368 lines
11 KiB
C#
368 lines
11 KiB
C#
using CSNetwork.GPDataType;
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using UnityEngine;
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public class CECHPWorkMove : CECHPWork
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{
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public static class Types
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{
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public const int DEST_2D = 0,
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DEST_3D = 1,
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DEST_DIR = 2,
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DEST_PUSH = 3,
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DEST_STANDJUMP = 4,
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DEST_AUTOPF = 5; // Movement type
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}
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protected A3DVECTOR3 m_vMoveDest; // Move destination position or direction
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protected int m_iDestType; // Destination type
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protected bool m_bHaveDest; // true, have destination
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protected bool m_bMeetSlide; // true, meet slide
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protected A3DVECTOR3 m_vCurDir; // Current move direction
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protected bool m_bReadyCancel; // true, ready to cancel
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protected bool m_bGliding; // glide
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protected float m_fGlideTime;
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protected float m_fGlideSpan;
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protected float m_fGlideAng;
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protected float m_fGlideVel; // glide angular vel
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protected float m_fGlidePitch; // glide pitch angle
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protected float m_fCurPitch;
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protected float m_fPushPitch;
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protected float m_fPushLean;
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protected bool m_bUseAutoMoveDialog; // Auto move
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protected float m_fAutoHeight; // Height of auto moving destination
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protected bool m_bAutoLand; // Auto land when arrive at destination
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protected bool m_bAutoFly; // Auto fly
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protected bool m_bReachedHeight;// Player reached specified height
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protected bool m_bAutoFlyPending; // Mark whether a fly command had been executed
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protected int m_iNPCTempleId;
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protected int m_iTaskId;
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protected bool m_bSwitchTo2D;
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protected bool m_bResetAutoPF;
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public CECHPWorkMove(CECHPWorkMan pWorkMan) : base (Host_work_ID.WORK_MOVETOPOS, pWorkMan)
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{
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m_dwMask = Work_mask.MASK_MOVETOPOS;
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m_dwTransMask = Work_mask.MASK_STAND | Work_mask.MASK_TRACEOBJECT | Work_mask.MASK_FOLLOW;
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Reset();
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}
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public CECHPWorkMove(int iWorkID, CECHPWorkMan pWorkMan) : base(iWorkID, pWorkMan)
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{
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}
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// Set destination position or direction
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public void SetDestination(int iDestType, A3DVECTOR3 vMoveDest)
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{
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m_iDestType = iDestType;
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m_vMoveDest = vMoveDest;
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m_bHaveDest = true;
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m_bGliding = false;
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//m_pHost->SetAdjustOrient(false); // 2014-9-10 徐文彬:在 CECHPWorkMove 创建的时候都会调用此函数,会导致其它时机通过 SetDestDirAndUp 调用对人物的朝向调整失效。
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// 重现方法为:月仙“望月咏”技能释放后、马上按住'A'或'D'等移动键并摁住不放,将导致人物施法方向偏离目标而朝向移动方向(需多次尝试)
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//清空任务信息
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m_iTaskId = 0;
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m_iNPCTempleId = 0;
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ResetUseAutoPF();
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if (iDestType == Types.DEST_DIR)
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{
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m_vCurDir = vMoveDest;
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if (m_bUseAutoMoveDialog)
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{
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m_bUseAutoMoveDialog = false;
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m_bAutoLand = false;
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m_fAutoHeight = -1.0f;
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m_bAutoFly = false;
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m_bReachedHeight = true;
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m_bAutoFlyPending = false;
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}
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}
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else if (iDestType == Types.DEST_2D || iDestType == Types.DEST_3D)
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{
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m_vCurDir = vMoveDest - new A3DVECTOR3(m_pHost.transform.position.x, m_pHost.transform.position.y, m_pHost.transform.position.z);
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m_vCurDir.y = 0.0f;
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m_vCurDir.Normalize();
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}
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else if (IsAutoPF())
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{
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// TO DO: fix later
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//m_vCurDir = CECIntelligentRoute::Instance().GetCurDest() - m_pHost->GetPos();
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//m_vCurDir.y = 0.0f;
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//m_vCurDir.Normalize();
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//if (m_bUseAutoMoveDialog)
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//{
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// // 此处禁用 m_bUseAutoMoveDialog,见 SetUseAutoMoveDialog 中说明
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// m_bUseAutoMoveDialog = false;
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// m_bAutoLand = false;
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// m_fAutoHeight = -1.0f;
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// m_bAutoFly = false;
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// m_bReachedHeight = true;
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// m_bAutoFlyPending = false;
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//}
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}
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// TO DO: fix later
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//if (m_pHost.m_pMoveTargetGFX)
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//{
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// if (iDestType != DEST_PUSH)
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// m_pHost.m_pMoveTargetGFX.Stop();
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//}
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}
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void ResetUseAutoPF()
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{
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m_bResetAutoPF = true;
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}
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// Tick routine
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public virtual bool Tick(float dwDeltaTime)
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{
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//UpdateResetUseAutoPF();
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//if (m_bSwitchTo2D)
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//{
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// SwitchToDest2D();
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// m_bSwitchTo2D = false;
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// return true;
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//}
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//if (IsAutoPF())
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//{
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// if (CECIntelligentRoute::Instance().IsIdle())
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// {
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// // 智能寻路模式未成功时,等待下个 Tick 切换到 DEST_2D 模式
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// return true;
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// }
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// if (m_pHost.IsFlying())
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// {
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// // 中途切换到飞行模式时,切换到 DEST_2D 模式
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// CECIntelligentRoute::Instance().ResetSearch();
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// m_bSwitchTo2D = true;
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// return true;
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// }
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//}
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//base.Tick(dwDeltaTime);
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//if (m_pHost.IsRooting())
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// return true;
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//if (m_bUseAutoMoveDialog)
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//{
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// if (m_pHost.IsFlying())
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// {
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// m_bAutoFly = false;
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// m_bAutoFlyPending = false;
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// }
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// if (m_bAutoFly && !m_bAutoFlyPending && !m_pHost.IsFlying())
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// {
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// if (m_pHost.CmdFly())
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// {
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// m_bAutoFly = false;
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// m_bAutoFlyPending = true;
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// }
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// }
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//}
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//else
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//{
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// // Make sure 'Win_AutoPlay' dialog doesn't show up
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// CECGameUIMan pGameUI = g_pGame.GetGameRun().GetUIManager().GetInGameUIMan();
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// pGameUI.AutoMoveShowDialog(false);
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//}
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////寻路过程中找到NPC对象转为WorkTrace状态
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//if ((m_vMoveDest - m_pHost.GetPos()).MagnitudeH() <= 5.0f)
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//{
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// if (m_iNPCTempleId)
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// {
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// CECNPC pNPC = g_pGame.GetGameRun().GetWorld().GetNPCMan().FindNPCByTempleID(m_iNPCTempleId);
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// if (pNPC && m_pHost.SelectTarget(pNPC->GetNPCID()))
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// {
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// CECHPWorkTrace pWork = m_pWorkMan.CreateNPCTraceWork(pNPC, m_iTaskId);
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// if (pWork)
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// {
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// m_bAutoLand = false; //防止飞行状态寻路结束,转到worktrace之前自动着陆,进入workfall。
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// Finish();
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// m_pWorkMan.SetPostTickCommand(new CECHPWorkPostTickRunWorkCommand(pWork, true));
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// return true;
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// }
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// }
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// }
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//}
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//float fDeltaTime = dwDeltaTime;
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//if (m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_GROUND ||
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// m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_WATER && m_pHost.IsJumping() && (m_pHost.m_CDRInfo.vAbsVelocity.y > 0 || m_pHost.m_CDRInfo.fYVel > 0))
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//{
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// // Play appropriate actions
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// if (!m_pHost.IsJumping() && !m_pHost.IsPlayingAction(CECPlayer::ACT_TRICK_RUN) &&
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// m_pHost.m_iMoveMode != CECPlayer::MOVE_SLIDE && !m_bMeetSlide)
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// {
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// int iAction = m_pHost->GetMoveStandAction(true);
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// m_pHost.PlayAction(iAction, false);
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// }
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// Tick_Walk(fDeltaTime);
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//}
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//else // (m_pHost->m_iMoveEnv == CECPlayer::MOVEENV_AIR || m_pHost->m_iMoveEnv == CECPlayer::MOVEENV_WATER)
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//{
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// m_pHost->ResetJump();
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// // Play appropriate actions
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// if (!m_bGliding)
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// {
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// int iAction = m_pHost.GetMoveStandAction(true);
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// m_pHost.PlayAction(iAction, false);
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// }
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// Tick_FlySwim(fDeltaTime);
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//}
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return true;
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}
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// Reset work
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public virtual void Reset()
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{
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}
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// Work is cancel
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public virtual void Cancel()
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{
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}
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// This work is do player moving ?
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public virtual bool IsMoving() { return true; }
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// Copy work data
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public virtual bool CopyData(CECHPWork pWork)
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{
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return true;
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}
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// Play move target effect
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public void PlayMoveTargetGFX(A3DVECTOR3 vPos, A3DVECTOR3 vNormal)
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{
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}
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// User press cancel button
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public void PressCancel() { m_bReadyCancel = true; }
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public void SetUseAutoMoveDialog(bool bUseAutoMoveDialog)
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{
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}
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public bool GetUseAutoMoveDialog() { return m_bUseAutoMoveDialog; }
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public bool GetAutoMove()
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{
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return true;
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}
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void SetAutoLand(bool bAutoLand) { m_bAutoLand = bAutoLand; }
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bool GetAutoLand() { return m_bAutoLand; }
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void SetAutoHeight(float fHeight) { m_fAutoHeight = fHeight; m_bAutoFly = true; m_bReachedHeight = false; }
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float GetAutoHeight() { return m_fAutoHeight; }
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bool IsAutoFly() { return m_bAutoFly;}
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bool IsAutoPF(){ return m_iDestType == Types.DEST_AUTOPF; }
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// Finish work
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void Finish()
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{
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}
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void SetTaskNPCInfo(int tid, int taskid)
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{
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}
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void SwitchToDest2D()
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{
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//int tid, taskid;
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//tid = m_iNPCTempleId;
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//taskid = m_iTaskId;
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//CECGameUIMan* pGameUI = g_pGame->GetGameRun()->GetUIManager()->GetInGameUIMan();
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//pGameUI->SetAutoMoveShowDialogTarget((int)m_vMoveDest.x, (int)m_vMoveDest.z);
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//SetDestination(CECHPWorkMove::DEST_2D, m_vMoveDest);
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//SetTaskNPCInfo(tid, taskid);
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//SetUseAutoMoveDialog(true);
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}
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// On first tick
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protected virtual void OnFirstTick()
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{
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}
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// Tick routine of walking on ground
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protected bool Tick_Walk(float fDeltaTime)
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{
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return true;
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}
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// Tick routine of flying or swimming
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protected bool Tick_FlySwim(float fDeltaTime)
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{
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return true;
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}
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// Start gliding
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protected void Glide(float fMoveTime, A3DVECTOR3 vMoveDirH, float fDeltaTime, bool bFly)
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{
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}
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// Calculate vertical speed when fly or swim
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protected float CalcFlySwimVertSpeed(float fSpeed1, float fPushDir, float fPushAccel, float fDeltaTime)
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{
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return 0;
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}
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protected void ClearResetUseAutoPF()
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{
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}
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protected void UpdateResetUseAutoPF()
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{
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// if (!m_bResetAutoPF)
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// {
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// return;
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// }
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// CECIntelligentRoute::Instance().SetUsage(CECIntelligentRoute::enumUsageWorkMove);
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// CECIntelligentRoute::Instance().ResetSearch();
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// if (m_iDestType == DEST_2D || m_iDestType == DEST_3D)
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// {
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//# ifdef SHOW_AUTOMOVE_FOOTPRINTS
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// g_AutoPFFollowPoints.clear();
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// g_AutoPFPathPoints.clear();
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//#endif
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// }
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// else if (IsAutoPF())
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// {
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// bool bSwitchTo2D(true);
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// while (true)
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// {
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// if (m_pHost->IsFlying())
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// {
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// break;
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// }
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// CECHostBrushTest brushTester(m_pHost->GetPos(), m_pHost->m_CDRInfo.vExtent, m_pHost->m_CDRInfo.fStepHeight);
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// if (CECIntelligentRoute::Instance().Search(m_pHost->GetPos(), m_vMoveDest, &brushTester) != CECIntelligentRoute::enumSearchSuccess)
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// {
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// break;
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// }
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// bSwitchTo2D = false;
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// break;
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// }
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// if (bSwitchTo2D)
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// {
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// m_bSwitchTo2D = true;
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// }
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// }
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// ClearResetUseAutoPF();
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}
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}
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