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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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@ -74,7 +74,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "pfMessage/pfKIMsg.h"
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// for console hack
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hsBool plAvOneShotTask::fForce3rdPerson = true;
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bool plAvOneShotTask::fForce3rdPerson = true;
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#include "pnMessage/plCameraMsg.h"
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/////////////
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@ -88,13 +88,13 @@ plAvTask::plAvTask()
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}
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// START
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hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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return true; // true indicates the task has started succesfully
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}
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// PROCESS
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hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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return false;
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}
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@ -213,7 +213,7 @@ void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQu
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// START
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// Adjust our goal time based on our duration and the current time
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hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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fTargetTime = time + fDuration; // clock starts now....
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fPhysicalAtStart = avatar->IsPhysicsEnabled();
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@ -280,7 +280,7 @@ void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *insert, plScene
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// PROCESS
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// Move closer to the goal position and orientation
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hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsQuat rotation;
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hsPoint3 position;
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@ -351,9 +351,9 @@ plAvAnimTask::plAvAnimTask(const plString &animName,
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float targetBlend,
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float fadeSpeed,
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float setTime,
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hsBool start,
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hsBool loop,
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hsBool attach)
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bool start,
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bool loop,
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bool attach)
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: fAnimName(animName),
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fInitialBlend(initialBlend),
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fTargetBlend(targetBlend),
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@ -367,7 +367,7 @@ plAvAnimTask::plAvAnimTask(const plString &animName,
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}
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// CTOR animName, fadeSpeed, attach
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plAvAnimTask::plAvAnimTask(const plString &animName, float fadeSpeed, hsBool attach)
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plAvAnimTask::plAvAnimTask(const plString &animName, float fadeSpeed, bool attach)
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: fAnimName(animName),
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fInitialBlend(0.0f),
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fTargetBlend(0.0f),
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@ -384,9 +384,9 @@ plAvAnimTask::plAvAnimTask(const plString &animName, float fadeSpeed, hsBool att
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// START
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hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = false;
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bool result = false;
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if(fAttach)
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{
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plAGAnimInstance * aInstance = avatar->FindOrAttachInstance(fAnimName, fInitialBlend);
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@ -426,10 +426,10 @@ hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double
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}
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// PROCESS
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hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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// the only reason we need this function is to watch the animation until it fades out
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hsBool result = false;
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bool result = false;
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if(fAttach)
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{
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// we finished in the Start() function
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@ -523,7 +523,7 @@ plAvOneShotTask::plAvOneShotTask()
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// this construct is typically used when you want to create a one-shot task as part of a sequence
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// of tasks
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// it's different than the message-based constructor in that fDetachAnimation and fMoveHandle default to false
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plAvOneShotTask::plAvOneShotTask(const plString &animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks)
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plAvOneShotTask::plAvOneShotTask(const plString &animName, bool drivable, bool reversible, plOneShotCallbacks *callbacks)
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{
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InitDefaults();
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@ -562,9 +562,9 @@ plAvOneShotTask::~plAvOneShotTask()
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// START
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hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = false;
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bool result = false;
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if (fIgnore)
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return true;
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@ -646,7 +646,7 @@ hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, dou
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}
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// PROCESS
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hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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// *** if we are under mouse control, adjust it here
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@ -757,9 +757,9 @@ plAvOneShotLinkTask::~plAvOneShotLinkTask()
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}
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// task protocol
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hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = plAvOneShotTask::Start(avatar, brain, time, elapsed);
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bool result = plAvOneShotTask::Start(avatar, brain, time, elapsed);
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fStartTime = time;
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if (fAnimInstance && !fMarkerName.IsNull())
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@ -774,9 +774,9 @@ hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain,
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return result;
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}
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hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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bool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = plAvOneShotTask::Process(avatar, brain, time, elapsed);
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bool result = plAvOneShotTask::Process(avatar, brain, time, elapsed);
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if (fIgnore)
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return result;
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