//----------------------------------------------------------------------------- // // $Logfile:: /EF2/Code/DLLs/game/generalCombatWithMeleeWeapon.cpp $ // $Revision:: 16 $ // $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: // GeneralCombatWithMeleeWeapon Implementation // -- GCWMW will run the actor towards its enemy until it is within melee range. // it will work to keep the actor rotated to face its enemy and play the // specified attack animations. There is also rudimentary support for changing // "posture" which will allow the actor to duck and lean out of the way. Additionally // there is very minimal support for blocking... Though this will really need to // be fleshed out for it to work. // // PARAMETERS: // Primary Torso Anim ( the Idle Animation ) -- Required // Attack Anim -- Required // MaxDistanceToEngage -- Optional // MeleeDistance -- Optional // Rush Anim -- Optional // Allow Rush Failure -- Optional // Rotation Anim -- Optional // Strafe Chance -- Optional // Block Chance -- Optional // Attack Chance -- Optional // Posture Change Chance -- Optional // // ANIMATIONS: // Primary Torso Animation ( Idle ) : Parameter // Attack Animation : Parameter // Rotation Animation : Parameter -- Defaults to "rotate" // Rush Animation : Parameter -- Defaults to "run" // "strafe_left" : TIKI Requirement -- If Strafing // "strafe_right" : TIKI Requirement -- If Strafing // "roll_left" : TIKI Requirement -- If Strafing // "roll_right" : TIKI Requirement -- If Strafing // "block" : TIKI Requirement -- If Blocking // "lean_left_dual_stand" : TIKI Requirement -- If Changing Posture // "lean_right_dual_stand" : TIKI Requirement -- If Changing Posture // "lean_left_dual_stand_end" : TIKI Requirement -- If Changing Posture // "lean_right_dual_stand_end" : TIKI Requirement -- If Changing Posture // "lean_left_dual_stand_start" : TIKI Requirement -- If Changing Posture // "lean_right_dual_stand_start" : TIKI Requirement -- If Changing Posture //-------------------------------------------------------------------------------- #include "actor.h" #include "generalCombatWithMeleeWeapon.hpp" //-------------------------------------------------------------- // // Class Declaration and Event Registration // //-------------------------------------------------------------- CLASS_DECLARATION( Behavior, GeneralCombatWithMeleeWeapon, NULL ) { { &EV_Behavior_Args, &GeneralCombatWithMeleeWeapon::SetArgs }, { &EV_Behavior_AnimDone, &GeneralCombatWithMeleeWeapon::AnimDone }, { NULL, NULL } }; //-------------------------------------------------------------- // Name: GeneralCombatWithMeleeWeapon() // Class: GeneralCombatWithMeleeWeapon // // Description: Constructor // // Parameters: None // // Returns: None //-------------------------------------------------------------- GeneralCombatWithMeleeWeapon::GeneralCombatWithMeleeWeapon() { _primaryTorsoAnim = "idle"; _attackAnim = "idle"; _rotationAnim = "rotate"; _rushAnim = "run"; _maxDistanceToEngage = 0.0f; _meleeDistance = 128.0f; _strafeChance = 0.50f; _blockChance = 0.50f; _attackChance = 0.85f; _postureChangeChance = 0.0f; _allowRushFailure = false; } //-------------------------------------------------------------- // Name: ~GeneralCombatWithMeleeWeapon() // Class: GeneralCombatWithMeleeWeapon // // Description: Destructor // // Parameters: None // // Returns: None //-------------------------------------------------------------- GeneralCombatWithMeleeWeapon::~GeneralCombatWithMeleeWeapon() { } //-------------------------------------------------------------- // Name: SetArgs() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets the arguments of the behavior // // Parameters: Event *ev // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::SetArgs ( Event *ev) { // Required Parameters _primaryTorsoAnim = ev->GetString( 1 ); _attackAnim = ev->GetString( 2 ); // Optional Parameters if ( ev->NumArgs() > 2 ) _maxDistanceToEngage = ev->GetFloat( 3 ); if ( ev->NumArgs() > 3 ) _meleeDistance = ev->GetFloat( 4 ); if ( ev->NumArgs() > 4 ) _rushAnim = ev->GetString( 5 ); if ( ev->NumArgs() > 5 ) _allowRushFailure = ev->GetBoolean( 6 ); if ( ev->NumArgs() > 6 ) _rotationAnim = ev->GetString( 7 ); if ( ev->NumArgs() > 7 ) _strafeChance = ev->GetFloat( 8 ); if ( ev->NumArgs() > 8 ) _blockChance = ev->GetFloat( 9 ); if ( ev->NumArgs() > 9 ) _attackChance = ev->GetFloat( 10 ); if ( ev->NumArgs() > 10 ) _postureChangeChance = ev->GetFloat( 11 ); } //-------------------------------------------------------------- // Name: AnimDone() // Class: GeneralCombatWithMeleeWeapon // // Description: Handles an animation completion // // Parameters: Event *ev -- Event holding the completion notification // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::AnimDone( Event *ev ) { switch ( _state ) { case GENERAL_COMBAT_MELEE_STRAFE: _strafeComponent.AnimDone( ev ); _nextRushAttemptTime = 0.0f; break; case GENERAL_COMBAT_MELEE_ATTACK: _self->SetAnim( _primaryTorsoAnim ); _state = GENERAL_COMBAT_MELEE_SELECT_STATE; _nextRushAttemptTime = 0.0f; break; /* case GENERAL_COMBAT_MELEE_CHANGE_POSTURE: switch ( _self->movementSubsystem->getPostureState() ) { case POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL: _self->movementSubsystem->setPostureState( POSTURE_LEAN_LEFT_DUAL ); _self->SetAnim( "lean_left_dual_stand" , EV_Actor_NotifyBehavior ); break; case POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL: _self->movementSubsystem->setPostureState( POSTURE_LEAN_RIGHT_DUAL ); _self->SetAnim( "lean_right_dual_stand" , EV_Actor_NotifyBehavior ); break; case POSTURE_LEAN_LEFT_DUAL: _self->movementSubsystem->setPostureState( POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND ); _self->SetAnim( "lean_left_dual_stand_end" , EV_Actor_NotifyBehavior ); break; case POSTURE_LEAN_RIGHT_DUAL: _self->movementSubsystem->setPostureState( POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND ); _self->SetAnim( "lean_right_dual_stand_end" , EV_Actor_NotifyBehavior ); break; case POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND: _self->movementSubsystem->setPostureState( POSTURE_STAND ); setTorsoAnim( *_self ); _state = GENERAL_COMBAT_MELEE_SELECT_STATE; _nextPostureChangeTime = level.time + G_Random ( 2.0f ) + 0.5f; break; case POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND: _self->movementSubsystem->setPostureState( POSTURE_STAND ); setTorsoAnim( *_self );; _state = GENERAL_COMBAT_MELEE_SELECT_STATE; _nextPostureChangeTime = level.time + G_Random ( 2.0f ) + 0.5f; break; } break; */ } } //-------------------------------------------------------------- // Name: Begin() // Class: GeneralCombatWithMeleeWeapon // // Description: Begins the Behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::Begin( Actor &self ) { init( self ); setUpRotate( self ); setHeadWatchTarget( self ); } //-------------------------------------------------------------- // Name: init() // Class: GeneralCombatWithRangedWeapon // // Description: Initializes memeber variables // // Parameters: Actor &self -- Actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::init( Actor &self ) { _self = &self; _state = GENERAL_COMBAT_MELEE_SELECT_STATE; _nextRotateTime = 0.0f; _nextStrafeAttemptTime = 0.0f; _nextRushAttemptTime = 0.0f; _exitHoldTime = 0.0f; _exitBlockTime = 0.0f; _nextPostureChangeTime = 0.0f; } //-------------------------------------------------------------- // Name: Evaluate() // Class: GeneralCombatWithMeleeWeapon // // Description: Returns True Or False, and is run every frame // that the behavior // // Parameters: Actor &self // // Returns: True or False //-------------------------------------------------------------- BehaviorReturnCode_t GeneralCombatWithMeleeWeapon::Evaluate ( Actor &self ) { Entity *currentEnemy; // Make sure our rotate and headwatch targets are up to date if ( _state != GENERAL_COMBAT_MELEE_ATTACK && _state != GENERAL_COMBAT_MELEE_CHANGE_POSTURE ) setUpRotate( self ); faceEnemy( self ); setHeadWatchTarget( self ); currentEnemy = self.enemyManager->GetCurrentEnemy(); if (currentEnemy && _maxDistanceToEngage && !self.WithinDistance( currentEnemy, _maxDistanceToEngage)) { self.enemyManager->ClearCurrentEnemy(); SetFailureReason( "My Current Enemy is farther away than my _maxDistanceToEngage\n" ); return BEHAVIOR_FAILED; // I may have an enemy, but he's too far away. Ignore him. } if ( _state == GENERAL_COMBAT_MELEE_FAILED ) return BEHAVIOR_FAILED; if ( currentEnemy && !self.WithinDistance( currentEnemy , _meleeDistance ) && level.time > _nextRushAttemptTime ) { setupRushEnemy( self ); _state = GENERAL_COMBAT_MELEE_RUSH_ENEMY; } switch ( _state ) { case GENERAL_COMBAT_MELEE_SELECT_STATE: //setTorsoAnim( self ); // Breaks the initial attack anim selectState( self ); break; case GENERAL_COMBAT_MELEE_RUSH_ENEMY: rushEnemy( self ); break; case GENERAL_COMBAT_MELEE_STRAFE: setTorsoAnim( self ); strafe(self); setTorsoAnim( self ); break; case GENERAL_COMBAT_MELEE_ATTACK: attack( self ); break; case GENERAL_COMBAT_MELEE_BLOCK: block( self ); break; case GENERAL_COMBAT_MELEE_CHANGE_POSTURE: changePosture(self); break; case GENERAL_COMBAT_MELEE_HOLD: setTorsoAnim( self ); hold( self ); break; case GENERAL_COMBAT_MELEE_FAILED: return BEHAVIOR_FAILED; } return BEHAVIOR_EVALUATING; } //-------------------------------------------------------------- // Name: End() // Class: GeneralCombatWithMeleeWeapon // // Description: Ends the Behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::End ( Actor & ) { } //-------------------------------------------------------------- // Name: setUpRotate // Class: GeneralCombatWithMeleeWeapon // // Description: Sets up the Rotate Component Behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setUpRotate( Actor &self ) { Entity *currentEnemy; currentEnemy = NULL; currentEnemy = self.enemyManager->GetCurrentEnemy(); if ( !currentEnemy ) return; _rotate.SetEntity( currentEnemy ); } //-------------------------------------------------------------- // Name: faceEnemy // Class: GeneralCombatWithMeleeWeapon // // Description: Evaluates the Rotate Component Behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::faceEnemy( Actor &self ) { BehaviorReturnCode_t rotateResult; //We set the _nextRotateTime after we get a successul rotate //evaluation... This is give our headwatch a chance to kick //into action... If we just always spin to face the enemy //we'll never see the headwatch. if ( level.time < _nextRotateTime ) return; _rotate.Begin( self ); if ( _state == GENERAL_COMBAT_MELEE_ATTACK ) _rotate.SetAnim( _rotationAnim ); rotateResult = _rotate.Evaluate( self ); if ( rotateResult == BEHAVIOR_SUCCESS ) _nextRotateTime = level.time + .75f; } //-------------------------------------------------------------- // Name: setTorsoAnim() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets the animation for the actor's torso // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setTorsoAnim( Actor &self ) { Event *torsoAnimEvent; torsoAnimEvent = new Event( EV_Torso_Anim_Done ); self.SetAnim( _primaryTorsoAnim , torsoAnimEvent , torso ); } //-------------------------------------------------------------- // Name: setHeadWatchTarget() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets the headwatch target for the actor's // headwatcher object // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setHeadWatchTarget( Actor &self ) { Entity *currentEnemy; currentEnemy = NULL; currentEnemy = self.enemyManager->GetCurrentEnemy(); if ( !currentEnemy ) return; self.SetHeadWatchTarget( currentEnemy ); } //-------------------------------------------------------------- // Name: setupStrafe() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets ourselves up to execute the STRAFE state // // Parameters: Actor &self -- The actor executing this behavior // // Returns: true or false //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupStrafe( Actor &self ) { _strafeComponent.SetMode( Strafe::STRAFE_RANDOM ); _strafeComponent.Begin( self ); return true; } //-------------------------------------------------------------- // Name: strafe() // Class: GeneralCombatWithMeleeWeapon // // Description: Evaluation State for STRAFE // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::strafe( Actor &self ) { BehaviorReturnCode_t result; result = _strafeComponent.Evaluate( self ); if ( result == BEHAVIOR_FAILED ) strafeFailed( self ); else if ( result == BEHAVIOR_SUCCESS ) _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: setupStrafeFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupStrafe() // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::strafeFailed( Actor & ) { _nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f; _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: setupRushEnemy // Class: GeneralCombatWithMeleeWeapon // // Description: Sets up the GotoEntity Component Behavior // // Parameters: Actor &self // // Returns: true or false //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupRushEnemy( Actor &self ) { Entity *currentEnemy; currentEnemy = self.enemyManager->GetCurrentEnemy(); if ( !currentEnemy ) return false; _nextRushAttemptTime = level.time + G_Random( 0.25 ) + 1.25f; _rush.SetAnim ( _rushAnim ); _rush.SetEntity( self, currentEnemy ); _rush.SetDistance ( 96.0f ); _rush.Begin( self ); return true; } //-------------------------------------------------------------- // Name: setupRushEnemyFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupRushEnemy // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor & ) { if ( !_allowRushFailure ) { SetFailureReason( "RushToEnemy Failed" ); _state = GENERAL_COMBAT_MELEE_FAILED; return; } _nextRushAttemptTime = level.time + G_Random( 0.25 ) + 1.25f; _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: rushEnemy() // Class: GeneralCombatWithMeleeWeapon // // Description: Evaluates the GotoEntity Component Behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::rushEnemy ( Actor &self ) { BehaviorReturnCode_t rushResult; rushResult = _rush.Evaluate( self ); Entity* currentEnemy; currentEnemy = self.enemyManager->GetCurrentEnemy(); if ( self.WithinDistance( currentEnemy , _meleeDistance ) ) rushResult = BEHAVIOR_SUCCESS; if ( rushResult == BEHAVIOR_SUCCESS ) { _state = GENERAL_COMBAT_MELEE_SELECT_STATE; return; } if ( rushResult == BEHAVIOR_FAILED ) setupRushEnemyFailed( self ); } //-------------------------------------------------------------- // Name: selectState() // Class: GeneralCombatWithMeleeWeapon // // Description: Selects the state for the behavior // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::selectState( Actor &self ) { float chance; Entity* currentEnemy; currentEnemy = self.enemyManager->GetCurrentEnemy(); // If we don't have an enemy, then let's ask our enemy manager // to try and find one if ( !currentEnemy ) self.enemyManager->FindHighestHateEnemy(); // If we still don't have an enemy, then we need to hold if ( !currentEnemy ) { if ( !setupHold( self )) return; _state = GENERAL_COMBAT_MELEE_HOLD; return; } chance = G_Random(); if ( self.checkincomingmeleeattack() && chance < _blockChance ) { _state = GENERAL_COMBAT_MELEE_BLOCK; if ( !setupBlock( self ) ) setupBlockFailed( self ); return; } chance = G_Random(); if ( currentEnemy && self.enemyManager->InEnemyLineOfFire() && chance < _strafeChance && self.WithinDistance( currentEnemy , _meleeDistance ) ) { _state = GENERAL_COMBAT_MELEE_STRAFE; if ( !setupStrafe( self ) ) strafeFailed(self); return; } // // The Change Posture stuff is commented out because it looks really weak right now // I need to keep it here though, so that when the animations look better or I figure out // how to better utilize them it will be easy to re-enable // //if ( currentEnemy && chance < _postureChangeChance && level.time > _nextPostureChangeTime && self.WithinDistance( currentEnemy , _meleeDistance ) ) // { // _state = GENERAL_COMBAT_MELEE_CHANGE_POSTURE; // // if ( !_setupChangePosture(self) ) // _setupChangePostureFailed(self); // // return; // } chance = G_Random(); if ( currentEnemy && chance < _attackChance && self.WithinDistance( currentEnemy , _meleeDistance ) ) { _state = GENERAL_COMBAT_MELEE_ATTACK; if (!setupAttack( self )) setupAttackFailed( self ); return; } setupHold( self ); _state = GENERAL_COMBAT_MELEE_HOLD; } //-------------------------------------------------------------- // Name: setupAttack // Class: GeneralCombatWithMeleeWeapon // // Description: Sets up the behavior to enter the Attack state // // Parameters: Actor &self // // Returns: true or false //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupAttack( Actor &self ) { self.animate->ClearTorsoAnim(); self.SetAnim( _attackAnim , EV_Actor_NotifyBehavior ); return true; } //-------------------------------------------------------------- // Name: setupAttackFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupAttack() // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor & ) { _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: attack() // Class: GeneralCombatWithMeleeWeapon // // Description: Does Nothing right now, here in case need for // for expansion, and to keep with precedent // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::attack( Actor & ) { // The transition back to SELECT_STATE is // handled by AnimDone } //-------------------------------------------------------------- // Name: setupHold() // Class: GeneralCombatWithMeleeWeapon // // Description: Set ourselves up to execute the HOLD state // // Parameters: Actor &self -- The actor executing this behavior // // Returns: true or false //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupHold( Actor &self ) { self.SetAnim( _primaryTorsoAnim ); _exitHoldTime = level.time + G_Random ( 0.15f ) + 0.25f; return true; } //-------------------------------------------------------------- // Name: hold() // Class: GeneralCombatWithMeleeWeapon // // Description: Evaluation State for HOLD // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::hold( Actor & ) { if ( level.time > _exitHoldTime ) _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: setupHoldFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupHold // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setupHoldFailed( Actor &self ) { //if we get here, we got a real bad problem self.SetAnim( _primaryTorsoAnim ); _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: setupBlock() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets the behavior up to enter the Block State // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupBlock( Actor &self ) { self.SetAnim( "block" ); _exitBlockTime = level.time + G_Random ( 1.00f ) + 0.25f; return true; } //-------------------------------------------------------------- // Name: _setupBlockFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupBlock() // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setupBlockFailed( Actor &self ) { //if we get here, we got a real bad problem self.SetAnim( _primaryTorsoAnim ); _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: block() // Class: GeneralCombatWithMeleeWeapon // // Description: Main Function for the Block state // // Parameters: Actor &self // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::block( Actor & ) { //if ( !self.checkincomingmeleeattack() ) // Old condition, do we need this anymore? if ( level.time > _exitBlockTime ) _state = GENERAL_COMBAT_MELEE_SELECT_STATE; } //-------------------------------------------------------------- // Name: setupChangePosture() // Class: GeneralCombatWithMeleeWeapon // // Description: Sets ourselves up to execute the CHANGE_POSTURE state // // Parameters: Actor &self -- The actor executing this behavior // // Returns: true or false //-------------------------------------------------------------- bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor & ) { float chance; chance = G_Random(); /* if ( chance < .5 ) { _postureTransitionAnim = "lean_left_dual_stand_start"; _nextPostureState = POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL; } else { _postureTransitionAnim = "lean_right_dual_stand_start"; _nextPostureState = POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL; } self.SetAnim( _postureTransitionAnim , EV_Actor_NotifyBehavior ); self.movementSubsystem->setPostureState( (PostureStates_t)_nextPostureState ); */ return true; } //-------------------------------------------------------------- // Name: changePosture() // Class: GeneralCombatWithMeleeWeapon // // Description: Evaluation State for CHANGE_POSTURE state // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::changePosture( Actor & ) { // Transitions handled in AnimDone } //-------------------------------------------------------------- // Name: _setupChangePostureFailed() // Class: GeneralCombatWithMeleeWeapon // // Description: Failure Handler for _setupChangePosture() // // Parameters: Actor &self -- The actor executing this behavior // // Returns: None //-------------------------------------------------------------- void GeneralCombatWithMeleeWeapon::setupChangePostureFailed( Actor &self ) { //if we get here, we got a real bad problem self.SetAnim( _primaryTorsoAnim ); _state = GENERAL_COMBAT_MELEE_SELECT_STATE; }