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Fix stupid in plAvBrainCritter::GoToGoal
Changing the next behavior to running on every goal update causes the quabs to skitter about one inch every five seconds. Obviously, we do not need to start running if we are already running, so let's check that.
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@ -317,9 +317,13 @@ std::string plAvBrainCritter::RunBehaviorName() const
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void plAvBrainCritter::GoToGoal(hsPoint3 newGoal, bool avoidingAvatars /* = false */)
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void plAvBrainCritter::GoToGoal(hsPoint3 newGoal, bool avoidingAvatars /* = false */)
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{
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{
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fFinalGoalPos = newGoal;
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fFinalGoalPos = newGoal;
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fAvoidingAvatars = avoidingAvatars;
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fAvoidingAvatars = avoidingAvatars; // TODO: make this do something?
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fNextMode = IPickBehavior(kRun);
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// TODO: Pathfinding here!
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// Only play the run behavior if it's not already activated
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// Why? This might just be an update to a preexisting goal.
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if(!RunningBehavior(RunBehaviorName()))
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fNextMode = IPickBehavior(kRun);
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// Missing TODO Turd: Pathfinding.
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}
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}
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bool plAvBrainCritter::AtGoal() const
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bool plAvBrainCritter::AtGoal() const
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