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https://github.com/TorqueGameEngines/Torque3D.git
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Steve Acaster's Ai Poses
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443cd2d607
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@ -563,6 +563,21 @@ bool AIPlayer::getAIMove(Move *movePtr)
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}
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}
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Pose desiredPose = mPose;
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if ( mSwimming )
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desiredPose = SwimPose;
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else if ( mAiPose == 1 && canCrouch() )
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desiredPose = CrouchPose;
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else if ( mAiPose == 2 && canProne() )
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desiredPose = PronePose;
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else if ( mAiPose == 3 && canSprint() )
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desiredPose = SprintPose;
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else if ( canStand() )
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desiredPose = StandPose;
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setPose( desiredPose );
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// Replicate the trigger state into the move so that
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// triggers can be controlled from scripts.
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for( U32 i = 0; i < MaxTriggerKeys; i++ )
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@ -591,6 +606,16 @@ bool AIPlayer::getAIMove(Move *movePtr)
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return true;
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}
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void AIPlayer::setAiPose( S32 pose )
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{
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mAiPose = pose;
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}
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S32 AIPlayer::getAiPose()
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{
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return mAiPose;
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}
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/**
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* Utility function to throw callbacks. Callbacks always occure
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* on the datablock class.
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@ -1348,3 +1373,18 @@ DefineEngineMethod( AIPlayer, clearMoveTriggers, void, ( ),,
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{
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object->clearMoveTriggers();
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}
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DefineEngineMethod( AIPlayer, setAiPose, void, ( S32 pose ),,
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"@brief Sets the AiPose for an AI object.\n"
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"@param pose StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n"
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"Uses the new AiPose variable from shapebase (as defined in its PlayerData datablock).\n")
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{
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object->setAiPose(pose);
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}
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DefineEngineMethod( AIPlayer, getAiPose, S32, (),,
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"@brief Get the object's current AiPose.\n"
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"@return StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n")
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{
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return object->getAiPose();
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}
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@ -179,7 +179,9 @@ public:
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void setMoveDestination( const Point3F &location, bool slowdown );
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Point3F getMoveDestination() const { return mMoveDestination; }
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void stopMove();
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void setAiPose( S32 pose );
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S32 getAiPose();
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// Trigger sets/gets
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void setMoveTrigger( U32 slot, const bool isSet = true );
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bool getMoveTrigger( U32 slot ) const;
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@ -3173,18 +3173,21 @@ void Player::updateMove(const Move* move)
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// Update the PlayerPose
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Pose desiredPose = mPose;
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if ( mSwimming )
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desiredPose = SwimPose;
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else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
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desiredPose = CrouchPose;
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else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
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desiredPose = PronePose;
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else if ( move->trigger[sSprintTrigger] && canSprint() )
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desiredPose = SprintPose;
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else if ( canStand() )
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desiredPose = StandPose;
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if ( !mIsAiControlled )
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{
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if ( mSwimming )
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desiredPose = SwimPose;
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else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
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desiredPose = CrouchPose;
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else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
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desiredPose = PronePose;
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else if ( move->trigger[sSprintTrigger] && canSprint() )
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desiredPose = SprintPose;
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else if ( canStand() )
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desiredPose = StandPose;
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setPose( desiredPose );
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setPose( desiredPose );
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}
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}
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@ -6186,6 +6189,10 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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stream->writeFlag(mFalling);
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stream->writeFlag(mSwimming);
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stream->writeFlag(mJetting);
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stream->writeInt(mPose, NumPoseBits);
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stream->writeInt(mState,NumStateBits);
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if (stream->writeFlag(mState == RecoverState))
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stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
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@ -6282,7 +6289,11 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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if (stream->readFlag()) {
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mPredictionCount = sMaxPredictionTicks;
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mFalling = stream->readFlag();
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mSwimming = stream->readFlag();
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mJetting = stream->readFlag();
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mPose = (Pose)(stream->readInt(NumPoseBits));
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ActionState actionState = (ActionState)stream->readInt(NumStateBits);
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if (stream->readFlag()) {
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mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
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@ -879,6 +879,7 @@ IMPLEMENT_CALLBACK( ShapeBase, validateCameraFov, F32, (F32 fov), (fov),
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ShapeBase::ShapeBase()
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: mDataBlock( NULL ),
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mIsAiControlled( false ),
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mAiPose( 0 ),
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mControllingObject( NULL ),
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mMoveMotion( false ),
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mShapeBaseMount( NULL ),
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@ -874,6 +874,7 @@ protected:
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/// @name Physical Properties
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/// @{
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S32 mAiPose; ///< Current pose.
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F32 mEnergy; ///< Current enery level.
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F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
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