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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 04:09:16 +00:00

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.
This commit is contained in:
Skoader
2012-06-24 12:51:45 +10:00
committed by Adam Johnson
parent 75793e5182
commit 769cd60617
33 changed files with 1019 additions and 2356 deletions

View File

@ -40,9 +40,9 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#include "plAvCallbackAction.h" // subclasses a havok object; must be in first include section
#include "HeadSpin.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainHuman.h"
#include "plAvBrainClimb.h"
#include "plAvBrainDrive.h"
@ -140,7 +140,7 @@ plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(bool walk)
plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) :
fHandleAGMod(nil),
fStartedTurning(-1.0f),
fCallbackAction(nil),
fWalkingStrategy(nil),
fPreconditions(0),
fIsActor(isActor)
{
@ -154,9 +154,9 @@ bool plAvBrainHuman::Apply(double timeNow, float elapsed)
#endif
// SetTurnStrength runs first to make sure it's set to a sane value
// (or cleared). RunStandardBehaviors may overwrite it.
fCallbackAction->SetTurnStrength(IGetTurnStrength(timeNow));
fWalkingStrategy->SetTurnStrength(IGetTurnStrength(timeNow));
RunStandardBehaviors(timeNow, elapsed);
fCallbackAction->RecalcVelocity(timeNow, timeNow - elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
fWalkingStrategy->RecalcVelocity(timeNow, elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
plArmatureBrain::Apply(timeNow, elapsed);
#ifndef _DEBUG
@ -177,13 +177,13 @@ void plAvBrainHuman::Activate(plArmatureModBase *avMod)
IInitBoneMap();
IInitAnimations();
if (!fCallbackAction)
if (!fWalkingStrategy)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fCallbackAction = new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
@ -328,8 +328,8 @@ plAvBrainHuman::~plAvBrainHuman()
delete fBehaviors[i];
fBehaviors.Reset();
delete fCallbackAction;
fCallbackAction = nil;
delete fWalkingStrategy;
fWalkingStrategy = nil;
}
void plAvBrainHuman::Deactivate()
@ -361,7 +361,7 @@ void plAvBrainHuman::Resume()
if (fAvMod->GetInputFlag(S_PUSH_TO_TALK))
IChatOn();
fCallbackAction->Reset(false);
fWalkingStrategy->Reset(false);
plArmatureBrain::Resume();
}
@ -465,25 +465,23 @@ bool plAvBrainHuman::MsgReceive(plMessage * msg)
{
if(ride->Entering())
{
//plAvBrainRideAnimatedPhysical *rideBrain = new plAvBrainRideAnimatedPhysical();
//fAvMod->PushBrain(rideBrain);
delete fCallbackAction;
// Switch to dynamic walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fCallbackAction= new plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
else
{
delete fCallbackAction;
// Restore default walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
//hsStatusMessage("Got an exiting ride animated physical message");
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
}
@ -557,8 +555,8 @@ float plAvBrainHuman::IGetTurnStrength(double timeNow)
// Turning based on keypress
if ((turnLeftStrength > 0.f)
|| (turnRightStrength > 0.f)
|| (!fCallbackAction->IsOnGround()
&& !fCallbackAction->IsControlledFlight())
|| (!fWalkingStrategy->IsOnGround()
&& !fWalkingStrategy->IsControlledFlight())
) {
float t = (float)(timeNow - fStartedTurning);
float turnSpeed;
@ -590,7 +588,7 @@ float plAvBrainHuman::IGetTurnStrength(double timeNow)
result += fAvMod->GetKeyTurnStrength() * turnSpeed;
}
if (!fCallbackAction->IsControlledFlight())
if (!fWalkingStrategy->IsControlledFlight())
result += fAvMod->GetAnalogTurnStrength() * maxTurnSpeed;
return result;
@ -647,7 +645,7 @@ void plAvBrainHuman::ResetIdle()
void plAvBrainHuman::IdleOnly(bool instantOff)
{
if (!fCallbackAction)
if (!fWalkingStrategy)
return;
float rate = instantOff ? 0.f : 1.f;
@ -673,7 +671,7 @@ bool plAvBrainHuman::IsMovementZeroBlend()
void plAvBrainHuman::TurnToPoint(hsPoint3 point)
{
if (!fCallbackAction->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend())
if (!fWalkingStrategy->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend())
return;
hsPoint3 avPos;
@ -869,23 +867,23 @@ void plAvBrainHuman::Spawn(double timeNow)
bool plAvBrainHuman::LeaveAge()
{
plPhysicalControllerCore* controller = fAvMod->GetController();
if(!controller->BehavingLikeAnAnimatedPhysical())
// If our current walking strategy is dynamic, restore the default kinematic strategy.
if (!fWalkingStrategy->IsKinematic())
{
controller->BehaveLikeAnimatedPhysical(true);
delete fCallbackAction;
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
}
plArmatureBrain::LeaveAge();
fWalkingStrategy->Reset(true);
plArmatureBrain::LeaveAge();
// pin the physical so it doesn't fall when the world is deleted
fAvMod->EnablePhysics(false);
// this will get set to true when we hit ground
fCallbackAction->Reset(true);
return false;
}
@ -895,11 +893,10 @@ void plAvBrainHuman::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *st
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
const char *grounded = fCallbackAction->IsOnGround() ? "yes" : "no";
const char *falseGrounded = fCallbackAction->IsOnFalseGround() ? "yes" : "no";
const char *pushing = (fCallbackAction->GetPushingPhysical() ? (fCallbackAction->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
sprintf(strBuf, "Ground: %3s, FalseGround: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
grounded, falseGrounded, fCallbackAction->GetAirTime(), fCallbackAction->GetImpactTime(), pushing);
const char *grounded = fWalkingStrategy->IsOnGround() ? "yes" : "no";
const char *pushing = (fWalkingStrategy->GetPushingPhysical() ? (fWalkingStrategy->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
sprintf(strBuf, "Ground: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
grounded, fWalkingStrategy->GetAirTime(), fWalkingStrategy->GetImpactTime(), pushing);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
@ -1012,8 +1009,8 @@ bool Run::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1023,8 +1020,8 @@ bool Walk::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1034,8 +1031,8 @@ bool WalkBack::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1048,7 +1045,7 @@ bool StepLeft::PreCondition(double time, float elapsed)
return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
!(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
fHuBrain->fCallbackAction->IsOnGround());
fHuBrain->fWalkingStrategy->IsOnGround());
}
return false;
}
@ -1060,7 +1057,7 @@ bool StepRight::PreCondition(double time, float elapsed)
return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
!(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
fHuBrain->fCallbackAction->IsOnGround());
fHuBrain->fWalkingStrategy->IsOnGround());
}
return false;
}
@ -1101,8 +1098,8 @@ bool MovingTurnLeft::PreCondition(double time, float elapsed)
{
if (fAvMod->GetTurnStrength() > 0)
{
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1112,8 +1109,8 @@ bool MovingTurnRight::PreCondition(double time, float elapsed)
{
if (fAvMod->GetTurnStrength() < 0)
{
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
@ -1122,14 +1119,14 @@ bool MovingTurnRight::PreCondition(double time, float elapsed)
void Jump::IStart()
{
fHuBrain->fCallbackAction->EnableControlledFlight(true);
fHuBrain->fWalkingStrategy->EnableControlledFlight(true);
plHBehavior::IStart();
}
void Jump::IStop()
{
fHuBrain->fCallbackAction->EnableControlledFlight(false);
fHuBrain->fWalkingStrategy->EnableControlledFlight(false);
plHBehavior::IStop();
}
@ -1140,7 +1137,7 @@ bool StandingJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1152,7 +1149,7 @@ bool StandingJump::PreCondition(double time, float elapsed)
if (fAvMod->JumpKeyDown() &&
!fAvMod->ForwardKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround())
fHuBrain->fWalkingStrategy->IsOnGround())
{
if (fAvMod->ConsumeJump())
return true;
@ -1168,7 +1165,7 @@ bool WalkingJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1181,8 +1178,8 @@ bool WalkingJump::PreCondition(double time, float elapsed)
!fAvMod->FastKeyDown() &&
fAvMod->ForwardKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
{
if (fAvMod->ConsumeJump())
return true;
@ -1198,7 +1195,7 @@ bool RunningJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1211,8 +1208,8 @@ bool RunningJump::PreCondition(double time, float elapsed)
fAvMod->ForwardKeyDown() &&
fAvMod->FastKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
{
if (fAvMod->ConsumeJump())
return true;
@ -1237,13 +1234,13 @@ bool RunningImpact::PreCondition(double time, float elapsed)
{
if (fDuration > 0.0f)
fDuration = fDuration - elapsed;
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY < kRunningImpactThresh)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY < kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
if (fMaxBlend > 1)
fMaxBlend = 1;
fDuration = 1.0f / fFadeIn;
@ -1267,13 +1264,13 @@ bool GroundImpact::PreCondition(double time, float elapsed)
bool result = false;
if (fDuration > 0.0f)
fDuration = fDuration - elapsed;
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY >= kRunningImpactThresh)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY >= kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
if (fMaxBlend > 1)
fMaxBlend = 1;
fDuration = 1.0f / fFadeIn;
@ -1292,7 +1289,7 @@ void GroundImpact::IStop()
bool Fall::PreCondition(double time, float elapsed)
{
return !fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->HitGroundInThisAge();
return !fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->HitGroundInThisAge();
}
void Fall::Process(double time, float elapsed)
@ -1304,7 +1301,7 @@ void Fall::Process(double time, float elapsed)
if (fAnim && fAnim->GetBlend() > 0.8)
{
float panicThresh = plAvBrainHuman::kAirTimePanicThreshold;
if (panicThresh > 0.0f && fHuBrain->fCallbackAction->GetAirTime() > panicThresh)
if (panicThresh > 0.0f && fHuBrain->fWalkingStrategy->GetAirTime() > panicThresh)
{
fHuBrain->IdleOnly(); // clear the fall state; we're going somewhere new
fAvMod->PanicLink();
@ -1321,7 +1318,7 @@ void Push::Process(double time, float elapsed)
fAvMod->GetPositionAndRotationSim(&pos, &rot);
hsPoint3 lookAt;
fHuBrain->fCallbackAction->GetPushingPhysical()->GetPositionSim(lookAt);
fHuBrain->fWalkingStrategy->GetPushingPhysical()->GetPositionSim(lookAt);
hsVector3 up(0.f, 0.f, 1.f);
float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2;
hsQuat targRot(angle, &up);
@ -1335,23 +1332,23 @@ void Push::Process(double time, float elapsed)
globFwd = rot.Rotate(&globFwd);
if (globFwd.fX < 0)
fHuBrain->fCallbackAction->SetTurnStrength(-turnSpeed);
fHuBrain->fWalkingStrategy->SetTurnStrength(-turnSpeed);
else
fHuBrain->fCallbackAction->SetTurnStrength(turnSpeed);
fHuBrain->fWalkingStrategy->SetTurnStrength(turnSpeed);
}
//bool PushIdle::PreCondition(double time, float elapsed)
//{
// return (fHuBrain->fCallbackAction->GetPushingPhysical() &&
// fHuBrain->fCallbackAction->IsOnGround() &&
// return (fHuBrain->fWalkingStrategy->GetPushingPhysical() &&
// fHuBrain->fWalkingStrategy->IsOnGround() &&
// !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown()
// && fAvMod->GetTurnStrength() == 0);
//}
bool PushWalk::PreCondition(double time, float elapsed)
{
return (fHuBrain->fCallbackAction->GetPushingPhysical() && fHuBrain->fCallbackAction->GetFacingPushingPhysical() &&
fHuBrain->fCallbackAction->IsOnGround() &&
return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && fHuBrain->fWalkingStrategy->GetFacingPushingPhysical() &&
fHuBrain->fWalkingStrategy->IsOnGround() &&
fAvMod->ForwardKeyDown());
}
@ -1366,7 +1363,7 @@ bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const ch
{
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index()));
const char *names[3] = {enterAnim, idleAnim, exitAnim};
if (!huBrain || !huBrain->fCallbackAction->IsOnGround() || !huBrain->fCallbackAction->HitGroundInThisAge() || huBrain->IsRunningTask() ||
if (!huBrain || !huBrain->fWalkingStrategy->IsOnGround() || !huBrain->fWalkingStrategy->HitGroundInThisAge() || huBrain->IsRunningTask() ||
!avatar->IsPhysicsEnabled() || avatar->FindMatchingGenericBrain(names, 3))
return false;
@ -1429,7 +1426,7 @@ bool AvatarEmote(plArmatureMod *avatar, const char *emoteName)
if (swimBrain && swimBrain->IsSwimming())
return false;
if (huBrain && huBrain->fCallbackAction->IsOnGround() && huBrain->fCallbackAction->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
if (huBrain && huBrain->fWalkingStrategy->IsOnGround() && huBrain->fWalkingStrategy->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
emote && !alreadyActive && avatar->IsPhysicsEnabled())
{
plKey avKey = avatar->GetKey();