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Actor.h
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#pragma once
#include "../xrEngine/IGame_Actor.h"
#include "../xrEngine/feel_touch.h"
#include "../xrEngine/feel_sound.h"
#include "../xrEngine/iinputreceiver.h"
#include "../Include/xrRender/KinematicsAnimated.h"
#include "actor_flags.h"
#include "actor_defs.h"
#include "fire_disp_controller.h"
#include "entity_alive.h"
#include "PHMovementControl.h"
#include "../xrphysics/PhysicsShell.h"
#include "InventoryOwner.h"
#include "../xrEngine/StatGraph.h"
#include "PhraseDialogManager.h"
#include "../xrUICore/ui_defs.h"
#include "step_manager.h"
#include "../xrScripts/export/script_export_space.h"
#include "searchlight.h"
using namespace ACTOR_DEFS;
class CInfoPortion;
struct GAME_NEWS_DATA;
class CCustomOutfit;
class CGameTaskRegistryWrapper;
class CGameNewsRegistryWrapper;
class CCharacterPhysicsSupport;
class CActorCameraManager;
// refs
class ENGINE_API CCameraBase;
class ENGINE_API CBoneInstance;
class ENGINE_API CBlend;
class CWeaponList;
class CEffectorBobbing;
class CHolderCustom;
class CUsableScriptObject;
class CZoneCampfire;
struct SShootingEffector;
struct SSleepEffector;
class CSleepEffectorPP;
class CInventoryBox;
class CHudItem;
class CArtefact;
struct SActorMotions;
struct SActorVehicleAnims;
class CActorCondition;
class SndShockEffector;
class CActorFollowerMngr;
struct CameraRecoil;
class CCameraShotEffector;
class CActorInputHandler;
class CActorMemory;
class CLocationManager;
class GAME_API CActor:
public CIActor,
public CEntityAlive,
public IInputReceiver,
public Feel::Touch,
public CInventoryOwner,
public CPhraseDialogManager,
public CStepManager,
public Feel::Sound
#ifdef DEBUG
,public pureRender
#endif
{
friend class CActorCondition;
private:
using inherited = CEntityAlive;
static void MtSecondActorUpdate(void* pActorPointer);
public:
HANDLE MtSecondUpdaterEventStart;
HANDLE MtSecondUpdaterEventEnd;
xrCriticalSection MtFeelTochMutex;
public:
CActor ();
virtual ~CActor ();
virtual BOOL AlwaysTheCrow () { return TRUE; }
virtual BOOL g_Alive () const { return inherited::g_Alive(); }
virtual CAttachmentOwner* cast_attachment_owner () {return this;}
virtual CInventoryOwner* cast_inventory_owner () {return this;}
virtual CActor* cast_actor () {return this;}
virtual CGameObject* cast_game_object () {return this;}
virtual IInputReceiver* cast_input_receiver () {return this;}
virtual CCharacterPhysicsSupport* character_physics_support () {return m_pPhysics_support;}
virtual CCharacterPhysicsSupport* character_physics_support () const {return m_pPhysics_support;}
virtual CPHDestroyable* ph_destroyable () ;
CHolderCustom* Holder () {return m_holder;}
public:
virtual void Load ( LPCSTR section );
virtual void shedule_Update ( u32 T );
virtual void UpdateCL ( );
virtual void OnEvent ( NET_Packet& P, u16 type );
// Render
virtual void renderable_Render ();
virtual BOOL renderable_ShadowGenerate ();
virtual void feel_sound_new (CObject* who, int type, CSound_UserDataPtr user_data, const Fvector& Position, float power);
virtual Feel::Sound* dcast_FeelSound () { return this; }
float m_snd_noise;
#ifdef DEBUG
virtual void OnRender ();
void DumpTasks();
#endif
virtual bool OnReceiveInfo (shared_str info_id) const;
virtual void OnDisableInfo (shared_str info_id) const;
virtual void NewPdaContact (CInventoryOwner*);
virtual void LostPdaContact (CInventoryOwner*);
struct SDefNewsMsg
{
GAME_NEWS_DATA* news_data;
u32 time;
bool operator < (const SDefNewsMsg& other) const {return time>other.time;}
};
xr_vector<SDefNewsMsg> m_defferedMessages;
void UpdateDefferedMessages();
public:
void AddGameNews_deffered (GAME_NEWS_DATA& news_data, u32 delay);
virtual void AddGameNews (GAME_NEWS_DATA& news_data);
virtual void StartTalk (CInventoryOwner* talk_partner, bool bStartTrade = false);
void RunTalkDialog (CInventoryOwner* talk_partner, bool disable_break);
CGameNewsRegistryWrapper *game_news_registry;
CCharacterPhysicsSupport *m_pPhysics_support;
virtual LPCSTR Name () const {return CInventoryOwner::Name();}
public:
//PhraseDialogManager
virtual void ReceivePhrase (DIALOG_SHARED_PTR& phrase_dialog);
virtual void UpdateAvailableDialogs (CPhraseDialogManager* partner);
virtual void TryToTalk ();
bool OnDialogSoundHandlerStart (CInventoryOwner *inv_owner, LPCSTR phrase);
bool OnDialogSoundHandlerStop (CInventoryOwner *inv_owner);
virtual void reinit ();
virtual void reload (LPCSTR section);
virtual bool use_bolts () const;
virtual void OnItemTake (CInventoryItem *inventory_item);
virtual void OnItemRuck (CInventoryItem *inventory_item, const SInvItemPlace& previous_place);
virtual void OnItemBelt (CInventoryItem *inventory_item, const SInvItemPlace& previous_place);
virtual void OnItemDrop (CInventoryItem *inventory_item, bool just_before_destroy);
virtual void OnItemDropUpdate();
virtual void Die (CObject* who);
virtual void Hit (SHit* pHDS);
virtual void PHHit (SHit &H);
void HitMark (float P, Fvector dir, CObject* who, s16 element, Fvector position_in_bone_space, float impulse, ALife::EHitType hit_type);
virtual void HitSignal (float P, Fvector &vLocalDir, CObject* who, s16 element);
void Feel_Grenade_Update( float rad );
virtual float GetMass () ;
virtual float Radius () const;
virtual void g_PerformDrop ();
virtual bool use_default_throw_force ();
virtual float missile_throw_force ();
virtual bool unlimited_ammo ();
virtual ALife::_TIME_ID TimePassedAfterDeath() const;
public:
//свойства артефактов
virtual void UpdateArtefactsOnBeltAndOutfit();
float HitArtefactsOnBelt (float hit_power, ALife::EHitType hit_type);
float GetProtection_ArtefactsOnBelt(ALife::EHitType hit_type);
protected:
//звук тяжелого дыхания
ref_sound m_HeavyBreathSnd;
ref_sound m_BloodSnd;
ref_sound m_DangerSnd;
protected:
// Death
float m_hit_slowmo;
float m_hit_probability;
s8 m_block_sprint_counter;
// media
SndShockEffector* m_sndShockEffector;
xr_vector<ref_sound> sndHit[ALife::eHitTypeMax];
ref_sound sndDie[SND_DIE_COUNT];
float m_fLandingTime;
float m_fJumpTime;
float m_fFallTime;
float m_fCamHeightFactor;
// Dropping
BOOL b_DropActivated;
float f_DropPower;
//random seed для Zoom mode
s32 m_ZoomRndSeed;
//random seed для Weapon Effector Shot
s32 m_ShotRndSeed;
bool m_bOutBorder;
//сохраняет счетчик объектов в feel_touch, для которых необходимо обновлять размер колижена с актером
u32 m_feel_touch_characters;
private:
void SwitchOutBorder(bool new_border_state);
public:
bool m_bAllowDeathRemove;
void SetZoomRndSeed (s32 Seed = 0);
s32 GetZoomRndSeed () { return m_ZoomRndSeed; };
void SetShotRndSeed (s32 Seed = 0);
s32 GetShotRndSeed () { return m_ShotRndSeed; };
bool IsFeelTouchCharacters () { return m_feel_touch_characters > 0; }
public:
void detach_Vehicle ();
void steer_Vehicle (float angle);
void attach_Vehicle (CHolderCustom* vehicle);
virtual bool can_attach (const CInventoryItem *inventory_item) const;
protected:
CHolderCustom* m_holder;
u16 m_holderID;
bool use_Holder (CHolderCustom* holder);
bool use_Vehicle (CHolderCustom* object);
bool use_MountedWeapon (CHolderCustom* object);
void ActorUse ();
protected:
BOOL m_bAnimTorsoPlayed;
static void AnimTorsoPlayCallBack(CBlend* B);
// Rotation
SRotation r_torso;
float r_torso_tgt_roll;
//положение торса без воздействия эффекта отдачи оружия
SRotation unaffected_r_torso;
//ориентация модели
float r_model_yaw_dest;
float r_model_yaw; // orientation of model
float r_model_yaw_delta; // effect on multiple "strafe"+"something"
public:
SActorMotions* m_anims;
SActorVehicleAnims* m_vehicle_anims;
CBlend* m_current_legs_blend;
CBlend* m_current_torso_blend;
CBlend* m_current_jump_blend;
MotionID m_current_legs;
MotionID m_current_torso;
MotionID m_current_head;
// callback на анимации модели актера
void SetCallbacks ();
void ResetCallbacks ();
static void Spin0Callback (CBoneInstance*);
static void Spin1Callback (CBoneInstance*);
static void ShoulderCallback (CBoneInstance*);
static void HeadCallback (CBoneInstance*);
static void VehicleHeadCallback (CBoneInstance*);
virtual const SRotation Orientation () const { return r_torso; };
SRotation &Orientation () { return r_torso; };
void g_SetAnimation (u32 mstate_rl);
void g_SetSprintAnimation(u32 mstate_rl,MotionID &head,MotionID &torso,MotionID &legs);
public:
virtual void OnHUDDraw (CCustomHUD* hud);
BOOL HUDview ( )const ;
//visiblity
virtual float ffGetFov () const { return 90.f; }
virtual float ffGetRange () const { return 500.f; }
public:
CActorCameraManager& Cameras () {VERIFY(m_pActorEffector); return *m_pActorEffector;}
protected:
void cam_Update (float dt, float fFOV);
void cam_Lookout ( const Fmatrix &xform, float camera_height );
void camUpdateLadder (float dt);
void cam_SetLadder ();
void cam_UnsetLadder ();
float currentFOV ();
// Cameras
float fPrevCamPos;
float current_ik_cam_shift;
Fvector vPrevCamDir;
float fCurAVelocity;
CEffectorBobbing* pCamBobbing;
//менеджер эффекторов, есть у каждого актрера
CActorCameraManager* m_pActorEffector;
static float f_Ladder_cam_limit;
public:
virtual void feel_touch_new (CObject* O);
virtual void feel_touch_delete (CObject* O);
virtual BOOL feel_touch_contact (CObject* O);
virtual BOOL feel_touch_on_contact (CObject* O);
CGameObject* ObjectWeLookingAt () {return m_pObjectWeLookingAt;}
CInventoryOwner* PersonWeLookingAt () {return m_pPersonWeLookingAt;}
LPCSTR GetDefaultActionForObject () {return *m_sDefaultObjAction;}
CZoneCampfire* CapmfireWeLookingAt () {return m_CapmfireWeLookingAt;}
CProjector* ProjWeLookingAt () {return m_pProjWeLookingAt;}
protected:
CUsableScriptObject* m_pUsableObject;
// Person we're looking at
CInventoryOwner* m_pPersonWeLookingAt;
CHolderCustom* m_pVehicleWeLookingAt;
CGameObject* m_pObjectWeLookingAt;
CInventoryBox* m_pInvBoxWeLookingAt;
CZoneCampfire* m_CapmfireWeLookingAt;
CProjector* m_pProjWeLookingAt;
// Tip for action for object we're looking at
shared_str m_sDefaultObjAction;
shared_str m_sCharacterUseAction;
shared_str m_sDeadCharacterUseAction;
shared_str m_sDeadCharacterUseOrDragAction;
shared_str m_sDeadCharacterDontUseAction;
shared_str m_sCarCharacterUseAction;
shared_str m_sProjectorUseAction;
shared_str m_sInventoryItemUseAction;
shared_str m_sInventoryBoxUseAction;
shared_str m_sCampfireIgniteAction; // qweasdd
shared_str m_sCampfireExtinguishAction;
//расстояние (в метрах) на котором актер чувствует гранату (любую)
float m_fFeelGrenadeRadius;
float m_fFeelGrenadeTime; //время гранаты (сек) после которого актер чувствует гранату
//расстояние подсветки предметов
float m_fPickupInfoRadius;
void PickupModeUpdate ();
void PickupInfoDraw (CObject* object);
void PickupModeUpdate_COD (bool bDoPickup);
//////////////////////////////////////////////////////////////////////////
// Motions (передвижения актрера)
//////////////////////////////////////////////////////////////////////////
public:
void g_cl_CheckControls (u32 mstate_wf, Fvector &vControlAccel, float &Jump, float dt);
void g_cl_ValidateMState (float dt, u32 mstate_wf);
void g_cl_Orientate (u32 mstate_rl, float dt);
void g_Orientate (u32 mstate_rl, float dt);
bool g_LadderOrient () ;
// void UpdateMotionIcon (u32 mstate_rl);
bool CanAccelerate ();
bool CanJump ();
bool CanMove ();
float CameraHeight ();
float CurrentHeight;
bool CanSprint ();
bool CanRun ();
void StopAnyMove ();
bool AnyAction () {return (mstate_real & mcAnyAction) != 0;};
bool AnyMove () {return (mstate_real & mcAnyMove) != 0;};
bool is_jump ();
u32 MovingState () const {return mstate_real;}
protected:
BOOL m_bJumpKeyPressed;
float m_fWalkAccel;
float m_fJumpSpeed;
float m_fRunFactor;
float m_fRunBackFactor;
float m_fWalkBackFactor;
float m_fCrouchFactor;
float m_fClimbFactor;
float m_fSprintFactor;
float m_fWalk_StrafeFactor;
float m_fRun_StrafeFactor;
Fvector2 m_movementWeight;
Fvector2 m_cameraMoveWeight;
public:
Fvector GetMovementSpeed () {return NET_SavedAccel;};
//////////////////////////////////////////////////////////////////////////
// User input/output
//////////////////////////////////////////////////////////////////////////
public:
virtual void IR_OnMouseMove (int x, int y);
virtual void IR_OnKeyboardPress (u8 dik);
virtual void IR_OnKeyboardRelease (u8 dik);
virtual void IR_OnKeyboardHold (u8 dik);
virtual void IR_OnMouseWheel (int direction);
virtual void IR_OnThumbstickChanged (GamepadThumbstickType type, const Fvector2& position);
virtual float GetLookFactor ();
virtual void ResetMovementWeight ();
public:
virtual void g_WeaponBones (int &L, int &R1, int &R2);
virtual void g_fireParams (const CHudItem* pHudItem, Fvector& P, Fvector& D);
virtual bool g_stateFire() { return !((mstate_wishful & mcLookout) && false); }
virtual BOOL g_State (SEntityState& state) const;
virtual float GetWeaponAccuracy () const;
float GetFireDispertion () const {return m_fdisp_controller.GetCurrentDispertion();}
bool IsZoomAimingMode () const {return m_bZoomAimingMode;}
virtual float MaxCarryWeight () const;
float MaxWalkWeight () const;
float get_additional_weight() const;
protected:
CFireDispertionController m_fdisp_controller;
//если актер целится в прицел
void SetZoomAimingMode (bool val) {m_bZoomAimingMode = val;}
bool m_bZoomAimingMode;
//настройки аккуратности стрельбы
//базовая дисперсия (когда игрок стоит на месте)
float m_fDispBase;
float m_fDispAim;
//коэффициенты на сколько процентов увеличится базовая дисперсия
//учитывает скорость актера
float m_fDispVelFactor;
//если актер бежит
float m_fDispAccelFactor;
//если актер сидит
float m_fDispCrouchFactor;
//crouch+no acceleration
float m_fDispCrouchNoAccelFactor;
protected:
//косточки используемые при стрельбе
int m_r_hand;
int m_l_finger1;
int m_r_finger2;
int m_head;
int m_eye_left;
int m_eye_right;
int m_l_clavicle;
int m_r_clavicle;
int m_spine2;
int m_spine1;
int m_spine;
int m_neck;
//////////////////////////////////////////////////////////////////////////
// Network
//////////////////////////////////////////////////////////////////////////
void ConvState (u32 mstate_rl, string128 *buf);
public:
virtual BOOL net_Spawn ( CSE_Abstract* DC);
virtual void net_Export ( NET_Packet& P); // export to server
virtual void net_Destroy ();
virtual BOOL net_Relevant (); // relevant for export to server
virtual void net_Relcase ( CObject* O ); //
virtual void on_requested_spawn (CObject *object);
//object serialization
virtual void save (NET_Packet &output_packet);
virtual void load (IReader &input_packet);
virtual void net_Save (NET_Packet& P) ;
virtual BOOL net_SaveRelevant () ;
protected:
Fvector NET_SavedAccel;
////////////////////////////////////////////////////////////////////////////
virtual bool can_validate_position_on_spawn (){return false;}
///////////////////////////////////////////////////////
#ifdef DEBUG
using VIS_POSITION = xr_deque<Fvector>;
VIS_POSITION LastPosS;
VIS_POSITION LastPosH;
VIS_POSITION LastPosL;
#endif
//---------------------------------------------
u16 m_u16NumBones;
void net_ExportDeadBody (NET_Packet &P);
//---------------------------------------------
//////////////////////////////////////////////////////////////////////////
// Actor physics
//////////////////////////////////////////////////////////////////////////
public:
void g_Physics (Fvector& accel, float jump, float dt);
virtual void ForceTransform (const Fmatrix &m);
void SetPhPosition (const Fmatrix& pos);
virtual void MoveActor (Fvector NewPos, Fvector NewDir);
virtual void SpawnAmmoForWeapon (CInventoryItem *pIItem);
virtual void RemoveAmmoForWeapon (CInventoryItem *pIItem);
virtual void spawn_supplies ();
virtual bool human_being () const { return true; }
virtual shared_str GetDefaultVisualOutfit () const {return m_DefaultVisualOutfit;};
virtual void SetDefaultVisualOutfit (shared_str DefaultOutfit) {m_DefaultVisualOutfit = DefaultOutfit;};
virtual void UpdateAnimation () { g_SetAnimation(mstate_real); };
virtual void ChangeVisual ( shared_str NewVisual );
virtual void OnChangeVisual ();
virtual void RenderIndicator (Fvector dpos, float r1, float r2, const ui_shader &IndShader);
virtual void RenderText (LPCSTR Text, Fvector dpos, float* pdup, u32 color);
void RepackAmmo ();
//////////////////////////////////////////////////////////////////////////
// Controlled Routines
//////////////////////////////////////////////////////////////////////////
void set_input_external_handler (CActorInputHandler *handler);
bool input_external_handler_installed () const {return (m_input_external_handler != nullptr);}
IC void lock_accel_for (u32 time){m_time_lock_accel = Device.dwTimeGlobal + time;}
private:
CActorInputHandler *m_input_external_handler;
u32 m_time_lock_accel;
/////////////////////////////////////////
// DEBUG INFO
protected:
CStatGraph *pStatGraph;
shared_str m_DefaultVisualOutfit;
LPCSTR invincibility_fire_shield_3rd;
LPCSTR invincibility_fire_shield_1st;
#ifdef DEBUG
friend class CLevelGraph;
#endif
Fvector m_AutoPickUp_AABB;
Fvector m_AutoPickUp_AABB_Offset;
public:
void SetWeaponHideState (u16 State, bool bSet);
void SetCantRunState (bool bSet);
private:
virtual void HideAllWeapons (bool v) { SetWeaponHideState(INV_STATE_BLOCK_ALL,v); }
private:
CActorCondition *m_entity_condition;
protected:
virtual CEntityConditionSimple *create_entity_condition (CEntityConditionSimple* ec);
public:
IC CActorCondition &conditions () const;
virtual DLL_Pure *_construct ();
virtual bool natural_weapon () const {return false;}
virtual bool natural_detector () const {return false;}
virtual bool use_center_to_aim () const;
protected:
u16 m_iLastHitterID;
u16 m_iLastHittingWeaponID;
s16 m_s16LastHittedElement;
Fvector m_vLastHitDir;
Fvector m_vLastHitPos;
float m_fLastHealth;
bool m_bWasHitted;
bool m_bWasBackStabbed;
public:
virtual void SetHitInfo (CObject* who, CObject* weapon, s16 element, Fvector Pos, Fvector Dir);
virtual bool InventoryAllowSprint ();
virtual void OnNextWeaponSlot ();
virtual void OnPrevWeaponSlot ();
void SwitchNightVision ();
void SwitchTorch ();
void SwitchTorchMode ();
void NoClipFly (int cmd);
public:
virtual void on_weapon_shot_start (CWeapon *weapon);
virtual void on_weapon_shot_update ();
virtual void on_weapon_shot_stop ();
virtual void on_weapon_shot_remove (CWeapon *weapon);
virtual void on_weapon_hide (CWeapon *weapon);
Fvector weapon_recoil_delta_angle ();
Fvector weapon_recoil_last_delta ();
protected:
virtual void update_camera (CCameraShotEffector* effector);
//step manager
virtual bool is_on_ground ();
private:
CActorMemory *m_memory;
public:
IC CActorMemory &memory () const {VERIFY(m_memory); return(*m_memory); };
void OnDifficultyChanged ();
IC float HitProbability () {return m_hit_probability;}
virtual CVisualMemoryManager*visual_memory () const;
virtual BOOL BonePassBullet (int boneID);
virtual void On_B_NotCurrentEntity ();
private:
collide::rq_results RQR;
BOOL CanPickItem (const CFrustum& frustum, const Fvector& from, CObject* item);
xr_vector<ISpatial*> ISpatialResult;
private:
CLocationManager* m_location_manager;
u16 m_holder_id;
public:
IC const CLocationManager &locations () const { VERIFY (m_location_manager); return (*m_location_manager); }
public:
virtual bool register_schedule () const {return false;}
virtual bool is_ai_obstacle () const;
float GetRestoreSpeed (ALife::EConditionRestoreType const& type);
public:
void DisableHitMarks(bool disable) {m_disabled_hitmarks = disable;};
bool DisableHitMarks() {return m_disabled_hitmarks;};
void set_inventory_disabled (bool is_disabled) { m_inventory_disabled = is_disabled; }
bool inventory_disabled () const { return m_inventory_disabled; }
private:
void set_state_box(u32 mstate);
private:
bool m_disabled_hitmarks;
bool m_inventory_disabled;
public: // -- New
IC void set_state_wishful(u32 state) { mstate_wishful = state; }
IC u32 get_state_wishful() const { return mstate_wishful; }
DECLARE_SCRIPT_REGISTER_FUNCTION
};
add_to_type_list(CActor)
#undef script_type_list
#define script_type_list save_type_list(CActor)
extern bool isActorAccelerated (u32 mstate, bool ZoomMode);
IC CActorCondition &CActor::conditions () const{ VERIFY(m_entity_condition); return(*m_entity_condition);}
GAME_API CActor* Actor();
extern const float s_fFallTime;