: Evaluates the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t TorsoAimAndFireWeapon::Evaluate( Actor &self )
{
BehaviorReturnCode_t stateResult;
think();
switch ( _state )
{
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_PRE_FIRE:
//---------------------------------------------------------------------
stateResult = evaluateStatePreFire();
if ( stateResult == BEHAVIOR_SUCCESS )
{
transitionToState( TORSO_AIM_AND_FIRE_AIM );
}
if ( stateResult == BEHAVIOR_FAILED )
{
transitionToState( TORSO_AIM_AND_FIRE_FAILED );
}
break;
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_AIM:
//---------------------------------------------------------------------
stateResult = evaluateStateAim();
if ( stateResult == BEHAVIOR_SUCCESS )
{
if ( _aimOnly )
transitionToState(TORSO_AIM_AND_FIRE_AIM);
else
transitionToState( TORSO_AIM_AND_FIRE_ATTACK );
}
if ( stateResult == BEHAVIOR_FAILED )
return BEHAVIOR_FAILED;
break;
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_ATTACK:
//---------------------------------------------------------------------
stateResult = evaluateStateAttack();
if ( stateResult == BEHAVIOR_FAILED )
{
_fireWeapon.End( *_self );
if ( _postFireAnim.length() )
transitionToState( TORSO_AIM_AND_FIRE_POST_FIRE );
else
transitionToState( TORSO_AIM_AND_FIRE_FAILED );
}
if ( stateResult == BEHAVIOR_SUCCESS )
{
_fireWeapon.End( *_self );
if ( _postFireAnim.length() )
transitionToState( TORSO_AIM_AND_FIRE_POST_FIRE );
else
transitionToState( TORSO_AIM_AND_FIRE_SUCCESS );
}
break;
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_POST_FIRE:
//---------------------------------------------------------------------
stateResult = evaluateStatePostFire();
if ( stateResult == BEHAVIOR_SUCCESS )
{
transitionToState( TORSO_AIM_AND_FIRE_SUCCESS );
}
break;
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_SUCCESS:
//---------------------------------------------------------------------
_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
if ( _repeat )
{
Begin(self);
return BEHAVIOR_EVALUATING;
}
return BEHAVIOR_SUCCESS;
break;
//---------------------------------------------------------------------
case TORSO_AIM_AND_FIRE_FAILED:
//---------------------------------------------------------------------
if ( _repeat )
{
Begin(self);
return BEHAVIOR_EVALUATING;
}
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: TorsoAimAndFireWeapon
//
// Description: Cleans Up the behavior
//
// Parameters: Actor &self -- The actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::End(Actor &self)
{
if ( !_self )
return;
_fireWeapon.End(*_self);
//gi.Printf( "TorsoAimAndFireWeapon::End()\n");
_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
_self->ClearTorsoAnim();
//_self->SetAnim( _aimAnim , NULL , torso );
}
//--------------------------------------------------------------
// Name: transitionToState()
// Class: TorsoAimAndFireWeapon
//
// Description: Transitions the behaviors state
//
// Parameters: coverCombatStates_t state -- The state to transition to
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::transitionToState( TorsoAimAndFireStates_t state )
{
switch ( state )
{
case TORSO_AIM_AND_FIRE_AIM:
setupStateAim();
setInternalState( state , "TORSO_AIM_AND_FIRE_AIM" );
break;
case TORSO_AIM_AND_FIRE_PRE_FIRE:
setupStatePreFire();
setInternalState( state , "TORSO_AIM_AND_FIRE_PRE_FIRE" );
break;
case TORSO_AIM_AND_FIRE_ATTACK:
setupStateAttack();
setInternalState( state , "TORSO_AIM_AND_FIRE_ATTACK" );
break;
case TORSO_AIM_AND_FIRE_POST_FIRE:
setupStatePostFire();
setInternalState( state , "TORSO_AIM_AND_FIRE_POST_FIRE" );
break;
case TORSO_AIM_AND_FIRE_SUCCESS:
setInternalState( state , "TORSO_AIM_AND_FIRE_SUCCESS" );
break;
case TORSO_AIM_AND_FIRE_FAILED:
setInternalState( state , "TORSO_AIM_AND_FIRE_FAILED" );
break;
}
}
//--------------------------------------------------------------
// Name: setInternalState()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets the internal state of the behavior
//
// Parameters: unsigned int state
// const str &stateName
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setInternalState( TorsoAimAndFireStates_t state , const str &stateName )
{
_state = state;
SetInternalStateName( stateName );
}
//--------------------------------------------------------------
// Name: init()
// Class: TorsoAimAndFireWeapon
//
// Description: Initializes the behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::init( Actor &self )
{
_self = &self;
//Set Our Controller Tag and set up our angles
self.SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( self.edict->s.modelindex, "Bip01 Spine1" ) );
_currentTorsoAngles = self.GetControllerAngles( ACTOR_TORSO_TAG );
_animDone = false;
_canAttack = true;
_aimAnim = "idle";
_preFireAnim = "idle";
_fireAnim = "idle";
_postFireAnim = "idle";
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(self.getArchetype()) )
return;
str objname = self.combatSubsystem->GetActiveWeaponArchetype();
objname = "Hold" + objname;
if ( gpm->hasProperty(objname, "Aim") )
_aimAnim = gpm->getStringValue( objname , "Aim" );
if ( gpm->hasProperty( objname , "PreFire" ) )
_preFireAnim = gpm->getStringValue( objname , "PreFire" );
if ( gpm->hasProperty( objname , "Fire" ) )
_fireAnim = gpm->getStringValue( objname , "Fire" );
if ( gpm->hasProperty( objname , "PostFire" ) )
_postFireAnim = gpm->getStringValue( objname , "PostFire" );
if ( gpm->hasProperty( objname , "AimTimeMin" ) )
_aimTimeMin = gpm->getFloatValue( objname , "AimTimeMin" );
if ( gpm->hasProperty( objname , "AimTimeMax" ) )
_aimTimeMax = gpm->getFloatValue( objname , "AimTimeMax" );
if ( gpm->hasProperty( objname , "FireTimeMin" ) )
_fireTimeMin = gpm->getFloatValue( objname , "FireTimeMin" );
if ( gpm->hasProperty( objname , "FireTimeMax" ) )
_fireTimeMax = gpm->getFloatValue( objname , "FireTimeMax" );
if ( gpm->hasProperty( objname , "ShotCount" ) )
_shots = (int)gpm->getFloatValue( objname , "ShotCount" );
float spreadX, spreadY;
spreadX = self.combatSubsystem->GetDataForMyWeapon( "spreadx" );
spreadY = self.combatSubsystem->GetDataForMyWeapon( "spready" );
self.combatSubsystem->OverrideSpread( spreadX , spreadY );
//Clear Out Our VolleyCount
_self->shotsFiredThisVolley = 0;
updateEnemy();
}
//--------------------------------------------------------------
// Name: think()
// Class: TorsoAimAndFireWeapon
//
// Description: Does any processing required before evaluating states
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::think()
{
int tagNum;
Vector tagPos;
Vector watchPosition;
Actor *actTarget;
actTarget = NULL;
str targetBone;
tagNum = gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" );
if ( tagNum < 0 )
return;
_self->GetTag( "Bip01 Spine1", &tagPos );
if ( !_currentEnemy )
{
LerpTorsoBySpeed( vec_zero );
return;
}
if ( _currentEnemy->isSubclassOf( Actor ) )
{
actTarget = (Actor *)(Entity *)_currentEnemy;
// Don't watch if the target is dead.
if ( !actTarget->isThinkOn() )
{
_currentEnemy = NULL;
actTarget = NULL;
return;
}
}
/*
if ( actTarget && ( actTarget->watch_offset != vec_zero ) )
{
MatrixTransformVector( actTarget->watch_offset, _watchTarget->orientation, watchPosition );
watchPosition += _watchTarget->origin;
}
else
{
tagNum = gi.Tag_NumForName( _watchTarget->edict->s.modelindex, "Bip01 Head" );
if ( tagNum < 0 )
watchPosition = _watchTarget->centroid;
else
{
_watchTarget->GetTag( "Bip01 Head", &watchPosition );
}
}
*/
targetBone = _currentEnemy->getTargetPos();
watchPosition = _currentEnemy->centroid;
if ( targetBone.length() )
{
if ( gi.Tag_NumForName( _currentEnemy->edict->s.modelindex , targetBone ) > 0 )
{
_currentEnemy->GetTag( targetBone.c_str() , &watchPosition , NULL , NULL , NULL );
}
}
AdjustTorsoAngles( tagPos , watchPosition );
}
//--------------------------------------------------------------
// Name: updateEnemy()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets our _currentEnemy
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::updateEnemy()
{
//
// First, we try and get our current enemy. If we don't have one
// then we ask the enemyManager to evaluate and try again.
// If that fails, then we look at our _forceAttack status.
// If we are forcing and attack, then that means we want to
// fire pretty much no matter what... So if we don't have a
// currentEnemy, then I'm going to see if the Player is a valid
// target, and set that to be the current enemy
Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
_self->enemyManager->FindHighestHateEnemy();
currentEnemy = _self->enemyManager->GetCurrentEnemy();
if ( !currentEnemy )
{
Player* player;
player = GetPlayer( 0 );
/*
if ( player && GetSelf()->enemyManager->Hates(player) && _forceAttack )
{
currentEnemy = player;
GetSelf()->enemyManager->SetCurrentEnemy( currentEnemy );
}
else
{
SetFailureReason( "TORSO_AIM_AND_FIRE_FAILED::updateEnemy -- No Enemy" );
transitionToState( TORSO_AIM_AND_FIRE_FAILED );
return;
}
*/
}
}
_currentEnemy = currentEnemy;
//_self->SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
//gi.Printf( "TorsoAimAndFireWeapon::_turnTowardsEntity()\n");
//_self->turnTowardsEntity( _currentEnemy, 0.0f );
}
//--------------------------------------------------------------
// Name: LerpTorsoBySpeed()
// Class: TorsoAimAndFireWeapon
//
// Description: Lerps the torso
//
// Parameters: const Vector &angleDelta
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::LerpTorsoBySpeed( const Vector &angleDelta )
{
Vector anglesDiff;
Vector change;
Vector finalAngles;
Vector currentTorsoAngles;
anglesDiff = angleDelta;
//Reset our Controller Tag
_self->SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( _self->edict->s.modelindex, "Bip01 Spine1" ) );
// Make sure we don't change our head angles too much at once
change = anglesDiff - _currentTorsoAngles;
if ( change[YAW] > _maxTorsoTurnSpeed )
anglesDiff[YAW] = _currentTorsoAngles[YAW] + _maxTorsoTurnSpeed;
else if ( change[YAW] < -_maxTorsoTurnSpeed )
anglesDiff[YAW] = _currentTorsoAngles[YAW] - _maxTorsoTurnSpeed;
if ( change[PITCH] > _maxTorsoTurnSpeed )
anglesDiff[PITCH] = _currentTorsoAngles[PITCH] + _maxTorsoTurnSpeed;
else if ( change[PITCH] < -_maxTorsoTurnSpeed )
anglesDiff[PITCH] = _currentTorsoAngles[PITCH] - _maxTorsoTurnSpeed;
finalAngles = anglesDiff;
_self->SetControllerAngles( ACTOR_TORSO_TAG, finalAngles );
_currentTorsoAngles = anglesDiff;
}
//--------------------------------------------------------------
// Name: AdjustTorsoAngles()
// Class: TorsoAimAndFireWeapon
//
// Description: Adjusts the Torso Angles
//
// Parameters: const Vector &tagPos
// const Vector &watchPos
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::AdjustTorsoAngles( const Vector &tagPos , const Vector &watchPosition )
{
Vector dir;
Vector angles;
Vector anglesDiff;
float yawChange;
float pitchChange;
dir = watchPosition - tagPos;
angles = dir.toAngles();
anglesDiff = angles - _self->angles;
anglesDiff[YAW] = AngleNormalize180( anglesDiff[YAW] );
anglesDiff[PITCH] = AngleNormalize180( anglesDiff[PITCH] );
yawChange = anglesDiff[YAW];
pitchChange = anglesDiff[PITCH];
// Make sure we don't turn torso too far
if ( anglesDiff[YAW] < -_maxTorsoYaw )
anglesDiff[YAW] = -_maxTorsoYaw;
else if ( anglesDiff[YAW] > _maxTorsoYaw )
anglesDiff[YAW] = _maxTorsoYaw;
if ( anglesDiff[PITCH] < -_maxTorsoPitch )
anglesDiff[PITCH] = -_maxTorsoPitch;
else if ( anglesDiff[PITCH] > _maxTorsoPitch )
anglesDiff[PITCH] = _maxTorsoPitch;
anglesDiff[ROLL] = 0.0f;
LerpTorsoBySpeed( anglesDiff );
}
//--------------------------------------------------------------
// Name: setupStateAim()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets up the Aim State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setupStateAim()
{
_animDone = false;
if ( _aimTimeMax + _aimTimeMin > 0 )
_endAimTime = level.time + G_Random(_aimTimeMax - _aimTimeMin ) + _aimTimeMin;
else
_endAimTime = -1.0;
_self->SetAnim( _aimAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
//--------------------------------------------------------------
// Name: evaluateStateAim()
// Class: TorsoAimAndFireWeapon
//
// Description: Evaluates the Aim State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStateAim()
{
bool tryToFire = false;
if ( _endAimTime > 0 && level.time > _endAimTime )
tryToFire = true;
if ( _endAimTime < 0 && _animDone )
tryToFire = true;
if ( tryToFire )
{
if ( _self->combatSubsystem->CanAttackEnemy() || _forceAttack )
return BEHAVIOR_SUCCESS;
if ( _endOnAimFail )
return BEHAVIOR_FAILED;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAim()
// Class: TorsoAimAndFireWeapon
//
// Description: Failure Handler for the Failure State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::failureStateAim( const str& failureReason )
{
SetFailureReason( failureReason );
}
//--------------------------------------------------------------
// Name: setupStatePreFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets up the PreFire State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setupStatePreFire()
{
/*
if ( _self->combatSubsystem->CanAttackEnemy() || _forceAttack )
{
_animDone = false;
_self->SetAnim( _preFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
else
_canAttack = false;
*/
_animDone = false;
_self->SetAnim( _preFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
//--------------------------------------------------------------
// Name: evaluateStatePreFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Evaluates the Pre Fire state
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStatePreFire()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
if ( !_canAttack )
return BEHAVIOR_FAILED;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStatePreFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Failure Handler for the Pre Fire State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::failureStatePreFire( const str& failureReason )
{
}
//--------------------------------------------------------------
// Name: setupStateAttack()
// Class: TorsoAimAndFireWeapon
//
// Description: Setup Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setupStateAttack()
{
_animDone = false;
if ( _fireTimeMax + _fireTimeMax > 0 )
_endFireTime = level.time + G_Random(_fireTimeMax - _fireTimeMax) + _fireTimeMin;
else
_endFireTime = -1.0;
if ( _self->combatSubsystem->CanAttackEnemy() || _forceAttack )
{
_fireWeapon.SetTarget(_currentEnemy);
_fireWeapon.SetAnim( _fireAnim );
_fireWeapon.Begin( *_self );
}
else
{
_fireWeapon.End( *_self );
_fireFailed = true;
}
}
//--------------------------------------------------------------
// Name: evaluateStateAttack()
// Class: TorsoAimAndFireWeapon
//
// Description: Evaluates Attack State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStateAttack()
{
BehaviorReturnCode_t result;
/*if ( _self->combatSubsystem->CanAttackEnemy() || _forceAttack )
result = _fireWeapon.Evaluate( *_self );
else
{
_fireWeapon.End( *_self );
result = BEHAVIOR_FAILED;
}
//_fireWeapon.End( *_self );
if ( result == BEHAVIOR_FAILED )
{
failureStateAttack( "StationaryFireCombat::evaluateStateAttack -- FAILED" );
return result;
}
*/
/*
if ( _endFireTime > 0 && level.time > _endFireTime )
return BEHAVIOR_SUCCESS;
if ( _endFireTime < 0 && _animDone )
return BEHAVIOR_SUCCESS;
*/
if ( _fireFailed )
return BEHAVIOR_FAILED;
result = _fireWeapon.Evaluate( *_self );
if ( _self->shotsFiredThisVolley >= _shots )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: failureStateAttack()
// Class: TorsoAimAndFireWeapon
//
// Description: Failure Handler for Attack State
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::failureStateAttack( const str& failureReason )
{
SetFailureReason( failureReason );
_fireWeapon.End( *_self );
}
//--------------------------------------------------------------
// Name: setupStatePostFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Sets up Post Fire State
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::setupStatePostFire()
{
_animDone = false;
//gi.WDPrintf( "-----------------------------------------\n");
//gi.WDPrintf( "setupStatePostFire\n" );
//gi.WDPrintf( "-----------------------------------------\n");
_self->SetAnim( _postFireAnim , EV_Actor_NotifyTorsoBehavior , torso );
}
//--------------------------------------------------------------
// Name: evaluateStatePostFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Evaluates State Post Fire
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStatePostFire()
{
if ( _animDone )
return BEHAVIOR_SUCCESS;
return BEHAVIOR_FAILED;
}
//--------------------------------------------------------------
// Name: failureStatePostFire()
// Class: TorsoAimAndFireWeapon
//
// Description: Failure State Post Fire
//
// Parameters: const str& failureReason
//
// Returns: None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::failureStatePostFire( const str& failureReason )
{
}