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Added ability to translate actbusy forced move activity translation
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@ -1802,6 +1802,20 @@ bool CAI_ActBusyBehavior::PlayAnimForActBusy( busyanimparts_t AnimPart )
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return false;
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: Get the busy's move activity
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//-----------------------------------------------------------------------------
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Activity CAI_ActBusyBehavior::GetMoveActivityForActBusy()
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{
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busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
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if ( !pBusyAnim )
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return m_ForcedActivity;
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return pBusyAnim->bTranslateActivity ? GetOuter()->TranslateActivity( m_ForcedActivity ) : m_ForcedActivity;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -2030,7 +2044,11 @@ void CAI_ActBusyBehavior::StartTask( const Task_t *pTask )
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// If we have a forced activity, use that. Otherwise, walk.
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if ( m_ForcedActivity != ACT_INVALID && m_ForcedActivity != ACT_RESET )
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{
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#ifdef MAPBASE
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GetNavigator()->SetMovementActivity( GetMoveActivityForActBusy() );
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#else
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GetNavigator()->SetMovementActivity( m_ForcedActivity );
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#endif
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// Cover is void once I move
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Forget( bits_MEMORY_INCOVER );
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@ -167,6 +167,9 @@ private:
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void NotifyBusyEnding( void );
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bool HasAnimForActBusy( int iActBusy, busyanimparts_t AnimPart );
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bool PlayAnimForActBusy( busyanimparts_t AnimPart );
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#ifdef MAPBASE
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Activity GetMoveActivityForActBusy();
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#endif
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void PlaySoundForActBusy( busyanimparts_t AnimPart );
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private:
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