mirror of
https://github.com/scummvm/scummvm.git
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440 lines
10 KiB
C++
440 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptLuther::AIScriptLuther(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag = false;
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}
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void AIScriptLuther::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_flag = false;
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Actor_Put_In_Set(kActorLuther, kSetUG16);
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Actor_Set_At_XYZ(kActorLuther, 176.91f, -40.67f, 225.92f, 486);
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Actor_Set_Goal_Number(kActorLuther, 400);
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Actor_Set_Targetable(kActorLuther, 1);
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}
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bool AIScriptLuther::Update() {
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if (!Actor_Query_Is_In_Current_Set(kActorLuther)
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|| Player_Query_Combat_Mode() != 1
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|| Global_Variable_Query(29)
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|| Game_Flag_Query(596)
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|| Global_Variable_Query(kVariableChapter) != 4) {
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if (Actor_Query_Goal_Number(kActorLuther) == 400 && Actor_Query_Goal_Number(kActorLuther) != 499) {
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Actor_Set_Goal_Number(kActorLuther, 401);
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} else if (Actor_Query_Goal_Number(kActorLuther) == 494) {
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Actor_Set_Goal_Number(kActorLuther, 495);
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ChangeAnimationMode(48);
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} else if (Actor_Query_Goal_Number(kActorLuther) != 495 || Game_Flag_Query(587)) {
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if (Actor_Query_Goal_Number(kActorLuther) != 497
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|| Global_Variable_Query(29) >= 2
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|| Game_Flag_Query(568)) {
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if (Actor_Query_Goal_Number(kActorLuther) != 497
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|| Global_Variable_Query(29) <= 1
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|| Game_Flag_Query(568)) {
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if (Actor_Query_Goal_Number(kActorLuther) == 498) {
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Game_Flag_Set(595);
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Actor_Set_Goal_Number(kActorLuther, 499);
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Actor_Set_Targetable(kActorLuther, 0);
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} else {
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return false;
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}
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} else {
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Actor_Set_Targetable(kActorLuther, 0);
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Actor_Set_Goal_Number(kActorLuther, 498);
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Actor_Set_Targetable(kActorLuther, 0);
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}
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} else {
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Game_Flag_Set(568);
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ChangeAnimationMode(50);
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ChangeAnimationMode(48);
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Actor_Set_Goal_Number(kActorLuther, 498);
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Actor_Set_Targetable(kActorLuther, 0);
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Scene_Loop_Set_Default(5);
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Scene_Loop_Start_Special(2, 4, 1);
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Ambient_Sounds_Play_Sound(559, 50, 0, 0, 99);
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Ambient_Sounds_Remove_Looping_Sound(516, 1);
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}
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} else {
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AI_Countdown_Timer_Reset(kActorLuther, 2);
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AI_Countdown_Timer_Start(kActorLuther, 2, 5);
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Actor_Set_Goal_Number(kActorLuther, 496);
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Game_Flag_Set(587);
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}
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} else {
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Actor_Says(kActorMcCoy, 5720, 12);
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Actor_Says(kActorLuther, 80, 13);
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Actor_Says(kActorLance, 40, 12);
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Game_Flag_Set(596);
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}
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return false;
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}
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void AIScriptLuther::TimerExpired(int timer) {
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if (timer != 2)
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return; //false;
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AI_Countdown_Timer_Reset(kActorLuther, 2);
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Actor_Set_Goal_Number(kActorLuther, 497);
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return; //true;
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}
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void AIScriptLuther::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorLuther) != 401)
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return; //false;
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Actor_Set_Goal_Number(kActorLuther, 402);
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return; //true;
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}
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void AIScriptLuther::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptLuther::ClickedByPlayer() {
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//return false;
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}
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void AIScriptLuther::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptLuther::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptLuther::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptLuther::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptLuther::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptLuther::ShotAtAndHit() {
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if (Actor_Query_Which_Set_In(kActorLuther) == 19) {
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Actor_Set_Health(kActorLuther, 50, 50);
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}
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Global_Variable_Increment(29, 1);
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Music_Stop(2);
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if (Global_Variable_Query(29) <= 0) {
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return false;
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}
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if (!Game_Flag_Query(560)) {
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Game_Flag_Set(557);
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}
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Actor_Set_Goal_Number(kActorLuther, 494);
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return true;
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}
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void AIScriptLuther::Retired(int byActorId) {
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Actor_Set_Goal_Number(kActorLuther, 599);
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}
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int AIScriptLuther::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptLuther::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 401:
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AI_Movement_Track_Flush(kActorLuther);
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AI_Movement_Track_Append(kActorLuther, 39, 20);
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AI_Movement_Track_Append_With_Facing(kActorLuther, 368, 120, 486);
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AI_Movement_Track_Append(kActorLuther, 40, 10);
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AI_Movement_Track_Repeat(kActorLuther);
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break;
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case 402:
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Actor_Set_Goal_Number(kActorLuther, 401);
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break;
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case 403:
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AI_Movement_Track_Flush(kActorLuther);
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break;
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case 499:
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Actor_Set_Goal_Number(kActorLuther, 599);
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break;
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}
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return false;
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}
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bool AIScriptLuther::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = 346;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(346) - 1) {
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_animationFrame = 0;
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}
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break;
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case 1:
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*animation = 348;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(348) - 1) {
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*animation = 346;
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_animationFrame = 0;
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_animationState = 0;
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Actor_Change_Animation_Mode(kActorLuther, 0);
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}
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break;
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case 2:
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if (!_animationFrame && _flag) {
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*animation = 346;
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_animationState = 0;
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} else {
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*animation = 349;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(349) - 1) {
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_animationFrame = 0;
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}
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}
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break;
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case 3:
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*animation = 350;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(350) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 4:
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*animation = 351;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(351) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 5:
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*animation = 352;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(352) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 6:
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*animation = 353;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(353) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 7:
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*animation = 354;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(354) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 8:
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*animation = 355;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(355) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 349;
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}
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break;
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case 9:
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*animation = 356;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(356) - 1) {
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*animation = 346;
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_animationFrame = 0;
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_animationState = 0;
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Actor_Change_Animation_Mode(kActorLuther, 0);
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}
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break;
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case 10:
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*animation = 357;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(357) - 1) {
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Actor_Change_Animation_Mode(kActorLuther, 50);
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*animation = 358;
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_animationFrame = 0;
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}
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break;
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case 11:
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*animation = 358;
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(358) - 1) {
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_animationFrame++;
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}
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break;
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case 12:
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*animation = 359;
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if (_animationFrame == 12) {
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Ambient_Sounds_Play_Sound(557, 59, 0, 0, 20);
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}
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
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_animationFrame++;
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}
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break;
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default:
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptLuther::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if ((unsigned int)(_animationState - 2) > 6) {
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_animationState = 0;
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_animationFrame = 0;
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} else {
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_flag = 1;
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}
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break;
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case 3:
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_animationState = 2;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 6:
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_animationState = 9;
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_animationFrame = 0;
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break;
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case 12:
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_animationState = 3;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 13:
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_animationState = 4;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 14:
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_animationState = 5;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 15:
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_animationState = 6;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 16:
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_animationState = 7;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 17:
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_animationState = 8;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 23:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case 48:
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_animationState = 12;
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_animationFrame = 0;
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break;
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case 50:
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_animationState = 11;
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_animationFrame = 0;
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break;
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}
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return true;
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}
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void AIScriptLuther::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptLuther::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptLuther::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptLuther::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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