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Steve Acaster's Ai Poses
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parent
443cd2d607
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5 changed files with 68 additions and 13 deletions
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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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