@@ -49,7 +49,7 @@ void ACrab::Clear() {
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m_BackupRBGFootGroup = nullptr ;
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m_StrideSound = nullptr ;
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m_pJetpack = nullptr ;
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- m_MoveState = STAND;
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+ m_MovementState = STAND;
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m_StrideFrame = false ;
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for (int side = 0 ; side < SIDECOUNT; ++side) {
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for (int layer = 0 ; layer < LAYERCOUNT; ++layer) {
@@ -205,7 +205,7 @@ int ACrab::Create(const ACrab& reference) {
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m_StrideSound = dynamic_cast <SoundContainer*>(reference.m_StrideSound ->Clone ());
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}
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- m_MoveState = reference.m_MoveState ;
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+ m_MovementState = reference.m_MovementState ;
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for (int side = 0 ; side < SIDECOUNT; ++side) {
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for (int i = 0 ; i < MOVEMENTSTATECOUNT; ++i) {
@@ -800,45 +800,45 @@ void ACrab::PreControllerUpdate() {
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bool keepOldState = m_Controller.IsKeyboardOnlyControlled () && m_Controller.IsState (PIE_MENU_ACTIVE);
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if (!keepOldState) {
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- if (m_Controller.IsState (MOVE_RIGHT) || m_Controller.IsState (MOVE_LEFT) || m_MoveState == JUMP && m_Status != INACTIVE) {
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- if (m_MoveState != JUMP) {
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+ if (m_Controller.IsState (MOVE_RIGHT) || m_Controller.IsState (MOVE_LEFT) || m_MovementState == JUMP && m_Status != INACTIVE) {
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+ if (m_MovementState != JUMP) {
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// Restart the stride if we're just starting to walk or crawl
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- if (m_MoveState != WALK) {
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+ if (m_MovementState != WALK) {
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m_StrideStart[LEFTSIDE] = true ;
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m_StrideStart[RIGHTSIDE] = true ;
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MoveOutOfTerrain (g_MaterialGrass);
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}
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- m_MoveState = WALK;
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+ m_MovementState = WALK;
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// Was never actually used
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// for (int side = 0; side < SIDECOUNT; ++side) {
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- // m_Paths[side][FGROUND][m_MoveState ].SetSpeed(m_Controller.IsState(MOVE_FAST) ? FAST : NORMAL);
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- // m_Paths[side][BGROUND][m_MoveState ].SetSpeed(m_Controller.IsState(MOVE_FAST) ? FAST : NORMAL);
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+ // m_Paths[side][FGROUND][m_MovementState ].SetSpeed(m_Controller.IsState(MOVE_FAST) ? FAST : NORMAL);
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+ // m_Paths[side][BGROUND][m_MovementState ].SetSpeed(m_Controller.IsState(MOVE_FAST) ? FAST : NORMAL);
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// }
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}
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// Walk backwards if the aiming is already focused in the opposite direction of travel.
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if (std::abs (analogAim.m_X ) > 0 || m_Controller.IsState (AIM_SHARP)) {
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for (int side = 0 ; side < SIDECOUNT; ++side) {
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- m_Paths[side][FGROUND][m_MoveState ].SetHFlip (m_Controller.IsState (MOVE_LEFT));
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- m_Paths[side][BGROUND][m_MoveState ].SetHFlip (m_Controller.IsState (MOVE_LEFT));
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+ m_Paths[side][FGROUND][m_MovementState ].SetHFlip (m_Controller.IsState (MOVE_LEFT));
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+ m_Paths[side][BGROUND][m_MovementState ].SetHFlip (m_Controller.IsState (MOVE_LEFT));
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}
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} else if ((m_Controller.IsState (MOVE_RIGHT) && m_HFlipped) || (m_Controller.IsState (MOVE_LEFT) && !m_HFlipped)) {
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m_HFlipped = !m_HFlipped;
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m_CheckTerrIntersection = true ;
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MoveOutOfTerrain (g_MaterialGrass);
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for (int side = 0 ; side < SIDECOUNT; ++side) {
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for (int layer = 0 ; layer < LAYERCOUNT; ++layer) {
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- m_Paths[side][layer][m_MoveState ].SetHFlip (m_HFlipped);
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+ m_Paths[side][layer][m_MovementState ].SetHFlip (m_HFlipped);
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m_Paths[side][layer][WALK].Terminate ();
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m_Paths[side][layer][STAND].Terminate ();
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}
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m_StrideStart[side] = true ;
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}
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}
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} else {
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- m_MoveState = STAND;
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+ m_MovementState = STAND;
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}
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}
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@@ -899,7 +899,7 @@ void ACrab::PreControllerUpdate() {
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MoveOutOfTerrain (g_MaterialGrass);
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for (int side = 0 ; side < SIDECOUNT; ++side) {
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for (int layer = 0 ; layer < LAYERCOUNT; ++layer) {
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- m_Paths[side][layer][m_MoveState ].SetHFlip (m_HFlipped);
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+ m_Paths[side][layer][m_MovementState ].SetHFlip (m_HFlipped);
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m_Paths[side][layer][WALK].Terminate ();
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m_Paths[side][layer][STAND].Terminate ();
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}
@@ -931,7 +931,7 @@ void ACrab::PreControllerUpdate() {
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if (aimMag < 0 .1F ) {
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aimMag = 1 .0F ;
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}
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- if (m_MoveState == WALK) {
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+ if (m_MovementState == WALK) {
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aimMag *= 0 .3F ;
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}
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@@ -968,7 +968,7 @@ void ACrab::PreControllerUpdate() {
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// Controller disabled
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if (m_Controller.IsDisabled ()) {
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- m_MoveState = STAND;
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+ m_MovementState = STAND;
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if (m_pJetpack && m_pJetpack->IsAttached ())
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m_pJetpack->EnableEmission (false );
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}
@@ -983,25 +983,25 @@ void ACrab::PreControllerUpdate() {
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if (m_Status == STABLE && !m_LimbPushForcesAndCollisionsDisabled) {
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// This exists to support disabling foot collisions if the limbpath has that flag set.
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- if ((m_pLFGFootGroup->GetAtomCount () == 0 && m_BackupLFGFootGroup->GetAtomCount () > 0 ) != m_Paths[LEFTSIDE][FGROUND][m_MoveState ].FootCollisionsShouldBeDisabled ()) {
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+ if ((m_pLFGFootGroup->GetAtomCount () == 0 && m_BackupLFGFootGroup->GetAtomCount () > 0 ) != m_Paths[LEFTSIDE][FGROUND][m_MovementState ].FootCollisionsShouldBeDisabled ()) {
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m_BackupLFGFootGroup->SetLimbPos (m_pLFGFootGroup->GetLimbPos ());
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std::swap (m_pLFGFootGroup, m_BackupLFGFootGroup);
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}
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- if ((m_pLBGFootGroup->GetAtomCount () == 0 && m_BackupLBGFootGroup->GetAtomCount () > 0 ) != m_Paths[LEFTSIDE][BGROUND][m_MoveState ].FootCollisionsShouldBeDisabled ()) {
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+ if ((m_pLBGFootGroup->GetAtomCount () == 0 && m_BackupLBGFootGroup->GetAtomCount () > 0 ) != m_Paths[LEFTSIDE][BGROUND][m_MovementState ].FootCollisionsShouldBeDisabled ()) {
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m_BackupLBGFootGroup->SetLimbPos (m_pLBGFootGroup->GetLimbPos ());
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std::swap (m_pLBGFootGroup, m_BackupLBGFootGroup);
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}
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- if ((m_pRFGFootGroup->GetAtomCount () == 0 && m_BackupRFGFootGroup->GetAtomCount () > 0 ) != m_Paths[RIGHTSIDE][FGROUND][m_MoveState ].FootCollisionsShouldBeDisabled ()) {
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+ if ((m_pRFGFootGroup->GetAtomCount () == 0 && m_BackupRFGFootGroup->GetAtomCount () > 0 ) != m_Paths[RIGHTSIDE][FGROUND][m_MovementState ].FootCollisionsShouldBeDisabled ()) {
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m_BackupRFGFootGroup->SetLimbPos (m_pRFGFootGroup->GetLimbPos ());
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std::swap (m_pRFGFootGroup, m_BackupRFGFootGroup);
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}
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- if ((m_pRBGFootGroup->GetAtomCount () == 0 && m_BackupRBGFootGroup->GetAtomCount () > 0 ) != m_Paths[RIGHTSIDE][BGROUND][m_MoveState ].FootCollisionsShouldBeDisabled ()) {
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+ if ((m_pRBGFootGroup->GetAtomCount () == 0 && m_BackupRBGFootGroup->GetAtomCount () > 0 ) != m_Paths[RIGHTSIDE][BGROUND][m_MovementState ].FootCollisionsShouldBeDisabled ()) {
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m_BackupRBGFootGroup->SetLimbPos (m_pRBGFootGroup->GetLimbPos ());
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std::swap (m_pRBGFootGroup, m_BackupRBGFootGroup);
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}
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// WALKING
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- if (m_MoveState == WALK) {
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+ if (m_MovementState == WALK) {
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for (int side = 0 ; side < SIDECOUNT; ++side)
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for (int layer = 0 ; layer < LAYERCOUNT; ++layer)
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m_Paths[side][layer][STAND].Terminate ();
@@ -1081,7 +1081,7 @@ void ACrab::PreControllerUpdate() {
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RunScriptedFunctionInAppropriateScripts (" OnStride" );
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}
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} else if (m_pLFGLeg || m_pLBGLeg || m_pRFGLeg || m_pRBGLeg) {
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- if (m_MoveState == JUMP) {
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+ if (m_MovementState == JUMP) {
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// TODO: Utilize jump paths in an intuitive way?
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if (m_pLFGLeg) {
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m_pLFGFootGroup->FlailAsLimb (m_Pos, RotateOffset (m_pLFGLeg->GetParentOffset ()), m_pLFGLeg->GetMaxLength (), m_PrevVel, m_AngularVel, m_pLFGLeg->GetMass (), deltaTime);
@@ -1097,7 +1097,7 @@ void ACrab::PreControllerUpdate() {
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}
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if (m_pJetpack == nullptr || m_pJetpack->IsOutOfFuel ()) {
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- m_MoveState = STAND;
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+ m_MovementState = STAND;
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m_Paths[LEFTSIDE][FGROUND][JUMP].Terminate ();
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m_Paths[LEFTSIDE][BGROUND][JUMP].Terminate ();
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m_Paths[LEFTSIDE][FGROUND][STAND].Terminate ();
@@ -1153,7 +1153,7 @@ void ACrab::PreControllerUpdate() {
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m_pRBGFootGroup->FlailAsLimb (m_Pos, RotateOffset (m_pRBGLeg->GetParentOffset ()), m_pRBGLeg->GetMaxLength (), m_PrevVel * m_pRBGLeg->GetJointStiffness (), m_AngularVel, m_pRBGLeg->GetMass (), deltaTime);
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}
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}
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- if (m_MoveState != WALK && m_StrideSound && m_StrideSound->GetLoopSetting () < 0 ) {
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+ if (m_MovementState != WALK && m_StrideSound && m_StrideSound->GetLoopSetting () < 0 ) {
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m_StrideSound->Stop ();
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}
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