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Make all MWMechanics::Actor functions inline
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parent
77c09dff39
commit
1bb1053569
3 changed files with 22 additions and 98 deletions
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@ -95,7 +95,7 @@ add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat creaturestats magiceffects movement actorutil spelllist
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drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
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aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance
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disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
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disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction summoning
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character actors objects aistate trading weaponpriority spellpriority weapontype spellutil
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spelleffects
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)
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@ -1,82 +0,0 @@
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#include "actor.hpp"
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#include "character.hpp"
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namespace MWMechanics
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{
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Actor::Actor(const MWWorld::Ptr &ptr, MWRender::Animation *animation)
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: mCharacterController(ptr, animation)
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, mPositionAdjusted(false)
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{
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}
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const MWWorld::Ptr& Actor::getPtr() const
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{
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return mCharacterController.getPtr();
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}
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void Actor::updatePtr(const MWWorld::Ptr &newPtr)
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{
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mCharacterController.updatePtr(newPtr);
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}
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CharacterController& Actor::getCharacterController()
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{
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return mCharacterController;
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}
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int Actor::getGreetingTimer() const
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{
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return mGreetingTimer;
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}
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void Actor::setGreetingTimer(int timer)
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{
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mGreetingTimer = timer;
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}
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float Actor::getAngleToPlayer() const
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{
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return mTargetAngleRadians;
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}
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void Actor::setAngleToPlayer(float angle)
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{
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mTargetAngleRadians = angle;
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}
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GreetingState Actor::getGreetingState() const
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{
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return mGreetingState;
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}
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void Actor::setGreetingState(GreetingState state)
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{
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mGreetingState = state;
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}
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bool Actor::isTurningToPlayer() const
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{
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return mIsTurningToPlayer;
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}
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void Actor::setTurningToPlayer(bool turning)
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{
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mIsTurningToPlayer = turning;
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}
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Misc::TimerStatus Actor::updateEngageCombatTimer(float duration)
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{
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return mEngageCombat.update(duration, MWBase::Environment::get().getWorld()->getPrng());
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}
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void Actor::setPositionAdjusted(bool adjusted)
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{
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mPositionAdjusted = adjusted;
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}
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bool Actor::getPositionAdjusted() const
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{
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return mPositionAdjusted;
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}
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}
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@ -23,31 +23,37 @@ namespace MWMechanics
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class Actor
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{
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public:
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Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation);
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Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
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: mCharacterController(ptr, animation)
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, mPositionAdjusted(false)
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{}
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const MWWorld::Ptr& getPtr() const;
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const MWWorld::Ptr& getPtr() const { return mCharacterController.getPtr(); }
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/// Notify this actor of its new base object Ptr, use when the object changed cells
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void updatePtr(const MWWorld::Ptr& newPtr);
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void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
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CharacterController& getCharacterController();
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CharacterController& getCharacterController() { return mCharacterController; }
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int getGreetingTimer() const;
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void setGreetingTimer(int timer);
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int getGreetingTimer() const { return mGreetingTimer; }
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void setGreetingTimer(int timer) { mGreetingTimer = timer; }
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float getAngleToPlayer() const;
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void setAngleToPlayer(float angle);
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float getAngleToPlayer() const { return mTargetAngleRadians; }
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void setAngleToPlayer(float angle) { mTargetAngleRadians = angle; }
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GreetingState getGreetingState() const;
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void setGreetingState(GreetingState state);
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GreetingState getGreetingState() const { return mGreetingState; }
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void setGreetingState(GreetingState state) { mGreetingState = state; }
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bool isTurningToPlayer() const;
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void setTurningToPlayer(bool turning);
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bool isTurningToPlayer() const { return mIsTurningToPlayer; }
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void setTurningToPlayer(bool turning) { mIsTurningToPlayer = turning; }
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Misc::TimerStatus updateEngageCombatTimer(float duration);
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Misc::TimerStatus updateEngageCombatTimer(float duration)
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{
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return mEngageCombat.update(duration, MWBase::Environment::get().getWorld()->getPrng());
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}
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void setPositionAdjusted(bool adjusted);
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bool getPositionAdjusted() const;
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void setPositionAdjusted(bool adjusted) { mPositionAdjusted = adjusted; }
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bool getPositionAdjusted() const { return mPositionAdjusted; }
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private:
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CharacterController mCharacterController;
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