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New code style refactor
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@@ -2,54 +2,46 @@
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#include "World/CPatterned.hpp"
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namespace urde::MP1
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{
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class CFlickerBat final : public CPatterned
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{
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namespace urde::MP1 {
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class CFlickerBat final : public CPatterned {
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public:
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enum class EFlickerBatState
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{
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Zero,
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One,
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Two,
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Three
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};
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enum class EFlickerBatState { Zero, One, Two, Three };
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private:
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float x568_ = 0.f;
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float x56c_ = 0.f;
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float x570_ = 0.f;
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EFlickerBatState x574_state;
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float x578_ = 1.f;
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float x57c_ = 0.f;
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bool x580_24_ : 1;
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bool x580_25_heardShot : 1;
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bool x580_26_ : 1;
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bool x580_27_ : 1;
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float x568_ = 0.f;
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float x56c_ = 0.f;
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float x570_ = 0.f;
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EFlickerBatState x574_state;
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float x578_ = 1.f;
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float x57c_ = 0.f;
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bool x580_24_ : 1;
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bool x580_25_heardShot : 1;
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bool x580_26_ : 1;
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bool x580_27_ : 1;
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public:
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DEFINE_PATTERNED(FlickerBat)
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CFlickerBat(TUniqueId, std::string_view name, EFlavorType, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CPatternedInfo&, EColliderType, bool, const CActorParameters&, bool);
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DEFINE_PATTERNED(FlickerBat)
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CFlickerBat(TUniqueId, std::string_view name, EFlavorType, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CPatternedInfo&, EColliderType, bool, const CActorParameters&, bool);
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void Accept(IVisitor&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float, CStateManager&);
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void Render(const CStateManager&) const;
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void Touch(CActor&, CStateManager&);
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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bool CanBeShot(CStateManager&, int);
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void Patrol(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Shuffle(CStateManager&, EStateMsg, float);
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void Taunt(CStateManager&, EStateMsg, float);
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bool InPosition(CStateManager&, float);
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bool HearShot(CStateManager&, float);
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EFlickerBatState GetFlickerBatState() const { return x574_state; }
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void SetFlickerBatState(EFlickerBatState state, CStateManager&);
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void FlickerBatStateChanged(EFlickerBatState, CStateManager&);
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void CheckStaticIntersection(CStateManager&);
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void Accept(IVisitor&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float, CStateManager&);
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void Render(const CStateManager&) const;
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void Touch(CActor&, CStateManager&);
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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bool CanBeShot(CStateManager&, int);
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void Patrol(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Shuffle(CStateManager&, EStateMsg, float);
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void Taunt(CStateManager&, EStateMsg, float);
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bool InPosition(CStateManager&, float);
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bool HearShot(CStateManager&, float);
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EFlickerBatState GetFlickerBatState() const { return x574_state; }
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void SetFlickerBatState(EFlickerBatState state, CStateManager&);
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void FlickerBatStateChanged(EFlickerBatState, CStateManager&);
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void CheckStaticIntersection(CStateManager&);
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};
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}
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} // namespace urde::MP1
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