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273
engines/bladerunner/script/ai/murray.cpp
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273
engines/bladerunner/script/ai/murray.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptMurray::AIScriptMurray(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_resumeIdleAfterFramesetCompletesFlag = false;
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}
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void AIScriptMurray::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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Actor_Put_In_Set(kActorMurray, kSetHF01);
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Actor_Set_At_XYZ(kActorMurray, 566.07f, -0.01f, -205.43f, 271);
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Actor_Set_Goal_Number(kActorMurray, 0);
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}
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bool AIScriptMurray::Update() {
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if (Global_Variable_Query(kVariableChapter) == 4
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&& Actor_Query_Goal_Number(kActorMurray) != 300
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) {
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Actor_Set_Goal_Number(kActorMurray, 300);
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}
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if (Player_Query_Current_Set() != kSetHF01) {
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return true;
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}
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if ( Actor_Query_In_Set(kActorMcCoy, kSetHF01)
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&& Actor_Query_In_Set(kActorMurray, kSetHF01)
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&& Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorMurray) < 48
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&& !Game_Flag_Query(kFlagHF01MurrayMiaIntro)
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) {
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Actor_Set_Goal_Number(kActorMurray, 1);
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return true;
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}
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return false;
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}
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void AIScriptMurray::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptMurray::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptMurray::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptMurray::ClickedByPlayer() {
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//return false;
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}
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void AIScriptMurray::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptMurray::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptMurray::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptMurray::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptMurray::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptMurray::ShotAtAndHit() {
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return false;
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}
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void AIScriptMurray::Retired(int byActorId) {
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// return false;
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}
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int AIScriptMurray::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptMurray::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == 300) {
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Actor_Put_In_Set(kActorMurray, kSetFreeSlotH);
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Actor_Set_At_Waypoint(kActorMurray, 40, 0);
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}
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return false;
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}
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bool AIScriptMurray::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationMurrayIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayIdle))
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_animationFrame = 0;
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break;
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case 1:
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*animation = kModelAnimationMurrayCalmTalk;
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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_animationState = 0;
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} else {
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayCalmTalk))
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_animationFrame = 0;
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}
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break;
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case 2:
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*animation = kModelAnimationMurrayMoreCalmTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayMoreCalmTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationMurrayCalmTalk;
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}
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break;
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case 3:
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*animation = kModelAnimationMurrayExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayExplainTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationMurrayCalmTalk;
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}
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break;
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case 4:
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*animation = kModelAnimationMurrayMoreExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayMoreExplainTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationMurrayCalmTalk;
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}
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break;
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case 5:
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*animation = kModelAnimationMurrayCautionTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayCautionTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationMurrayCalmTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationMurrayGestureGive;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayGestureGive)) {
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*animation = kModelAnimationMurrayIdle;
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_animationFrame = 0;
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_animationState = 0;
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptMurray::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptMurray::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState > 0 && _animationState <= 5) {
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_resumeIdleAfterFramesetCompletesFlag = true;
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} else {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeTalk:
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_animationState = 1;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 12:
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_animationState = 2;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 13:
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_animationState = 3;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 14:
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_animationState = 4;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 15:
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_animationState = 5;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptMurray::ChangeAnimationMode(%d) - Target mode is not supported", mode);
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break;
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}
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return true;
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}
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void AIScriptMurray::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptMurray::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptMurray::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptMurray::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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