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@ -215,47 +215,26 @@ void cyAvatar::OneShot(pyKey &seekKey, float duration, bool usePhysics,
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void cyAvatar::RunBehavior(pyKey &behKey, bool netForce, bool netProp) |
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{ |
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// first there is someone to send to and make sure that we an avatar to send this to
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if ( behKey.getKey() != nil && fRecvr.Count() > 0) |
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if ( behKey.getKey() && fRecvr.Count() > 0) |
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{ |
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// must determine if the behKey is pointing to Single or Multi Shot behavior
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if ( plOneShotMod::ConvertNoRef(behKey.getKey()->GetObjectPtr()) != nil ) |
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if (plOneShotMod::ConvertNoRef(behKey.getKey()->GetObjectPtr())) |
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{ |
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// create a message OneShotMessage
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plOneShotMsg* pMsg = new plOneShotMsg; |
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// check if this needs to be network forced to all clients
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if (netProp) |
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{ |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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} |
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else |
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{ |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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} |
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if (netForce) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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else |
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{ |
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pMsg->SetBCastFlag(plMessage::kNetForce, false); |
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} |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, netProp || netForce); |
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pMsg->SetBCastFlag(plMessage::kNetForce, netForce); |
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pMsg->SetSender(fSender); |
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pMsg->AddReceiver(behKey.getKey()); |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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for (int i = 0; i < fRecvr.Count(); i++) { |
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// make sure there is an avatar to set
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if ( fRecvr[i] != nil ) |
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{ |
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pMsg->fPlayerKey = (plKey)fRecvr[i]; |
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plgDispatch::MsgSend( pMsg ); // send off command for each valid avatar we find
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// ... really, should only be one... though
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if (fRecvr[i]) { |
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pMsg->fPlayerKey = fRecvr[i]; |
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pMsg->SendAndKeep(); // gotta keep the message so we can keep sending it
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// there should really only be one avatar, though...
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} |
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} |
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pMsg->UnRef(); // done with our reference
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} |
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// else if it is a Multistage guy
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else if ( plMultistageBehMod::ConvertNoRef(behKey.getKey()->GetObjectPtr()) != nil ) |
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