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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -180,7 +180,7 @@ protected:
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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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uint32_t 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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@ -237,9 +237,9 @@ public:
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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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float fadeIn, float fadeOut, uint8_t index, uint32_t 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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uint32_t GetType() const { return fType; }
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protected:
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virtual void IStart();
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@ -250,7 +250,7 @@ protected:
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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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uint32_t 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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