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/* ScummVM - Graphic Adventure Engine | ||
* | ||
* ScummVM is the legal property of its developers, whose names | ||
* are too numerous to list here. Please refer to the COPYRIGHT | ||
* file distributed with this source distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
*/ | ||
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#include "bladerunner/script/ai_script.h" | ||
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namespace BladeRunner { | ||
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AIScriptBaker::AIScriptBaker(BladeRunnerEngine *vm) : AIScriptBase(vm) { | ||
} | ||
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void AIScriptBaker::Initialize() { | ||
_animationFrame = 0; | ||
_animationState = 0; | ||
_animationStateNext = 0; | ||
_animationNext = 0; | ||
} | ||
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bool AIScriptBaker::Update() { | ||
return false; | ||
} | ||
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void AIScriptBaker::TimerExpired(int timer) { | ||
//return false; | ||
} | ||
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void AIScriptBaker::CompletedMovementTrack() { | ||
//return false; | ||
} | ||
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void AIScriptBaker::ReceivedClue(int clueId, int fromActorId) { | ||
//return false; | ||
} | ||
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void AIScriptBaker::ClickedByPlayer() { | ||
//return false; | ||
} | ||
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void AIScriptBaker::EnteredScene(int sceneId) { | ||
// return false; | ||
} | ||
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void AIScriptBaker::OtherAgentEnteredThisScene(int otherActorId) { | ||
// return false; | ||
} | ||
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void AIScriptBaker::OtherAgentExitedThisScene(int otherActorId) { | ||
// return false; | ||
} | ||
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void AIScriptBaker::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { | ||
// return false; | ||
} | ||
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void AIScriptBaker::ShotAtAndMissed() { | ||
// return false; | ||
} | ||
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bool AIScriptBaker::ShotAtAndHit() { | ||
return false; | ||
} | ||
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void AIScriptBaker::Retired(int byActorId) { | ||
// return false; | ||
} | ||
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int AIScriptBaker::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { | ||
return 0; | ||
} | ||
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bool AIScriptBaker::GoalChanged(int currentGoalNumber, int newGoalNumber) { | ||
return false; | ||
} | ||
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bool AIScriptBaker::UpdateAnimation(int *animation, int *frame) { | ||
*animation = 451; | ||
*frame = 0; | ||
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return true; | ||
} | ||
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bool AIScriptBaker::ChangeAnimationMode(int mode) { | ||
return true; | ||
} | ||
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void AIScriptBaker::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { | ||
*animationState = _animationState; | ||
*animationFrame = _animationFrame; | ||
*animationStateNext = _animationStateNext; | ||
*animationNext = _animationNext; | ||
} | ||
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void AIScriptBaker::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { | ||
_animationState = animationState; | ||
_animationFrame = animationFrame; | ||
_animationStateNext = animationStateNext; | ||
_animationNext = animationNext; | ||
} | ||
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bool AIScriptBaker::ReachedMovementTrackWaypoint(int waypointId) { | ||
return true; | ||
} | ||
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void AIScriptBaker::FledCombat() { | ||
// return false; | ||
} | ||
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} // End of namespace BladeRunner |
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