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59 lines
1.5 KiB
59 lines
1.5 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "NextBot.h"
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#include "tf_tank_boss.h"
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#include "tf_tank_boss_body.h"
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//-------------------------------------------------------------------------------------------
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CTFTankBossBody::CTFTankBossBody( INextBot *bot ) : IBody( bot )
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{
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}
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//-------------------------------------------------------------------------------------------
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bool CTFTankBossBody::StartSequence( const char *name )
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{
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CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
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int animSequence = me->LookupSequence( name );
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if ( animSequence )
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{
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me->SetSequence( animSequence );
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me->SetPlaybackRate( 1.0f );
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me->SetCycle( 0 );
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me->ResetSequenceInfo();
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return true;
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}
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return false;
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}
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void CTFTankBossBody::SetSkin( int nSkin )
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{
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CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
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me->m_nSkin = nSkin;
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}
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//-------------------------------------------------------------------------------------------
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void CTFTankBossBody::Update( void )
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{
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CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
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// move the animation ahead in time
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me->StudioFrameAdvance();
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me->DispatchAnimEvents( me );
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}
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//---------------------------------------------------------------------------------------------
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// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
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unsigned int CTFTankBossBody::GetSolidMask( void ) const
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{
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return CONTENTS_SOLID;
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}
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