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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Obliterate hsBool
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@ -56,7 +56,7 @@ class plSceneObject;
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class plAvTaskSeek : public plAvTask
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{
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public:
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static hsBool fLogProcess;
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static bool fLogProcess;
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enum State {
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kSeekRunNormal,
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@ -82,12 +82,12 @@ public:
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/** Initiate the task; make sure we're running on the right type of brain, save off
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user input state, and turn off any other running behaviors.*/
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Progress towards the goal using a combination of walking and cheating-via-sliding.
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Returns true if we're still working on it; false if we're done. */
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Restore user input state, etc. */
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virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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@ -116,27 +116,27 @@ protected:
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/** Make some observations about our current relation to our target.
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Done every frame. */
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hsBool IAnalyze(plArmatureMod *avatar);
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bool IAnalyze(plArmatureMod *avatar);
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/** Progress towards the goal. We get as close as we can by just pushing the same
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buttons as the user (forward, turn, etc.) when we're really close we slide
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around a bit so we can wind up on the *exact* initial orientation. */
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hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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bool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Okay, we're in the pure cheating mode now. Try to wrap it up;
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returns true when it's finally there. */
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bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Final cheating for position */
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hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
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bool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, float elapsed);
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/** Final cheating for rotation */
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hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
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bool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, float elapsed);
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/** If our target's moving, cache its new position and orientation for later math */
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hsBool IUpdateObjective(plArmatureMod *avatar);
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bool IUpdateObjective(plArmatureMod *avatar);
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/////////////////////////////////////////////////////////////////////////////////////
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//
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@ -163,11 +163,11 @@ protected:
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// These are set to true once we EVER get close enough to the goal, so that if we fall out
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// of range from the anim blend out, we don't later try and correct again, and get in a fun
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// little back-and-forth loop.
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hsBool fPosGoalHit;
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hsBool fRotGoalHit;
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bool fPosGoalHit;
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bool fRotGoalHit;
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hsBool fStillPositioning; // haven't yet reached the final position
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hsBool fStillRotating; // haven't yet reached the final orientation
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bool fStillPositioning; // haven't yet reached the final position
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bool fStillRotating; // haven't yet reached the final orientation
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hsVector3 fGoalVec; // vec from us to the goal
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float fDistance; // how far to the goal?
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