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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef PLAVBRAINHUMAN_INC
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#define PLAVBRAINHUMAN_INC
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#define HI_RES_MOVEMENT
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#include "plAvBrainGeneric.h"
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#include "plAvBehaviors.h"
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#include "plAGAnim.h"
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#pragma warning(disable: 4284)
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#include <deque>
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#include "hsTemplates.h"
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class plMatrixChannel;
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class plMatrixMultiplyApplicator;
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class plAGAnimInstance;
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class plAvTask;
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class plAvTaskMsg;
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class plAvBrainHuman;
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class plWalkingController;
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class plArmatureUpdateMsg;
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class plClimbMsg;
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class plControlEventMsg;
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class plAvBrainHuman : public plArmatureBrain
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{
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public:
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plAvBrainHuman(bool isActor = false);
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virtual ~plAvBrainHuman();
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CLASSNAME_REGISTER( plAvBrainHuman );
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GETINTERFACE_ANY( plAvBrainHuman, plArmatureBrain );
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virtual hsBool Apply(double timeNow, hsScalar elapsed);
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virtual void Activate(plArmatureModBase *avMod);
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virtual void Deactivate();
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virtual void Suspend();
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virtual void Resume();
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virtual void Spawn(double timeNow);
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virtual hsBool LeaveAge();
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bool IsActor() const {return fIsActor;}
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void IsActor(bool isActor) {fIsActor = isActor;}
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bool IsMovementZeroBlend();
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void TurnToPoint(hsPoint3 point);
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hsBool RunStandardBehaviors(double timeNow, float elapsed);
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void SetStartedTurning(double when);
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virtual bool IsMovingForward(); // we're either walking or running. doesn't account for sliding.
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void ResetIdle();
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void IdleOnly(bool instantOff = false);
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bool IsBehaviorPlaying(int behavior); // returns whether the specified behavior is playing at all (see list of behaviors below)
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual hsBool MsgReceive(plMessage *msg);
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virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
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// Hardwired Identifiers for all the canonical bones.
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enum HumanBoneID {
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Pelvis,
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// left leg
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LThigh, LCalf, LFoot, LFootPrint, LToe0,
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// right leg
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RThigh, RCalf, RFoot, RFootPrint, RToe0,
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// spine and head, starting at base of spine
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Spine, TrunkPrint, Spine1, Spine2, Neck, Head, Jaw, LMouthLower, RMouthLower,
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LBrowInner, LBrowOuter, LCheek, LEye, LEyeLid01, LEyeLid02, LMouthCorner, LMouthUpper,
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RBrowInner, RBrowOuter, RCheek, REye, REyeLid01, REyeLid02, RMouthCorner, RMouthUpper,
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// Left Arm
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LClavicle, LUpperArm, LForearm, LHand, LHandPrint, LMiddleFinger1, LMiddleFinger2, LMiddleFinger3,
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LPinkyFinger1, LPinkyFinger2, LPinkyFinger3, LPointerFinger1, LPointerFinger2, LPointerFinger3,
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LRingFinger1, LRingFinger2, LRingFinger3, LThumb1, LThumb2, LThumb3,
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// Right Arm
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RClavicle, RUpperArm, RForearm, RHand, RHandPrint, RMiddleFinger1, RMiddleFinger2, RMiddleFinger3,
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RPinkyFinger1, RPinkyFinger2, RPinkyFinger3, RPointerFinger1, RPointerFinger2, RPointerFinger3,
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RRingFinger1, RRingFinger2, RRingFinger3, RThumb1, RThumb2, RThumb3
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};
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enum TurnCurve
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{
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kTurnLinear,
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kTurnExponential,
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kTurnLogarithmic
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};
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enum // Indicies for the brains array of behaviors
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{
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kIdle,
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kWalk,
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kRun,
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kWalkBack,
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kStandingTurnLeft,
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kStandingTurnRight,
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kStepLeft,
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kStepRight,
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kFall,
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kStandingJump,
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kWalkingJump,
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kRunningJump,
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kGroundImpact,
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kRunningImpact,
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kMovingTurnLeft,
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kMovingTurnRight,
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kPushWalk,
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//kPushIdle,
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kHuBehaviorMax,
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};
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static void SetTimeToMaxTurn(float time, hsBool walk);
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static float GetTimeToMaxTurn(hsBool walk);
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static void SetMaxTurnSpeed(float radsPerSec, hsBool walk);
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static float GetMaxTurnSpeed(hsBool walk);
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static void SetTurnCurve(TurnCurve curve, hsBool walk);
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static TurnCurve GetTurnCurve(hsBool walk);
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static const hsScalar kControlledFlightThreshold;
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static const hsScalar kAirTimeThreshold;
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static const hsScalar kAirTimePanicThreshold;
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plWalkingController* fCallbackAction;
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protected:
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plAGAnim *FindCustomAnim(const char *baseName);
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virtual hsBool IHandleControlMsg(plControlEventMsg *ctrlMsg);
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virtual hsBool IHandleClimbMsg(plClimbMsg *msg);
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virtual hsBool IHandleTaskMsg(plAvTaskMsg *msg);
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virtual hsBool IInitAnimations();
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virtual void IInitBoneMap();
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hsScalar IGetTurnStrength(double timeNow);
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void IChatOn();
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void IChatOff();
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hsBool IValidateAnimations();
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plAGModifier *fHandleAGMod; // the ag modifier that's attached to our top object
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double fStartedTurning; // when did we start turning?
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UInt32 fPreconditions;
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bool fIsActor; // are we an actor with special privileges?
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static float fWalkTimeToMaxTurn;
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static float fRunTimeToMaxTurn;
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static float fWalkMaxTurnSpeed;
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static float fRunMaxTurnSpeed;
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static TurnCurve fWalkTurnCurve;
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static TurnCurve fRunTurnCurve;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class plHBehavior : public plArmatureBehavior
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{
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friend class plAvBrainHuman;
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friend class plAvBrainCritter;
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public:
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// ID flags for human behaviors. These are used by plBehaviorNotifyMsg
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// to identify what type of behavior just triggered.
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// This is an old way of doing things. I'd like to remove it, but a lot of
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// python scripts use it as is.
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enum BehaviorType
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{
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kBehaviorTypeStandingJump = 0x00000001,
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kBehaviorTypeWalkingJump = 0x00000002,
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kBehaviorTypeRunningJump = 0x00000004,
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kBehaviorTypeAnyJump = kBehaviorTypeStandingJump | kBehaviorTypeWalkingJump | kBehaviorTypeRunningJump,
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kBehaviorTypeRunningImpact = 0x00000008,
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kBehaviorTypeGroundImpact = 0x00000010,
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kBehaviorTypeAnyImpact = kBehaviorTypeRunningImpact | kBehaviorTypeGroundImpact,
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kBehaviorTypeIdle = 0x00000020,
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kBehaviorTypeWalk = 0x00000040,
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kBehaviorTypeRun = 0x00000080,
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kBehaviorTypeWalkBack = 0x00000100,
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kBehaviorTypeTurnLeft = 0x00000200,
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kBehaviorTypeTurnRight = 0x00000400,
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kBehaviorTypeSidestepLeft = 0x00000800,
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kBehaviorTypeSidestepRight = 0x00001000,
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kBehaviorTypeFall = 0x00002000,
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kBehaviorTypeMovingTurnLeft = 0x00004000,
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kBehaviorTypeMovingTurnRight = 0x00008000,
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kBehaviorTypeLinkIn = 0x00010000,
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kBehaviorTypeLinkOut = 0x00020000,
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kBehaviorTypeEmote = 0x00040000,
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kBehaviorTypePushWalk = 0x00080000,
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//kBehaviorTypePushIdle = 0x00100000,
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kBehaviorTypeNeedsRecalcMask = kBehaviorTypeAnyJump | kBehaviorTypeRunningImpact | kBehaviorTypeWalk |
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kBehaviorTypeRun | kBehaviorTypeWalkBack | kBehaviorTypeTurnLeft |
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kBehaviorTypeTurnRight | kBehaviorTypeSidestepLeft |
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kBehaviorTypeSidestepRight | kBehaviorTypePushWalk,
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};
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plHBehavior();
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~plHBehavior();
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void Init(plAGAnim *anim, hsBool loop, plAvBrainHuman *brain, plArmatureMod *body,
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float fadeIn, float fadeOut, UInt8 index, UInt32 type = 0);
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virtual hsBool PreCondition(double time, float elapsed) { return true; }
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UInt32 GetType() const { return fType; }
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protected:
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virtual void IStart();
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virtual void IStop();
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plArmatureMod *fAvMod;
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plAvBrainHuman *fHuBrain;
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float fFadeIn; // speed at which the animation fades in, in blend units per second
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float fFadeOut; // speed at which the animation fades out, in blend units per second
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float fMaxBlend; // the maximum blend the animation should reach
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UInt32 fType; // (see the behaviorType enum)
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bool fStartMsgSent; // flags to prevent multiple start and stop messages from being sent
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bool fStopMsgSent;
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};
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class Idle : public plHBehavior
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{
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virtual void IStart();
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};
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class Run : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class Walk : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class WalkBack : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class StepLeft : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class StepRight : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class StandingTurnLeft : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class StandingTurnRight : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class MovingTurn : public plHBehavior
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{
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public:
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protected:
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void IStart();
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};
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class MovingTurnLeft : public MovingTurn
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class MovingTurnRight : public MovingTurn
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class Jump : public plHBehavior
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{
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protected:
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hsBool fReleased;
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virtual void IStart();
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virtual void IStop();
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public:
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Jump() : plHBehavior(), fReleased(true) {}
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};
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class StandingJump : public Jump
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class WalkingJump : public Jump
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class RunningJump : public Jump
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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class GroundImpact : public plHBehavior
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{
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public:
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GroundImpact();
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virtual hsBool PreCondition(double time, float elapsed);
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private:
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virtual void IStop();
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float fDuration;
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};
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class RunningImpact : public plHBehavior
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{
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public:
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RunningImpact();
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virtual hsBool PreCondition(double time, float elapsed);
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private:
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virtual void IStop();
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float fDuration;
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};
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class Fall : public plHBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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virtual void Process(double time, float elapsed);
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};
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class Push : public plHBehavior
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{
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public:
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virtual void Process(double time, float elapsed);
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};
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//class PushIdle : public Push
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//{
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//public:
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// virtual hsBool PreCondition(double time, float elapsed);
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//};
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class PushWalk : public Push
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed);
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};
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bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const char *idleAnim,
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const char *exitAnim, bool netPropagate, bool autoExit, plAGAnim::BodyUsage bodyUsage,
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plAvBrainGeneric::BrainType type = plAvBrainGeneric::kGeneric);
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bool AvatarEmote(plArmatureMod *avatar, const char *emoteName);
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#endif // PLAVBRAINHUMAN_INC
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