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Refactor avatar movement code
plMovementStrategy classes have been reworked and completely replace all plAvatarControllers. While based on the old implementation, plPhysicalControllerCore has essentially been rewritten. Remnants of long gone physical "actions" have been removed. 4 files removed - plAVCallbackAction.h & plAVCallbackAction.cpp plAntiGravAction.h & plAntiGravAction.cpp This revision will not compile, requires new plPXPhysicalControllerCore implementation.
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@ -54,7 +54,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "plAvBrainHuman.h"
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#include "plMatrixChannel.h"
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#include "plAvatarTasks.h"
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#include "plAvCallbackAction.h"
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#include "plPhysicalControllerCore.h"
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#include "plAvBrainCritter.h"
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// global
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@ -534,8 +534,7 @@ void plArmatureModBase::EnablePhysics(bool status, uint16_t reason /* = kDisable
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// i.e. normal enabled physical
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void plArmatureModBase::EnablePhysicsKinematic(bool status)
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{
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if (fController)
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fController->Kinematic(status);
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EnablePhysics(!status, kDisableReasonKinematic);
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}
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void plArmatureModBase::EnableDrawing(bool status, uint16_t reason /* = kDisableReasonUnknown */)
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@ -2670,19 +2669,7 @@ void plArmatureMod::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *str
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debugTxt.DrawString(x, y, strBuf);
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y += lineHeight;
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hsPoint3 kPos;
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const char *kinematic = "n.a.";
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const char* frozen = "n.a.";
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if (fController)
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{
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fController->GetKinematicPosition(kPos);
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kinematic = fController->IsKinematic() ? "on" : "off";
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}
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sprintf(strBuf, "kinematc(world): %.2f, %.2f, %.2f Kinematic: %3s",
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kPos.fX, kPos.fY, kPos.fZ,kinematic);
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debugTxt.DrawString(x, y, strBuf);
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y += lineHeight;
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if (fController)
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frozen = fController->IsEnabled() ? "no" : "yes";
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