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Updates to the Python API
Throw away some stupid stuff and make things slightly easier to use...
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@ -83,13 +83,20 @@ public:
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virtual void Suspend();
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virtual void Resume();
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/**
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* Gets the SceneObject root for this avatar
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*
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* This is most useful in scripts that need to act upon the SceneObject directly.
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* There are other ways of obtaining the SceneObject, but network synchronization often
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* makes those ways more difficult than they need to be, so we have included this method
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* to make the scripter's life easier.
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*/
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plSceneObject* GetTarget() const;
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void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
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float fadeInLen = 2.f, float fadeOutLen = 2.f);
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void StartBehavior(const std::string& behaviorName, bool fade = true);
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bool RunningBehavior(const std::string& behaviorName) const;
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void LocallyControlled(bool local) {fLocallyControlled = local;}
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bool LocallyControlled() const {return fLocallyControlled;}
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std::string BehaviorName(int behavior) const;
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plString AnimationName(int behavior) const;
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@ -157,8 +164,6 @@ protected:
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int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval)
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bool fFadingNextBehavior; // is the next behavior supposed to blend?
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bool fLocallyControlled; // is our local AI script the one making all the choices?
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bool fAvoidingAvatars; // are we avoiding avatars to the best of our ability when pathfinding?
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hsPoint3 fFinalGoalPos; // the location we are pathfinding to
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hsPoint3 fImmediateGoalPos; // the location of the point we are immediately going towards (not necessarily our final goal)
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