void CAIGoalRespondToBackup::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanGoto: HandleStateGoto(); break; case kState_HumanSearch: HandleStateSearch(); break; case kState_HumanDraw: HandleStateDraw(); break; case kState_HumanAware: break; // Unexpected State. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalRespondToBackup::UpdateGoal: Unexpected State."); } }
void CAIGoalFollowFootprint::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanFollowFootprint: HandleStateFollowFootprint(); break; case kState_HumanAware: break; case kState_HumanSearch: HandleStateSearch(); break; case kState_HumanDraw: HandleStateDraw(); break; // Unexpected State. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalFollowFootprint::UpdateGoal: Unexpected State."); } }
void CAIGoalAttackProp::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanAttackProp: HandleStateAttackProp(); break; case kState_HumanDraw: HandleStateDraw(); break; case kState_HumanAware: break; case kState_HumanPanic: HandleStatePanic(); break; // Unexpected state. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalAttackProp::UpdateGoal: Unexpected State."); } }
//---------------------------------------------------------------------------- // // ROUTINE: CAIGoalResurrecting::UpdateGoal() // // PURPOSE: // //---------------------------------------------------------------------------- void CAIGoalResurrecting::UpdateGoal() { if (m_bReactivateGoalOnUpdate) { ActivateGoal(); m_bReactivateGoalOnUpdate = LTFALSE; } CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanResurrecting: HandleStateResurrecting(); break; case kState_HumanAware: break; case kState_HumanSearch: HandleStateSearch(); break; case kState_HumanDraw: HandleStateDraw(); break; // Unexpected State. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalResurrecting::UpdateGoal: Unexpected State."); } }
void CAIGoalDrawWeapon::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanDraw: HandleStateDraw(); break; // Unexpected State. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalDrawWeapon::UpdateGoal: Unexpected State."); } }
void CAIGoalAbstractUseObject::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { case kState_HumanHolster: HandleStateHolster(); break; case kState_HumanUseObject: HandleStateUseObject(); break; case kState_HumanIdle: if( !m_pAI->GetAnimationContext()->IsTransitioning() ) { /* if( m_bHolstered ) { m_pAI->SetState( kState_HumanDraw ); m_pAI->GetState()->PlayFirstSound( LTFALSE ); } else { CompleteUseObject(); } */ CompleteUseObject(); } break; case kState_HumanDraw: HandleStateDraw(); break; // Unexpected State. default: ASSERT(!"CAIGoalAbstractUseObject::UpdateGoal: Unexpected State."); } }
void CAIGoalPatrol::UpdateGoal() { CAIState* pState = m_pAI->GetState(); switch(pState->GetStateType()) { // If state is idle, and a patrol node is set, set state to patrol. case kState_HumanIdle: HandleStateIdle(); break; case kState_HumanPatrol: HandleStatePatrol(); break; case kState_HumanDraw: HandleStateDraw(); break; // State should only be idle or patrol. default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalPatrol::UpdateGoal: Unexpected State."); } }