/* =========================================================================== Copyright (C) 2015 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // actor.cpp: #include "actor.h" void Actor::InitDogIdle ( GlobalFuncs_t *func ) { func->BeginState = &Actor::Begin_Dog; func->EndState = &Actor::End_Dog; func->ThinkState = &Actor::Think_Dog_Idle; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle; func->IsState = &Actor::IsDogState; } void Actor::InitDogAttack ( GlobalFuncs_t *func ) { func->BeginState = &Actor::Begin_Dog; func->EndState = &Actor::End_Dog; func->ThinkState = &Actor::Think_Dog_Attack; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack; func->IsState = &Actor::IsDogState; } void Actor::InitDogCurious ( GlobalFuncs_t *func ) { func->BeginState = &Actor::Begin_Dog; func->EndState = &Actor::End_Dog; func->ThinkState = &Actor::Think_Dog_Curious; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious; func->IsState = &Actor::IsDogState; } void Actor::Begin_Dog ( void ) { m_bAnimating = true; } void Actor::End_Dog ( void ) { } void Actor::Think_Dog_Idle ( void ) { if( !RequireThink() ) { return; } UpdateEyeOrigin(); m_pszDebugState = "Dog_Idle"; m_bHasDesiredLookAngles = false; m_eNextAnimMode = 1; m_csNextAnimString = STRING_ANIM_DOG_IDLE_SCR; CheckForThinkStateTransition(); PostThink( false ); } void Actor::Think_Dog_Attack ( void ) { // FIXME: stub STUB(); } void Actor::Think_Dog_Curious ( void ) { // FIXME: stub STUB(); }