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reformat
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1 changed files with 188 additions and 199 deletions
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@ -40,14 +40,12 @@ class TorsoAimAndFireWeapon;
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//
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//
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// Method of Use: Called From State Machine
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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class TorsoAimAndFireWeapon : public Behavior
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class TorsoAimAndFireWeapon : public Behavior {
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{
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public:
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//------------------------------------
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//------------------------------------
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// States
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// States
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//------------------------------------
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//------------------------------------
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public:
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typedef enum {
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typedef enum
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{
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TORSO_AIM_AND_FIRE_AIM,
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TORSO_AIM_AND_FIRE_AIM,
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TORSO_AIM_AND_FIRE_PRE_FIRE,
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TORSO_AIM_AND_FIRE_PRE_FIRE,
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TORSO_AIM_AND_FIRE_ATTACK,
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TORSO_AIM_AND_FIRE_ATTACK,
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@ -56,26 +54,28 @@ class TorsoAimAndFireWeapon : public Behavior
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TORSO_AIM_AND_FIRE_FAILED
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TORSO_AIM_AND_FIRE_FAILED
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} TorsoAimAndFireStates_t;
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} TorsoAimAndFireStates_t;
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//------------------------------------
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//-------------------------------------
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// Parameters
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// Public Interface
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//------------------------------------
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//-------------------------------------
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private:
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CLASS_PROTOTYPE(TorsoAimAndFireWeapon);
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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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bool _forceAttack;
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float _maxTorsoYaw;
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float _maxTorsoPitch;
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float _maxTorsoTurnSpeed;
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int _shots;
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bool _aimOnly;
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bool _repeat;
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TorsoAimAndFireWeapon();
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~TorsoAimAndFireWeapon();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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// Accessors
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virtual void Archive(Archiver& arc);
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protected:
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//-------------------------------------
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//-------------------------------------
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// Internal Functionality
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// Internal Functionality
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//-------------------------------------
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//-------------------------------------
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protected:
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void transitionToState(TorsoAimAndFireStates_t state);
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void transitionToState(TorsoAimAndFireStates_t state);
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void setInternalState(TorsoAimAndFireStates_t state, const str& stateName);
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void setInternalState(TorsoAimAndFireStates_t state, const str& stateName);
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void init(Actor &self);
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void init(Actor &self);
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@ -100,37 +100,30 @@ class TorsoAimAndFireWeapon : public Behavior
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BehaviorReturnCode_t evaluateStatePostFire();
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BehaviorReturnCode_t evaluateStatePostFire();
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void failureStatePostFire(const str& failureReason);
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void failureStatePostFire(const str& failureReason);
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private:
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//------------------------------------
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//-------------------------------------
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// Parameters
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// Public Interface
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//------------------------------------
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//-------------------------------------
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float _aimTimeMin;
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public:
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float _aimTimeMax;
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CLASS_PROTOTYPE( TorsoAimAndFireWeapon );
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float _fireTimeMin;
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float _fireTimeMax;
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TorsoAimAndFireWeapon();
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bool _forceAttack;
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~TorsoAimAndFireWeapon();
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float _maxTorsoYaw;
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float _maxTorsoPitch;
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void SetArgs ( Event *ev );
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float _maxTorsoTurnSpeed;
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void AnimDone ( Event *ev );
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int _shots;
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bool _aimOnly;
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void Begin ( Actor &self );
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bool _repeat;
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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// Accessors
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virtual void Archive ( Archiver &arc );
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//-------------------------------------
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//-------------------------------------
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// Components
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// Components
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//-------------------------------------
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//-------------------------------------
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private:
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FireWeapon _fireWeapon;
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FireWeapon _fireWeapon;
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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// Member Variables
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//-------------------------------------
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//-------------------------------------
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private:
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TorsoAimAndFireStates_t _state;
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TorsoAimAndFireStates_t _state;
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Vector _currentTorsoAngles;
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Vector _currentTorsoAngles;
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float _endFireTime;
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float _endFireTime;
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@ -145,12 +138,9 @@ class TorsoAimAndFireWeapon : public Behavior
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bool _fireFailed;
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bool _fireFailed;
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bool _endOnAimFail;
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bool _endOnAimFail;
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Actor* _self;
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Actor* _self;
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};
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};
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inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
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inline void TorsoAimAndFireWeapon::Archive(Archiver& arc) {
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{
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Behavior::Archive(arc);
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Behavior::Archive(arc);
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//
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//
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@ -196,4 +186,3 @@ inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
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#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
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#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
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