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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 NO_AV_MSGS
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#ifndef plAvatarMsg_inc
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#define plAvatarMsg_inc
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#include "pnMessage/plMessage.h"
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#include "hsBitVector.h"
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#include "plAvatar/plArmatureMod.h"
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#include "pnMessage/plEventCallbackMsg.h"
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class plSceneObject;
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class hsStream;
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class hsResMgr;
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class plAvTask;
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class plKey;
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class plArmatureMod;
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class plArmatureBrain;
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/** \Class plAvatarMsg
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Abstract base class for messages to and from the avatar.
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*/
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class plAvatarMsg : public plMessage
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{
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public:
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// tors
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plAvatarMsg();
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plAvatarMsg(const plKey &sender, const plKey &receiver);
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// plasma protocol
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CLASSNAME_REGISTER( plAvatarMsg );
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GETINTERFACE_ANY( plAvatarMsg, plMessage );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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};
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/** \Class plArmatureUpdateMsg
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Sent every frame by all armatures. Currently only sent by humans,
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mainly because currently that's all we have. Non-humans may send
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less often.
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*/
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class plArmatureUpdateMsg : public plAvatarMsg
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{
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public:
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plArmatureUpdateMsg();
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plArmatureUpdateMsg(const plKey &sender,
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bool isLocal, bool isPlayerControlled,
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plArmatureMod *armature);
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/** The avatar that sent this message is the local avatar for this client. */
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bool IsLocal() const;
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void SetIsLocal(bool on) { fIsLocal = on; }
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/** The avatar that sent this message is controlled by a human being -- although
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not necessarily a local human being. */
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bool IsPlayerControlled() const;
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void SetIsPlayerControlled(bool on) { fIsPlayerControlled = on; }
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bool IsInvis() const;
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void SetInvis(bool val) { fIsInvis = val; }
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// plasma protocol
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CLASSNAME_REGISTER( plArmatureUpdateMsg );
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GETINTERFACE_ANY( plArmatureUpdateMsg, plAvatarMsg );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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plArmatureMod * fArmature; // the armature that sent this message
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// valid during the message's lifetime
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protected:
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// these will probably change to enums + bitmasks .. don't count on the representation
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bool fIsLocal;
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bool fIsPlayerControlled;
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bool fIsInvis; // Avatar is invis. Don't update visable effects.
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};
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// use this to turn an npc into a player and vice-versa
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class plAvatarSetTypeMsg : public plAvatarMsg
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{
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public:
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plAvatarSetTypeMsg();
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plAvatarSetTypeMsg(const plKey &sender, const plKey &receiver);
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// theoretically we will someday achieve a broader taxonomy
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void SetIsPlayer(bool is);
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bool IsPlayer();
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CLASSNAME_REGISTER(plAvatarSetTypeMsg);
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GETINTERFACE_ANY(plAvatarSetTypeMsg, plAvatarMsg);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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private:
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bool fIsPlayer;
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};
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/** PLAVTASKMSG
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An abstract message class for Avatar Tasks -- things which may have multiple steps
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and which may be conducted over an extended period of time.
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There is currently no provision for tasks which may be executed in parallel.
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Activities which are parallelizable are handled by Behaviors
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*/
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class plAvTaskMsg : public plAvatarMsg
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{
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public:
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// tors
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plAvTaskMsg();
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plAvTaskMsg(const plKey &sender, const plKey &receiver);
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plAvTaskMsg(const plKey &sender, const plKey &receiver, plAvTask *task);
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plAvTask *GetTask();
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// plasma protocol
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CLASSNAME_REGISTER( plAvTaskMsg );
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GETINTERFACE_ANY( plAvTaskMsg, plAvatarMsg );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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private:
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plAvTask *fTask;
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};
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/** \Class plAvSeekMsg
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Tell the avatar to go to a specific location and assume
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a specific orientation.
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If smartSeek is true, the avatar will walk to the given spot.
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otherwise they will float magically through all intervening
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air and geometry.
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Duration is only meaningful for the latter case, when the avatar
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is floating - it determines the speed of float (i.e. reach the
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particular destination in this amount of time, regardless of distance.)
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Smartseek is definitely the preferred method; dumb seek is there
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for when the level geometry hasn't been quite worked out.
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*/
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class plAvSeekMsg : public plAvTaskMsg
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{
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public:
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enum
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{
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kSeekFlagUnForce3rdPersonOnFinish = 0x01,
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kSeekFlagForce3rdPersonOnStart = 0x02,
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kSeekFlagNoWarpOnTimeout = 0x04,
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kSeekFlagRotationOnly = 0x08,
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};
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// tors
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plAvSeekMsg();
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plAvSeekMsg(const plKey& sender, const plKey& receiver, const plKey &seekKey, float duration, bool smartSeek,
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plAvAlignment align = kAlignHandle, const plString& animName = "", bool noSeek = false,
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uint8_t flags = kSeekFlagForce3rdPersonOnStart, plKey finishKey = nil);
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// plasma protocol
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CLASSNAME_REGISTER( plAvSeekMsg );
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GETINTERFACE_ANY( plAvSeekMsg, plAvTaskMsg );
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bool Force3rdPersonOnStart();
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bool UnForce3rdPersonOnFinish();
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bool NoWarpOnTimeout();
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bool RotationOnly();
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plKey GetFinishCallbackKey() { return fFinishKey; }
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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// public members
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plKey fSeekPoint; // the key to the seekpoint we are going to find
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hsPoint3 fTargetPos; // Or we specify the point/lookat explicitly
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hsPoint3 fTargetLookAt;
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float fDuration; // take this much time to do the move (only if smartSeek is false)
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bool fSmartSeek; // seek by walking rather than floating
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bool fNoSeek;
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plString fAnimName;
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plAvAlignment fAlignType;
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uint8_t fFlags;
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plKey fFinishKey;
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};
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class plAvTaskSeekDoneMsg : public plAvatarMsg
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{
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public:
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bool fAborted;
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plAvTaskSeekDoneMsg() : plAvatarMsg(), fAborted(false) {}
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plAvTaskSeekDoneMsg(const plKey &sender, const plKey &receiver) : plAvatarMsg(sender, receiver), fAborted(false) {}
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// plasma protocol
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CLASSNAME_REGISTER( plAvTaskSeekDoneMsg );
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GETINTERFACE_ANY( plAvTaskSeekDoneMsg, plAvatarMsg );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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};
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class plOneShotCallbacks;
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/** \Class plAvOneShotMsg
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*/
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class plAvOneShotMsg : public plAvSeekMsg
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{
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public:
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// tors
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plAvOneShotMsg();
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virtual ~plAvOneShotMsg();
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plAvOneShotMsg(const plKey &sender, const plKey& receiver,
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const plKey& seekKey, float duration, bool fSmartSeek,
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const plString &animName, bool drivable, bool reversible);
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// plasma protocol
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CLASSNAME_REGISTER( plAvOneShotMsg );
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GETINTERFACE_ANY( plAvOneShotMsg, plAvSeekMsg );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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// public members
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bool fDrivable; // are we animated by time or by mouse movement?
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bool fReversible; // can we play backwards?
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plOneShotCallbacks *fCallbacks; // Callbacks given to us by a one-shot modifier
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// we share it, so release with UnRef
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};
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////////////////
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//
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// PLAVBRAINGENERICMSG
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//
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////////////////
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class plAvBrainGenericMsg : public plAvatarMsg
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{
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public:
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// have to do members first for recursive definition
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// don't bother with encapsulation
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enum Type { kNextStage,
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kPrevStage,
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kGotoStage,
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kSetLoopCount
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}
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fType;
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int fWhichStage; // used only by goto stage
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float fTransitionTime; // for crossfade between stages
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bool fSetTime;
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float fNewTime;
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bool fSetDirection;
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bool fNewDirection;
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int fNewLoopCount;
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// tors
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plAvBrainGenericMsg();
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//! Older constructor version, allowing simple rewinding only
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plAvBrainGenericMsg(const plKey& sender, const plKey &receiver,
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Type type, int stage, bool rewind, float transitionTime);
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/** Canonical constructor, allowing full control over time and direction of new stage.
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\param sender Message sender
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\param reciever Message receiver
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\param type The "verb" for the command - next stage, previous stage, goto stage
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\param stage The stage we're going to, if this is a goto command
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\param setTime Do we want to manually set the time on the target stage?
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\param newTime If setTime is true, this is the new (local) time used in the target stage
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\param setDirection Do we want to set the overall brain direction?
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\param isForward If setDirection is true, then true = forward, false = backward
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\param transitionTime Time in seconds to transition between stages.
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*/
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plAvBrainGenericMsg(const plKey& sender, const plKey &receiver,
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Type type, int stage, bool setTime, float newTime,
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bool setDirection, bool isForward, float transitiontime);
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/** Constructor for setting the loop count in a particular stage.
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\param sender The sender of this message.
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\param receiver. The (key to the) avatar brain this message is going to.
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\param type Must be kSetLoopCount
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\param stage Which stage are we setting the loop count for?
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\param newLoopCount The loop count we are setting on the stage
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*/
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plAvBrainGenericMsg(plKey sender, plKey receiver,
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Type type, int stage, int newLoopCount);
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// plasma protocol
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CLASSNAME_REGISTER( plAvBrainGenericMsg );
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GETINTERFACE_ANY( plAvBrainGenericMsg, plAvatarMsg );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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// WriteVersion writes the current version of this creatable and ReadVersion will read in
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// any previous version.
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virtual void ReadVersion(hsStream* s, hsResMgr* mgr);
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virtual void WriteVersion(hsStream* s, hsResMgr* mgr);
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};
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///////////////////
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//
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// PLAVPUSHBRAINMSG
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//
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///////////////////
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#ifndef SERVER
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class plAvPushBrainMsg : public plAvTaskMsg
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{
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public:
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// tors
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plAvPushBrainMsg();
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plAvPushBrainMsg(const plKey& sender, const plKey &receiver, plArmatureBrain *brain);
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~plAvPushBrainMsg();
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CLASSNAME_REGISTER( plAvPushBrainMsg );
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GETINTERFACE_ANY( plAvPushBrainMsg, plAvTaskMsg);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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plArmatureBrain *fBrain;
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};
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//////////////////
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//
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// PLAVPOPBRAINMSG
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//
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//////////////////
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class plAvPopBrainMsg : public plAvTaskMsg
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{
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public:
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// tors
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plAvPopBrainMsg();
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plAvPopBrainMsg(const plKey &sender, const plKey &receiver);
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CLASSNAME_REGISTER( plAvPopBrainMsg );
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GETINTERFACE_ANY( plAvPopBrainMsg, plAvTaskMsg);
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};
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#endif // SERVER
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// For entering/exiting "stealth mode"
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class plAvatarStealthModeMsg : public plAvatarMsg
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{
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public:
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plAvatarStealthModeMsg();
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~plAvatarStealthModeMsg();
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// modes
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enum
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{
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kStealthVisible,
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kStealthCloaked,
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kStealthCloakedButSeen,
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};
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uint8_t fMode;
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int fLevel; // you are invisible to other players/CCRs of lower level
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CLASSNAME_REGISTER(plAvatarStealthModeMsg);
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GETINTERFACE_ANY(plAvatarStealthModeMsg, plAvatarMsg);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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};
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class plAvatarBehaviorNotifyMsg : public plMessage
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{
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public:
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uint32_t fType;
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bool state;
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plAvatarBehaviorNotifyMsg() : fType(0),state(false) {}
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CLASSNAME_REGISTER( plAvatarBehaviorNotifyMsg );
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GETINTERFACE_ANY( plAvatarBehaviorNotifyMsg, plMessage );
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// Local Only
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virtual void Read(hsStream *stream, hsResMgr *mgr) {}
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virtual void Write(hsStream *stream, hsResMgr *mgr) {}
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};
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class plAvatarOpacityCallbackMsg : public plEventCallbackMsg
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{
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public:
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plAvatarOpacityCallbackMsg() : plEventCallbackMsg() {}
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plAvatarOpacityCallbackMsg(plKey receiver, CallbackEvent e, int idx=0, float t=0, int16_t repeats=-1, uint16_t user=0) :
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plEventCallbackMsg(receiver, e, idx, t, repeats, user) {}
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CLASSNAME_REGISTER( plAvatarOpacityCallbackMsg );
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GETINTERFACE_ANY( plAvatarOpacityCallbackMsg, plEventCallbackMsg );
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// These aren't meant to go across the net, so no IO necessary.
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void Read(hsStream* stream, hsResMgr* mgr) {}
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void Write(hsStream* stream, hsResMgr* mgr) {}
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};
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class plAvatarSpawnNotifyMsg : public plMessage
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{
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public:
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plArmatureMod *fAvMod;
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plAvatarSpawnNotifyMsg() : fAvMod(nil) {}
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CLASSNAME_REGISTER( plAvatarSpawnNotifyMsg );
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GETINTERFACE_ANY( plAvatarSpawnNotifyMsg, plMessage );
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// Local Only
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virtual void Read(hsStream *stream, hsResMgr *mgr) {}
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virtual void Write(hsStream *stream, hsResMgr *mgr) {}
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};
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class plAvatarPhysicsEnableCallbackMsg : public plEventCallbackMsg
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{
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public:
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plAvatarPhysicsEnableCallbackMsg() : plEventCallbackMsg() {}
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plAvatarPhysicsEnableCallbackMsg(plKey receiver, CallbackEvent e, int idx=0, float t=0, int16_t repeats=-1, uint16_t user=0) :
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plEventCallbackMsg(receiver, e, idx, t, repeats, user) {}
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CLASSNAME_REGISTER( plAvatarPhysicsEnableCallbackMsg );
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GETINTERFACE_ANY( plAvatarPhysicsEnableCallbackMsg, plEventCallbackMsg );
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// These aren't meant to go across the net, so no IO necessary.
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void Read(hsStream* stream, hsResMgr* mgr) {}
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void Write(hsStream* stream, hsResMgr* mgr) {}
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};
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#endif // plAvatarMsg_inc
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#endif // ndef NO_AV_MSGS
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