void Player::resetPlayer() { _body.resize(1); SetHeadDirection(BodyNode::UP); numCubes = 1; _body[0]->moveSpeed = 0; _body[0]->GetTransform().position.x = 0; _body[0]->GetTransform().position.y = 0; }
void CHL1NPCTalker::IdleHeadTurn( const Vector &vTargetPos, float flDuration, float flImportance ) { if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD)) return; if ( flDuration == 0.0f ) flDuration = random->RandomFloat( 2.0, 4.0 ); if ( vTargetPos == vec3_origin || m_NPCState == NPC_STATE_SCRIPT ) { SetHeadDirection( vTargetPos, GetAnimTimeInterval() ); } else { AddLookTarget( vTargetPos, 1.0, flDuration ); } }