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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-26 13:47:56 +03:00
Added OnEntrySequence and OnActionSequence for scripted_sequence
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@ -3979,10 +3979,16 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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// If we have an entry, we have to play it first
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if ( m_hCine->m_iszEntry != NULL_STRING )
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{
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#ifdef MAPBASE
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m_hCine->OnEntrySequence( this );
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#endif
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m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszEntry, true );
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}
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else
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{
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#ifdef MAPBASE
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m_hCine->OnActionSequence( this );
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#endif
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m_hCine->StartSequence( (CAI_BaseNPC *)this, m_hCine->m_iszPlay, true );
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}
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@ -136,6 +136,8 @@ BEGIN_DATADESC( CAI_ScriptedSequence )
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DEFINE_OUTPUT(m_OnScriptEvent[6], "OnScriptEvent07"),
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DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"),
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#ifdef MAPBASE
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DEFINE_OUTPUT(m_OnEntrySequence, "OnEntrySequence"),
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DEFINE_OUTPUT(m_OnActionSequence, "OnActionSequence"),
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DEFINE_OUTPUT(m_OnPreIdleSequence, "OnPreIdleSequence"),
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DEFINE_OUTPUT(m_OnFoundNPC, "OnFoundNPC"),
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#endif
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@ -864,6 +866,16 @@ void CAI_ScriptedSequence::OnBeginSequence( CBaseEntity *pActor )
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m_OnBeginSequence.FireOutput( pActor, this );
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}
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void CAI_ScriptedSequence::OnEntrySequence( CBaseEntity *pActor )
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{
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m_OnEntrySequence.FireOutput( pActor, this );
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}
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void CAI_ScriptedSequence::OnActionSequence( CBaseEntity *pActor )
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{
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m_OnActionSequence.FireOutput( pActor, this );
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}
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void CAI_ScriptedSequence::OnPreIdleSequence( CBaseEntity *pActor )
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{
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m_OnPreIdleSequence.FireOutput( pActor, this );
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@ -97,6 +97,8 @@ public:
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void FireScriptEvent( int nEvent );
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#ifdef MAPBASE
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void OnBeginSequence( CBaseEntity *pActor );
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void OnEntrySequence( CBaseEntity *pActor );
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void OnActionSequence( CBaseEntity *pActor );
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void OnPreIdleSequence( CBaseEntity *pActor );
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#else
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void OnBeginSequence( void );
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@ -220,6 +222,8 @@ private:
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COutputEvent m_OnCancelFailedSequence; // Fired when a scene is cancelled before it's ever run
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COutputEvent m_OnScriptEvent[MAX_SCRIPT_EVENTS];
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#ifdef MAPBASE
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COutputEvent m_OnEntrySequence;
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COutputEvent m_OnActionSequence;
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COutputEvent m_OnPreIdleSequence;
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COutputEvent m_OnFoundNPC;
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#endif
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