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https://github.com/TorqueGameEngines/Torque3D.git
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fixed lots of tabs and space
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commit
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53 changed files with 2695 additions and 2695 deletions
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@ -35,9 +35,9 @@ static U32 sAIPlayerLoSMask = TerrainObjectType | StaticShapeObjectType | Static
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IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
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ConsoleDocClass( AIPlayer,
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"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
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"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
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"The AIPlayer provides a Player object that may be controlled from script. You control "
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"The AIPlayer provides a Player object that may be controlled from script. You control "
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"where the player moves and how fast. You may also set where the AIPlayer is aiming at "
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"-- either a location or another game object.\n\n"
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@ -70,19 +70,19 @@ ConsoleDocClass( AIPlayer,
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"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
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"statis shapes, and terrain.\n\n"
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"@tsexample\n"
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"// Create the demo player object\n"
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"%player = new AiPlayer()\n"
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"{\n"
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" dataBlock = DemoPlayer;\n"
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" path = \"\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@tsexample\n"
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"// Create the demo player object\n"
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"%player = new AiPlayer()\n"
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"{\n"
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" dataBlock = DemoPlayer;\n"
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" path = \"\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Player for a list of all inherited functions, variables, and base description\n"
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"@see Player for a list of all inherited functions, variables, and base description\n"
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"@ingroup AI\n"
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"@ingroup gameObjects\n");
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"@ingroup AI\n"
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"@ingroup gameObjects\n");
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/**
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* Constructor
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*/
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@ -147,7 +147,7 @@ void AIPlayer::initPersistFields()
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addField( "AttackRadius", TypeF32, Offset( mAttackRadius, AIPlayer ),
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"@brief Distance considered in firing range for callback purposes.");
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endGroup( "AI" );
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#ifdef TORQUE_NAVIGATION_ENABLED
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@ -399,11 +399,11 @@ bool AIPlayer::getAIMove(Move *movePtr)
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{
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clearPath();
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mMoveState = ModeStop;
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throwCallback("onTargetInRange");
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throwCallback("onTargetInRange");
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}
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else if((getPosition() - mFollowData.object->getPosition()).len() < mAttackRadius)
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{
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throwCallback("onTargetInFiringRange");
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throwCallback("onTargetInFiringRange");
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}
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}
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}
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@ -854,7 +854,7 @@ DefineEngineMethod(AIPlayer, getPathDestination, Point3F, (),,
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"@see setPathDestination()\n")
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{
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return object->getPathDestination();
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return object->getPathDestination();
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}
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void AIPlayer::followNavPath(NavPath *path)
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@ -1148,7 +1148,7 @@ DefineEngineMethod( AIPlayer, setMoveSpeed, void, ( F32 speed ),,
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"@see getMoveDestination()\n")
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{
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object->setMoveSpeed(speed);
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object->setMoveSpeed(speed);
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}
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DefineEngineMethod( AIPlayer, getMoveSpeed, F32, ( ),,
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@ -1186,7 +1186,7 @@ DefineEngineMethod( AIPlayer, getMoveDestination, Point3F, (),,
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"@see setMoveDestination()\n")
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{
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return object->getMoveDestination();
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return object->getMoveDestination();
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}
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DefineEngineMethod( AIPlayer, setAimLocation, void, ( Point3F target ),,
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@ -1196,7 +1196,7 @@ DefineEngineMethod( AIPlayer, setAimLocation, void, ( Point3F target ),,
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"@see getAimLocation()\n")
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{
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object->setAimLocation(target);
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object->setAimLocation(target);
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}
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DefineEngineMethod( AIPlayer, getAimLocation, Point3F, (),,
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@ -1212,7 +1212,7 @@ DefineEngineMethod( AIPlayer, getAimLocation, Point3F, (),,
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"@see setAimLocation()\n"
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"@see setAimObject()\n")
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{
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return object->getAimLocation();
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return object->getAimLocation();
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}
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ConsoleDocFragment _setAimObject(
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@ -1240,7 +1240,7 @@ ConsoleDocFragment _setAimObject(
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DefineConsoleMethod( AIPlayer, setAimObject, void, ( const char * objName, Point3F offset ), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
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"Sets the bot's target object. Optionally set an offset from target location."
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"@hide")
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"@hide")
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{
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// Find the target
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@ -1262,7 +1262,7 @@ DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
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"@see setAimObject()\n")
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{
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GameBase* obj = object->getAimObject();
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GameBase* obj = object->getAimObject();
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return obj? obj->getId(): -1;
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}
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