void Action_update() { TurnLft( ACTIONS[ACTION_TURNLFT] ); TurnRgt( ACTIONS[ACTION_TURNRGT] ); MoveFwd( ACTIONS[ACTION_MOVEFWD] ); AutoDie( ACTIONS[ACTION_AUTODIE] ); Gravity( ACTIONS[ACTION_GRAVITY] ); Collide( ACTIONS[ACTION_COLLIDE] ); ShootIt( ACTIONS[ACTION_SHOOTIT] ); Animate( ACTIONS[ACTION_ANIMATE] ); }
bool CViewer::ExecuteFreeModeAction(float _fDeltaSeconds, float _fDelta, const char* _pcAction) { if(strcmp(_pcAction, "Run") == 0) { SetRunning(); return true; } if(strcmp(_pcAction, "MoveFwd") == 0) { MoveFwd(); return true; } if(strcmp(_pcAction, "MoveBack") == 0) { MoveBack(); return true; } if(strcmp(_pcAction, "MoveLeft") == 0) { MoveLeft(); return true; } if(strcmp(_pcAction, "MoveRight") == 0) { MoveRight(); return true; } if(strcmp(_pcAction, "MoveUp") == 0) { m_bMoveUp = true; return true; } if(strcmp(_pcAction, "MoveDown") == 0) { m_bMoveDown = true; return true; } //if(strcmp(_pcAction, "AugmentaAmbient") == 0) //{ // IncrementAmbientLight(); // return true; //} //if(strcmp(_pcAction, "DisminueixAmbient") == 0) //{ // DecrementAmbientLight(); // return true; //} //if(strcmp(_pcAction, "ShootBOT") == 0) //{ // if(m_pCharacter) // { // CRenderableAnimatedInstanceModel* l_pAnim = (CRenderableAnimatedInstanceModel*)m_pCharacter; // l_pAnim->GetAnimatedInstanceModel()->ExecuteAction(3,1); // } // return true; //} //if(strcmp(_pcAction, "AimBot") == 0) //{ // if(m_pCharacter) // { // CRenderableAnimatedInstanceModel* l_pAnim = (CRenderableAnimatedInstanceModel*)m_pCharacter; // if ((l_pAnim->GetAnimatedInstanceModel()->GetCurrentCycle() == 1) || // (l_pAnim->GetAnimatedInstanceModel()->GetCurrentCycle() == 0)) // { // l_pAnim->GetAnimatedInstanceModel()->ClearCycle(0.5f); // l_pAnim->GetAnimatedInstanceModel()->BlendCycle(2,0.5f); // } // else if (l_pAnim->GetAnimatedInstanceModel()->GetCurrentCycle() == 2) // { // l_pAnim->GetAnimatedInstanceModel()->ClearCycle(0.5f); // l_pAnim->GetAnimatedInstanceModel()->BlendCycle(1,0.5f); // } // } // return true; //} return false; }