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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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@ -47,7 +47,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "pnKeyedObject/plKey.h"
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class plArmatureMod;
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class plWalkingController;
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class plWalkingStrategy;
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class plAIMsg;
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class plAvBrainCritter : public plArmatureBrain
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@ -134,8 +134,6 @@ public:
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virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt);
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plWalkingController* GetCallbackAction() {return fCallbackAction;}
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// For the console
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static bool fDrawDebug;
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@ -159,7 +157,7 @@ protected:
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std::vector<plArmatureMod*> IAvatarsICanSee() const;
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std::vector<plArmatureMod*> IAvatarsICanHear() const;
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plWalkingController* fCallbackAction;
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plWalkingStrategy* fWalkingStrategy;
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int fCurMode; // current behavior we are running
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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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