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fixed removal of some stuff that's (for now) still needed for lua
1 parent f1085a9 commit 3c6a6f3

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2 files changed

+75
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Source/Entities/ACrab.h

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@@ -324,6 +324,43 @@ namespace RTE {
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// Whether mouse input should be locked to the aim range, or whether we can "wander" out. For static emplacements like turrets, this is good, but for moving things it's a bit sticky.
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bool m_LockMouseAimInput;
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// AI States
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enum DeviceHandlingState {
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STILL = 0,
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POINTING,
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SCANNING,
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AIMING,
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FIRING,
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THROWING,
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DIGGING
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};
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enum SweepState {
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NOSWEEP = 0,
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SWEEPINGUP,
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SWEEPUPPAUSE,
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SWEEPINGDOWN,
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SWEEPDOWNPAUSE
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};
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enum DigState {
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NOTDIGGING = 0,
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PREDIG,
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STARTDIG,
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TUNNELING,
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FINISHINGDIG,
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PAUSEDIGGER
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};
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enum JumpState {
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NOTJUMPING = 0,
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FORWARDJUMP,
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PREUPJUMP,
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UPJUMP,
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APEXJUMP,
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LANDJUMP
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};
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#pragma region Event Handling
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/// Event listener to be run while this ACrab's PieMenu is opened.
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/// @param pieMenu The PieMenu this event listener needs to listen to. This will always be this' m_PieMenu and only exists for std::bind.

Source/Entities/AHuman.h

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@@ -638,6 +638,44 @@ namespace RTE {
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float m_ArmSwingRate; //!< Controls the rate at which this AHuman's Arms follow the movement of its Legs while they're not holding device(s).
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float m_DeviceArmSwayRate; //!< Controls the rate at which this AHuman's Arms follow the movement of its Legs while they're holding device(s). One-handed devices sway half as much as two-handed ones. Defaults to three quarters of Arm swing rate.
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// AI States
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enum DeviceHandlingState {
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STILL = 0,
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POINTING,
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SCANNING,
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AIMING,
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FIRING,
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THROWING,
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DIGGING
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};
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enum SweepState {
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NOSWEEP = 0,
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SWEEPINGUP,
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SWEEPUPPAUSE,
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SWEEPINGDOWN,
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SWEEPDOWNPAUSE
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};
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enum DigState {
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NOTDIGGING = 0,
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PREDIG,
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STARTDIG,
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TUNNELING,
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FINISHINGDIG,
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PAUSEDIGGER
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};
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enum JumpState {
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NOTJUMPING = 0,
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FORWARDJUMP,
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PREUPJUMP,
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UPJUMP,
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APEXJUMP,
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LANDJUMP
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};
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#pragma region Event Handling
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/// Event listener to be run while this AHuman's PieMenu is opened.
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/// @param pieMenu The PieMenu this event listener needs to listen to. This will always be this' m_PieMenu and only exists for std::bind.

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