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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

Obliterate hsBool

This commit is contained in:
2012-07-11 01:28:00 -04:00
parent 5f78b33db4
commit a709e17069
1041 changed files with 7889 additions and 8070 deletions

View File

@ -56,7 +56,7 @@ class plSceneObject;
class plAvTaskSeek : public plAvTask
{
public:
static hsBool fLogProcess;
static bool fLogProcess;
enum State {
kSeekRunNormal,
@ -82,12 +82,12 @@ public:
/** Initiate the task; make sure we're running on the right type of brain, save off
user input state, and turn off any other running behaviors.*/
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
/** Progress towards the goal using a combination of walking and cheating-via-sliding.
Returns true if we're still working on it; false if we're done. */
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
/** Restore user input state, etc. */
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
@ -116,27 +116,27 @@ protected:
/** Make some observations about our current relation to our target.
Done every frame. */
hsBool IAnalyze(plArmatureMod *avatar);
bool IAnalyze(plArmatureMod *avatar);
/** Progress towards the goal. We get as close as we can by just pushing the same
buttons as the user (forward, turn, etc.) when we're really close we slide
around a bit so we can wind up on the *exact* initial orientation. */
hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
bool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
/** Okay, we're in the pure cheating mode now. Try to wrap it up;
returns true when it's finally there. */
bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
/** Final cheating for position */
hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
bool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, float elapsed);
/** Final cheating for rotation */
hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
bool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, float elapsed);
/** If our target's moving, cache its new position and orientation for later math */
hsBool IUpdateObjective(plArmatureMod *avatar);
bool IUpdateObjective(plArmatureMod *avatar);
/////////////////////////////////////////////////////////////////////////////////////
//
@ -163,11 +163,11 @@ protected:
// These are set to true once we EVER get close enough to the goal, so that if we fall out
// of range from the anim blend out, we don't later try and correct again, and get in a fun
// little back-and-forth loop.
hsBool fPosGoalHit;
hsBool fRotGoalHit;
bool fPosGoalHit;
bool fRotGoalHit;
hsBool fStillPositioning; // haven't yet reached the final position
hsBool fStillRotating; // haven't yet reached the final orientation
bool fStillPositioning; // haven't yet reached the final position
bool fStillRotating; // haven't yet reached the final orientation
hsVector3 fGoalVec; // vec from us to the goal
float fDistance; // how far to the goal?