mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-10 00:27:43 +00:00
RuntimeCommon: Use override where applicable
Continues the override modernization by applying it to the main RuntimeCommon target. Resolves around 1100+ cases where override can be used.
This commit is contained in:
@@ -35,20 +35,20 @@ class CBSAttack : public CBodyState {
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void UpdatePhysicsActor(CBodyController& bc, float dt);
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public:
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bool CanShoot() const { return false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool CanShoot() const override { return false; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSProjectileAttack : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool CanShoot() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSDie : public CBodyState {
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@@ -56,11 +56,11 @@ class CBSDie : public CBodyState {
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bool x8_isDead = false;
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public:
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bool IsDead() const { return x8_isDead; }
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bool IsDying() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool IsDead() const override { return x8_isDead; }
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bool IsDying() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSFall : public CBodyState {
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@@ -70,9 +70,9 @@ class CBSFall : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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};
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class CBSGetup : public CBodyState {
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@@ -80,9 +80,9 @@ class CBSGetup : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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};
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class CBSKnockBack : public CBodyState {
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@@ -92,10 +92,10 @@ class CBSKnockBack : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool IsMoving() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSLieOnGround : public CBodyState {
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@@ -104,20 +104,20 @@ class CBSLieOnGround : public CBodyState {
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public:
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CBSLieOnGround(CActor& actor);
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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};
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class CBSStep : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool IsMoving() const override { return true; }
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bool CanShoot() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSTurn : public CBodyState {
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@@ -128,17 +128,17 @@ protected:
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bool FacingDest(CBodyController& bc) const;
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public:
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool CanShoot() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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};
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class CBSFlyerTurn : public CBSTurn {
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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};
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class CBSLoopAttack : public CBodyState {
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@@ -153,10 +153,10 @@ public:
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xc_24_waitForAnimOver = false;
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xc_25_advance = false;
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}
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool CanShoot() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSLoopReaction : public CBodyState {
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@@ -168,9 +168,9 @@ class CBSLoopReaction : public CBodyState {
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public:
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CBSLoopReaction() { xc_24_loopHit = false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSGroundHit : public CBodyState {
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@@ -180,18 +180,18 @@ class CBSGroundHit : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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};
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class CBSGenerate : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSJump : public CBodyState {
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@@ -216,14 +216,14 @@ class CBSJump : public CBodyState {
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void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool ApplyHeadTracking() const { return false; }
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bool CanShoot() const;
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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bool ApplyAnimationDeltas() const;
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bool IsInAir(const CBodyController& bc) const;
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void Shutdown(CBodyController&) {}
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bool IsMoving() const override { return true; }
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bool ApplyHeadTracking() const override { return false; }
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bool CanShoot() const override;
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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bool ApplyAnimationDeltas() const override;
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bool IsInAir(const CBodyController& bc) const override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSHurled : public CBodyState {
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@@ -245,12 +245,12 @@ class CBSHurled : public CBodyState {
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public:
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CBSHurled() { x2c_24_needsRecover = false; }
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bool IsMoving() const { return true; }
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bool IsInAir(const CBodyController&) const { return true; }
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bool ApplyHeadTracking() const { return false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool IsMoving() const override { return true; }
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bool IsInAir(const CBodyController&) const override { return true; }
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bool ApplyHeadTracking() const override { return false; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSSlide : public CBodyState {
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@@ -258,20 +258,20 @@ class CBSSlide : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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bool IsMoving() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool ApplyHeadTracking() const override { return false; }
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bool IsMoving() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSTaunt : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSScripted : public CBodyState {
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@@ -286,10 +286,10 @@ class CBSScripted : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool ApplyHeadTracking() const override { return false; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSCover : public CBodyState {
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@@ -299,12 +299,12 @@ class CBSCover : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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bool IsMoving() const { return true; }
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bool CanShoot() const { return x4_state == pas::ECoverState::Lean; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool ApplyHeadTracking() const override { return false; }
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bool IsMoving() const override { return true; }
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bool CanShoot() const override { return x4_state == pas::ECoverState::Lean; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSWallHang : public CBodyState {
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@@ -325,15 +325,15 @@ class CBSWallHang : public CBodyState {
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void SetLaunchVelocity(CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool CanShoot() const { return x4_state == pas::EWallHangState::WallHang; }
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bool IsInAir(const CBodyController& bc) const;
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bool ApplyGravity() const;
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bool ApplyHeadTracking() const;
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bool ApplyAnimationDeltas() const;
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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bool IsMoving() const override { return true; }
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bool CanShoot() const override { return x4_state == pas::EWallHangState::WallHang; }
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bool IsInAir(const CBodyController& bc) const override;
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bool ApplyGravity() const override;
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bool ApplyHeadTracking() const override;
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bool ApplyAnimationDeltas() const override;
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController&) override {}
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};
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class CBSLocomotion : public CBodyState {
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@@ -344,11 +344,11 @@ protected:
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float ComputeWeightPercentage(const std::pair<s32, float>& a, const std::pair<s32, float>& b, float f) const;
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public:
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bool IsMoving() const = 0;
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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bool IsMoving() const override = 0;
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bool CanShoot() const override { return true; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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virtual bool IsPitchable() const { return false; }
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virtual float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const = 0;
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virtual float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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@@ -370,11 +370,11 @@ protected:
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public:
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CBSBiPedLocomotion(CActor& actor);
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bool IsMoving() const { return x3c4_anim != pas::ELocomotionAnim::Idle; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const;
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
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bool IsMoving() const override { return x3c4_anim != pas::ELocomotionAnim::Idle; }
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override;
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
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virtual bool IsStrafing(const CBodyController& bc) const;
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};
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@@ -383,22 +383,22 @@ class CBSFlyerLocomotion : public CBSBiPedLocomotion {
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public:
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CBSFlyerLocomotion(CActor& actor, bool pitchable);
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bool IsPitchable() const { return x3cc_pitchable; }
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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bool IsPitchable() const override { return x3cc_pitchable; }
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float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
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virtual bool IsBackPedal(CBodyController& bc) const { return false; }
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};
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class CBSWallWalkerLocomotion : public CBSBiPedLocomotion {
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public:
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CBSWallWalkerLocomotion(CActor& actor);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
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};
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class CBSNewFlyerLocomotion : public CBSBiPedLocomotion {
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public:
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CBSNewFlyerLocomotion(CActor& actor);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
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};
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class CBSRestrictedLocomotion : public CBSLocomotion {
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@@ -407,14 +407,14 @@ class CBSRestrictedLocomotion : public CBSLocomotion {
|
||||
|
||||
public:
|
||||
CBSRestrictedLocomotion(CActor& actor);
|
||||
bool IsMoving() const { return false; }
|
||||
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return 0.f; }
|
||||
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
|
||||
bool IsMoving() const override { return false; }
|
||||
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override { return 0.f; }
|
||||
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
|
||||
};
|
||||
|
||||
class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion {
|
||||
public:
|
||||
CBSRestrictedFlyerLocomotion(CActor& actor);
|
||||
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
|
||||
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
|
||||
};
|
||||
} // namespace urde
|
||||
|
||||
Reference in New Issue
Block a user