2016-11-20 23:27:42 +03:00
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#ifndef H_CHARACTER
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#define H_CHARACTER
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#include "controller.h"
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2017-11-07 05:54:11 +03:00
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#include "collision.h"
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2016-11-20 23:27:42 +03:00
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struct Character : Controller {
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float health;
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2016-11-20 23:27:42 +03:00
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float tilt;
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quat rotHead, rotChest;
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enum Stand {
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STAND_AIR, STAND_GROUND, STAND_SLIDE, STAND_HANG, STAND_UNDERWATER, STAND_ONWATER
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} stand;
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2016-11-23 01:38:00 +03:00
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int input, lastInput;
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enum Key {
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LEFT = 1 << 1,
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RIGHT = 1 << 2,
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FORTH = 1 << 3,
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BACK = 1 << 4,
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JUMP = 1 << 5,
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WALK = 1 << 6,
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ACTION = 1 << 7,
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WEAPON = 1 << 8,
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DEATH = 1 << 9
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};
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2017-08-31 01:38:00 +03:00
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Controller *viewTarget;
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int jointChest;
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int jointHead;
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vec4 rangeChest;
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vec4 rangeHead;
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vec3 velocity;
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float angleExt;
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float speed;
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int stepHeight;
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int dropHeight;
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int zone;
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int box;
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bool flying;
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Collision collision;
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Character(IGame *game, int entity, float health) : Controller(game, entity), health(health), tilt(0.0f), stand(STAND_GROUND), lastInput(0), viewTarget(NULL), jointChest(-1), jointHead(-1), velocity(0.0f), angleExt(0.0f), speed(0.0f) {
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stepHeight = 256;
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dropHeight = -256;
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rangeChest = vec4(-0.80f, 0.80f, -0.75f, 0.75f) * PI;
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rangeHead = vec4(-0.25f, 0.25f, -0.50f, 0.50f) * PI;
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2016-11-20 23:27:42 +03:00
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animation.initOverrides();
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rotHead = rotChest = quat(0, 0, 0, 1);
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flying = getEntity().type == TR::Entity::ENEMY_BAT;
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updateZone();
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}
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bool updateZone() {
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int dx, dz;
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TR::Room::Sector &s = level->getSector(getRoomIndex(), int(pos.x), int(pos.z), dx, dz);
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if (s.boxIndex == 0xFFFF)
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return false;
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box = s.boxIndex;
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zone = getZones()[box];
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return true;
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}
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uint16* getZones() {
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2017-10-16 07:30:30 +03:00
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return (flying || stand == STAND_UNDERWATER || stand == STAND_ONWATER) ? level->zones[level->isFlipped].fly : (stepHeight == 256 ? level->zones[level->isFlipped].ground1 : level->zones[level->isFlipped].ground2);
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}
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void rotateY(float delta) {
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angle.y += delta;
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velocity = velocity.rotateY(-delta);
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}
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void rotateX(float delta) {
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angle.x = clamp(angle.x + delta, -PI * 0.49f, PI * 0.49f);
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}
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virtual void hit(float damage, Controller *enemy = NULL, TR::HitType hitType = TR::HIT_DEFAULT) {
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health = max(0.0f, health - damage);
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}
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virtual void checkRoom() {
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TR::Level::FloorInfo info;
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getFloorInfo(getRoomIndex(), pos, info);
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if (info.roomNext != TR::NO_ROOM)
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roomIndex = info.roomNext;
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if (info.roomBelow != TR::NO_ROOM && pos.y > info.roomFloor)
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roomIndex = info.roomBelow;
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if (info.roomAbove != TR::NO_ROOM && pos.y <= info.roomCeiling) {
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TR::Room *room = &level->rooms[info.roomAbove];
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if (level->isFlipped && room->alternateRoom > -1)
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room = &level->rooms[room->alternateRoom];
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if (stand == STAND_UNDERWATER && !room->flags.water) {
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stand = STAND_ONWATER;
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velocity.y = 0;
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pos.y = info.roomCeiling;
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} else
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if (stand != STAND_ONWATER)
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roomIndex = info.roomAbove;
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}
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}
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2016-11-23 01:38:00 +03:00
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virtual void updateVelocity() {}
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virtual void updatePosition() {}
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virtual Stand getStand() { return stand; }
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virtual int getHeight() { return 0; }
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virtual int getStateAir() { return state; }
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virtual int getStateGround() { return state; }
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virtual int getStateSlide() { return state; }
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virtual int getStateHang() { return state; }
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virtual int getStateUnderwater() { return state; }
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virtual int getStateOnwater() { return state; }
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virtual int getStateDeath() { return state; }
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virtual int getStateDefault() { return state; }
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virtual int getInput() { return health <= 0 ? DEATH : 0; }
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virtual void updateState() {
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int state = animation.state;
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if (input & DEATH)
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state = getStateDeath();
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else if (stand == STAND_GROUND)
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state = getStateGround();
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else if (stand == STAND_SLIDE)
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state = getStateSlide();
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else if (stand == STAND_HANG)
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state = getStateHang();
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else if (stand == STAND_AIR)
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state = getStateAir();
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else if (stand == STAND_UNDERWATER)
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state = getStateUnderwater();
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else
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state = getStateOnwater();
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// try to set new state
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if (!animation.setState(state))
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animation.setState(getStateDefault());
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}
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virtual void updateTilt(float value, float tiltSpeed, float tiltMax) {
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value = clamp(value, -tiltMax, +tiltMax);
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decrease(value - angle.z, angle.z, tiltSpeed);
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}
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virtual void updateTilt(bool active, float tiltSpeed, float tiltMax) {
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// calculate turning tilt
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if (active && (input & (LEFT | RIGHT)) && (tilt == 0.0f || (tilt < 0.0f && (input & LEFT)) || (tilt > 0.0f && (input & RIGHT)))) {
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if (input & LEFT) tilt -= tiltSpeed;
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if (input & RIGHT) tilt += tiltSpeed;
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tilt = clamp(tilt, -tiltMax, +tiltMax);
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} else {
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if (tilt > 0.0f) tilt = max(0.0f, tilt - tiltSpeed);
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if (tilt < 0.0f) tilt = min(0.0f, tilt + tiltSpeed);
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}
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angle.z = tilt;
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}
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2016-11-23 01:38:00 +03:00
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bool isPressed(Key key) {
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return (input & key) && !(lastInput & key);
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}
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virtual void update() {
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vec3 p = pos;
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lastInput = input;
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input = getInput();
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stand = getStand();
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updateState();
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Controller::update();
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2017-11-07 05:54:11 +03:00
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if (flags.active) {
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updateVelocity();
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updatePosition();
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if (p != pos) {
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if (updateZone())
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updateLights();
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else
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pos = p;
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}
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}
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}
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virtual void cmdJump(const vec3 &vel) {
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velocity.x = sinf(angleExt) * vel.z;
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velocity.y = vel.y;
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velocity.z = cosf(angleExt) * vel.z;
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stand = STAND_AIR;
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}
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2017-02-08 03:40:38 +03:00
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2017-08-31 01:38:00 +03:00
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vec3 getViewPoint() {
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return animation.getJoints(getMatrix(), jointChest).pos;
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}
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virtual void lookAt(Controller *target) {
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if (health <= 0.0f)
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target = NULL;
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float speed = 8.0f * Core::deltaTime;
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quat rot;
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if (jointChest > -1) {
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if (aim(target, jointChest, rangeChest, rot))
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rotChest = rotChest.slerp(quat(0, 0, 0, 1).slerp(rot, 0.5f), speed);
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else
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rotChest = rotChest.slerp(quat(0, 0, 0, 1), speed);
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animation.overrides[jointChest] = rotChest * animation.overrides[jointChest];
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}
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if (jointHead > -1) {
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if (aim(target, jointHead, rangeHead, rot))
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rotHead = rotHead.slerp(rot, speed);
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else
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rotHead = rotHead.slerp(quat(0, 0, 0, 1), speed);
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animation.overrides[jointHead] = rotHead * animation.overrides[jointHead];
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}
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}
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2016-11-20 23:27:42 +03:00
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};
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#endif
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