mirror of
https://github.com/bearstonem/openmohaa-vr.git
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164 lines
3.2 KiB
C++
164 lines
3.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_disguise_salute.cpp
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#include "actor.h"
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void Actor::InitDisguiseSalute
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(
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GlobalFuncs_t *func
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)
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{
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func->ThinkState = &Actor::Think_DisguiseSalute;
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func->BeginState = &Actor::Begin_DisguiseSalute;
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func->EndState = &Actor::End_DisguiseSalute;
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func->ResumeState = &Actor::Resume_DisguiseSalute;
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func->SuspendState = &Actor::Suspend_DisguiseSalute;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Disguise;
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func->IsState = &Actor::IsDisguiseState;
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}
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void Actor::Begin_DisguiseSalute
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(
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void
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)
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{
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vec2_t vDelta;
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Com_Printf("Saluting guy....\n");
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m_csMood = STRING_BORED;
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assert(m_Enemy);
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if (m_Enemy)
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{
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if ((EnemyIsDisguised() || m_Enemy->IsSubclassOfActor()) && !level.m_bAlarm)
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{
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VectorSub2D(m_Enemy->origin, origin, vDelta);
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if (vDelta[0] != 0 || vDelta[1] != 0)
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{
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SetDesiredYawDir(vDelta);
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}
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SetDesiredLookDir(m_Enemy->origin - origin);
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m_eNextAnimMode = 1;
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m_csNextAnimString = STRING_ANIM_DISGUISE_SALUTE_SCR;
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m_bNextForceStart = false;
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m_iEnemyShowPapersTime = m_Enemy->m_ShowPapersTime;
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TransitionState(1, 0);
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}
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else
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{
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
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}
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}
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else
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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}
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}
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void Actor::End_DisguiseSalute
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(
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void
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)
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{
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m_iNextDisguiseTime = level.inttime + m_iDisguisePeriod;
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}
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void Actor::Resume_DisguiseSalute
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(
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void
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)
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{
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Begin_DisguiseSalute();
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}
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void Actor::Suspend_DisguiseSalute
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(
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void
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)
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{
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End_DisguiseSalute();
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}
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void Actor::Think_DisguiseSalute
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(
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void
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)
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{
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NoPoint();
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ContinueAnimation();
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UpdateEnemy(2000);
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assert(m_Enemy != NULL);
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if (m_Enemy)
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{
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if (!EnemyIsDisguised() && !m_Enemy->IsSubclassOfActor() && level.m_bAlarm)
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{
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{
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vec2_t facedir;
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facedir[0] = m_Enemy->origin[0] - origin[0];
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facedir[1] = m_Enemy->origin[1] - origin[1];
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if (facedir[0] != 0 || facedir[1] != 0)
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{
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SetDesiredYawDir(facedir);
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}
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}
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SetDesiredLookDir(m_Enemy->origin - origin);
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PostThink(true);
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}
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else
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{
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
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}
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}
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else
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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}
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}
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void Actor::FinishedAnimation_DisguiseSalute
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(
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void
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)
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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}
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