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GEEKING
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/* Copyright 2003-2007 ROBLOX Corporation, All Rights Reserved */
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#pragma once
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#include "V8DataModel/ICharacterSubject.h"
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#include "V8DataModel/IModelModifier.h"
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#include "V8DataModel/PartInstance.h"
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#include "V8DataModel/Tool.h"
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#include "V8World/KernelJoint.h"
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#include "V8World/Primitive.h"
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#include "Util/SteppedInstance.h"
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#include "GfxBase/IAdornable.h"
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#include "Util/RunStateOwner.h"
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#include "Util/ContentFilter.h"
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#include "Util/HeapValue.h"
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#include "Humanoid/StatusInstance.h"
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#include "Humanoid/HumanoidState.h"
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namespace RBX {
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class World;
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class RunService;
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class Controller;
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class Primitive;
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class PartInstance;
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class ModelInstance;
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class JointInstance;
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class DataModelMesh;
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class Decal;
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class Weld;
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class Animator;
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namespace HUMAN {
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class HumanoidState;
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}
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namespace Soundscape {
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class SoundChannel;
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}
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extern const char* const sHumanoid;
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class Humanoid
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: public DescribedCreatable<Humanoid, Instance, sHumanoid>
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, public KernelJoint // Implements "computeForce"
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, public IAdornable
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, public ICharacterSubject
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, public IModelModifier
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, public IStepped
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{
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public:
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enum NameOcclusion
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{
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NAME_OCCLUSION_NONE = 0,
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NAME_OCCLUSION_ENEMY = 1,
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NAME_OCCLUSION_ALL = 2,
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};
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enum HumanoidDisplayDistanceType
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{
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HUMANOID_DISPLAY_DISTANCE_TYPE_VIEWER = 0,
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HUMANOID_DISPLAY_DISTANCE_TYPE_SUBJECT = 1,
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HUMANOID_DISPLAY_DISTANCE_TYPE_NONE = 2,
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};
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enum HumanoidRigType
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{
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HUMANOID_RIG_TYPE_R6 = 0,
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HUMANOID_RIG_TYPE_R15 = 1,
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};
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private:
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friend unsigned int HUMAN::HumanoidState::checkComputeEvent(); // only used to check for exploits.
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typedef DescribedCreatable<Humanoid, Instance, sHumanoid> Super;
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/////////////////////////////////////////////
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// REFLECTED DATA
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shared_ptr<PartInstance> seatPart; // seat the humanoid is sitting in
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shared_ptr<PartInstance> walkToPart; // if null, then use the walk speed control
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Vector3 walkToPoint; // in part coordinate Frame
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Vector3 walkDirection; // x == xvalue, y == 0, z== zvalue
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Vector3 luaMoveDirection; // unit vector, used to move humanoid continously in that direction
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Vector3 rawMovementVector; // unit vector, stores the raw input (never world adjusted)
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Vector3 targetPoint;
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Vector3 replicatedTargetPoint;
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float walkAngleError;
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HeapValue<float> walkSpeed;
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HeapValue<float> walkSpeedShadow; // due to exploits.
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HeapValue<float> percentWalkSpeed; // used to make walk speed variable (for joysticks and the like)
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HeapValue<float> health;
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HeapValue<float> maxHealth;
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mutable ObscureValue<size_t> walkSpeedErrors; // only used in const member functions...
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HeapValue<float> jumpPower;
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HeapValue<float> maxSlopeAngle;
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HeapValue<float> hipHeight;
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bool torsoArrived;
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bool jump;
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bool autoJump;
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bool sit;
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bool touchedHard;
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bool strafe;
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bool localSimulating; // am I simulating this humanoid?
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bool ownedByLocalPlayer; // is this my own humanoid?
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bool typing;
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bool autorotate;
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HumanoidRigType rigType;
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HeapValue<bool> platformStanding;
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bool autoJumpEnabled;
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bool activatePhysics;
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Vector3 activatePhysicsImpulse; //
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int ragdollCriteria;
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int numContacts; // Used to signal nearlyTouched event
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NameOcclusion nameOcclusion;
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HumanoidDisplayDistanceType displayDistanceType;
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float nameDisplayDistance;
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float healthDisplayDistance;
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Vector3 cameraOffset; // When this humanoid is used as a camera target, offset the camera target by this vector
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bool isWalkingFromStudioTouchEmulation;
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std::string displayText;
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ContentFilter::FilterResult filterState;
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///////////////////////////////////////////////
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// INTERNAL DATA
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// Controller interface - server side
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bool isWalking;
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double walkTimer;
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Vector3 getDeltaToGoal() const;
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void setWalkMode(bool walking);
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void stepWalkMode(double gameDt);
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bool clickToWalkEnabled;
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bool stateTransitionEnabled[HUMAN::NUM_STATE_TYPES];
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Vector3 lastFloorNormal;
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// Humanoid Network Floor Platforms
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boost::shared_ptr<PartInstance> lastFloorPart;
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boost::shared_ptr<PartInstance> rootFloorMechPart;
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int lastFilterPhase;
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// hack - easiest place to update is on query of had neck
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bool hadNeck; // has this humanoid ever had a neck? Only break joints on death if so
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bool hadHealth; // has this humanoid ever had health > 0? Only break joints on death if so
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Vector3 pos0; // for looking for movement spikes
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Vector3 pos1;
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Vector3 pos2;
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void updateHadHealth() {
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hadHealth = hadHealth || (health > 0.0f);
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}
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typedef enum {TORSO, HEAD, RIGHT_ARM, LEFT_ARM, RIGHT_LEG, LEFT_LEG, VISIBLE_TORSO, APPENDAGE_COUNT} AppendageType;
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shared_ptr<PartInstance> appendageCache[APPENDAGE_COUNT];
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shared_ptr<PartInstance> baseInstance;
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rbx::signals::scoped_connection characterChildAdded;
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rbx::signals::scoped_connection characterChildRemoved;
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void onEvent_ChildModified(shared_ptr<Instance> child);
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boost::unordered_map<shared_ptr<PartInstance>, rbx::signals::scoped_connection> siblingMap;
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void updateSiblingPropertyListener(shared_ptr<PartInstance> sibling);
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void onEvent_SiblingPropertyChanged(const RBX::Reflection::PropertyDescriptor* desc);
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shared_ptr<StatusInstance> status;
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rbx::signals::scoped_connection onCFrameChangedConnection;
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rbx::signals::scoped_connection humanoidEquipConnection;
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void setCachePointerByType(AppendageType appendage, PartInstance *part);
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void updateBaseInstance();
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const PartInstance* getConstAppendageSlow(AppendageType appendage) const;
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PartInstance* getAppendageFast(AppendageType appendage, shared_ptr<PartInstance>& appendagePart);
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PartInstance* getAppendageSlow(AppendageType appendage);
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World* world;
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shared_ptr<HUMAN::HumanoidState> currentState;
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HUMAN::StateType previousState;
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shared_ptr<Animator> animator;
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Animator* getAnimator();
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void updateLocalSimulating(); // Do I need to simulate this humanoid?
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void onLocalHumanoidEnteringWorkspace();
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void onCFrameChangedFromReflection();
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bool hasWalkToPoint(Vector3& worldPosition) const;
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bool canClickToWalk() const;
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void setLocalTransparencyModifier(float transparencyModifier) const;
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void setWalkDirectionInternal(const Vector3& value, bool raiseSignal);
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void setJumpInternal(bool value, bool replicate);
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///////////////////////////////////////////////////////////////////////////
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// Instance
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/*override*/ bool askSetParent(const Instance* instance) const;
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/*override*/ void onAncestorChanged(const AncestorChanged& event);
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/*override*/ void setName(const std::string& value);
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/*override*/ void onServiceProvider(ServiceProvider* oldProvider, ServiceProvider* newProvider);
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/*override*/ void onDescendantAdded(Instance* instance);
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/*override*/ void onDescendantRemoving(const shared_ptr<Instance>& instance);
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///////////////////////////////////////////////////////////////////////////
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// IAdornable
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/*override*/ bool shouldRender3dAdorn() const {return true;}
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/*override*/ bool shouldRender3dSortedAdorn() const {return true;}
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/*override*/ Vector3 render3dSortedPosition() const;
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/*override*/ void render3dAdorn(Adorn* adorn);
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/*override*/ void render3dSortedAdorn(Adorn* adorn);
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void renderMultiplayer(Adorn* adorn, const RBX::Camera& camera);
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void renderBillboard(Adorn* adorn, const RBX::Camera& camera);
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void renderBillboardImpl(Adorn* adorn, const Vector2& screenLoc, float fontSize, const Color3& nameTagColor, float nameAlpha, float healthAlpha);
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///////////////////////////////////////////////////////////////////////////
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// SteppedInstance
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/*override*/ void onStepped(const Stepped& event);
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///////////////////////////////////////////////////////////////////////////
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// KernelJoint / Connector
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/*override*/ void computeForce(bool throttling);
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/*override*/ Body* getEngineBody() {return getRootBodyFast();}
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/*override*/ virtual KernelType getConnectorKernelType() const { return Connector::HUMANOID; }
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///////////////////////////////////////////////////////////////////////////
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// ILocation
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/*override*/ const CoordinateFrame getLocation();
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///////////////////////////////////////////////////////////////////////////
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// CameraSubject
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/*override*/ const CoordinateFrame getRenderLocation();
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/*override*/ const Vector3 getRenderSize();
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///////////////////////////////////////////////////////////////////////////
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// ICharacterSubject
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/*override*/ float getYAxisRotationalVelocity() const; // used for camera control
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/*override*/ void setFirstPersonRotationalVelocity(const Vector3& desiredLook, bool firstPersonOn);
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/*override*/ void getSelectionIgnorePrimitives(std::vector<const Primitive*>& primitives);
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/*override*/ virtual bool hasFocusCoord() const {return getHeadSlow() != NULL;}
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// Humanoid Platform Networking
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bool validateNetworkUpdateDistance(PartInstance* floorPart, CoordinateFrame& previousFloorPosition, float& netDt);
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void truncateDisplacementIfObstacle(PartInstance* floorPart, Vector3& newCharPosition, const Vector3& previousCharPosition);
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Vector3 getSimulatedFrictionVelocityOffset(PartInstance* floorPart, Vector3& newCharPosition, const Vector3& previousCharPosition, const Vector3& charPosInFloorSpace, const RBX::Velocity& previousFloorVelocity, float& netDt);
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const Velocity getHumanoidRelativeVelocityToPart(Primitive* floorPrim);
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public:
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void updateNetworkFloorPosition(PartInstance* floorPart, CoordinateFrame& previousFloorPosition, RBX::Velocity& lastFloorVelocity, float& netDt);
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bool shouldNotApplyFloorVelocity(Primitive* floorPrim);
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bool primitiveIsLastFloor(Primitive* prim);
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void updateFloorSimPhaseCharVelocity(Primitive* floorPrim);
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// End Humanoid Platform Networking
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/*override*/ void tellCameraNear(float distance) const;
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/*override*/ void tellCameraSubjectDidChange(shared_ptr<Instance> oldSubject, shared_ptr<Instance> newSubject) const;
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/*override*/ void tellCursorOver(float cursorOffset) const;
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/*override*/ void getCameraIgnorePrimitives(std::vector<const Primitive*>& primitives);
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/*override*/ Velocity calcDesiredWalkVelocity() const; // used for camera control
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static float autoTurnSpeed() {return 8.0f;}
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Humanoid();
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~Humanoid();
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bool waitingForTorso() { return !torsoArrived; }
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bool isLegalForClientToChange(const Reflection::PropertyDescriptor& desc) const;
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int getPlayerId();
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enum Status
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{
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POISON_STATUS = 0,
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CONFUSION_STATUS = 1,
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};
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bool hasStatus(Status status);
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bool addStatus(Status status);
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bool removeStatus(Status status);
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bool hasCustomStatus(std::string status);
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bool addCustomStatus(std::string status);
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bool removeCustomStatus(std::string status);
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bool isLocalSimulating() const {return localSimulating;}
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bool computeNearlyTouched();
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bool getStateTransitionEnabled(HUMAN::StateType state);
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void setStateTransitionEnabled(HUMAN::StateType state, bool enabled);
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shared_ptr<const Reflection::ValueArray> getStatuses();
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rbx::signal<void(Status)> statusAddedSignal;
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rbx::signal<void(Status)> statusRemovedSignal;
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rbx::signal<void(std::string)> customStatusAddedSignal;
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rbx::signal<void(std::string)> customStatusRemovedSignal;
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rbx::remote_signal<void(shared_ptr<Instance>)> serverEquipToolSignal;
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// Humanoid Network Update Connection
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rbx::signals::scoped_connection onPositionUpdatedByNetworkConnection;
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NameOcclusion getNameOcclusion() const { return nameOcclusion; }
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void setNameOcclusion(NameOcclusion value);
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HumanoidDisplayDistanceType getDisplayDistanceType() const { return displayDistanceType; }
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void setDisplayDistanceType(HumanoidDisplayDistanceType value);
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static Humanoid* humanoidFromBodyPart(Instance* bodyPart);
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static const Humanoid* constHumanoidFromBodyPart(const Instance* bodyPart);
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static const Humanoid* constHumanoidFromDescendant(const Instance* bodyPart);
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static Humanoid* modelIsCharacter(Instance* testModel);
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static const Humanoid* modelIsConstCharacter(const Instance* testModel);
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static Humanoid* getLocalHumanoidFromContext(Instance* context);
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static const Humanoid* getConstLocalHumanoidFromContext(const Instance* context);
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static PartInstance* getLocalHeadFromContext(Instance* context);
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static const PartInstance* getConstLocalHeadFromContext(const Instance* context);
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static ModelInstance* getCharacterFromHumanoid(Humanoid* humanoid);
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static const ModelInstance* getConstCharacterFromHumanoid(const Humanoid* humanoid);
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static PartInstance* getHeadFromCharacter(ModelInstance* character);
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static const PartInstance* getConstHeadFromCharacter(const ModelInstance* character);
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static Weld* getGrip(Instance* character);
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static const Vector3 &defaultCharacterCorner() { static Vector3 corner(2.5f,2.5f,2.5f); return corner; }
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// By Definition, these are all called by HumanoidState - these are reflected
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rbx::signal<void()> diedSignal;
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rbx::signal<void(float)> swimmingSignal;
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rbx::signal<void(float)> runningSignal; // state change scripts
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rbx::signal<void(float)> climbingSignal; // state change scripts
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rbx::signal<void(bool)> jumpingSignal; // state change scripts
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rbx::signal<void(bool)> freeFallingSignal;
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rbx::signal<void(bool)> strafingSignal;
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rbx::signal<void(bool)> gettingUpSignal;
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rbx::signal<void(bool)> fallingDownSignal;
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rbx::signal<void(bool)> ragdollSignal;
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rbx::signal<void(bool, shared_ptr<Instance>)> seatedSignal;
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rbx::signal<void(bool)> platformStandingSignal;
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rbx::signal<void(RBX::HUMAN::StateType, RBX::HUMAN::StateType)> stateChangedSignal;
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rbx::signal<void(RBX::HUMAN::StateType, bool)> stateEnabledChangedSignal;
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RBX::HUMAN::StateType getCurrentStateType();
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RBX::HUMAN::StateType getPreviousStateType() { return previousState; };
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void setPreviousStateType(RBX::HUMAN::StateType newState);
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void changeState(RBX::HUMAN::StateType state);
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static bool isStateInString(const std::string& text, const RBX::HUMAN::StateType &compare, RBX::HUMAN::StateType& value);
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rbx::signal<void(float)> healthChangedSignal;
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// Internal use only - no reflection - happens both client, server
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rbx::signal<void()> doneSittingSignal;
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rbx::signal<void()> donePlatformStandingSignal;
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void equipToolInstance(shared_ptr<Instance> instance);
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void equipTool(RBX::Tool* tool);
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void unequipTools();
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void setWalkSpeed(float value);
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float getWalkSpeed() const {return walkSpeed;}
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void testWalkSpeed(float walkSpeed, float percentWalkSpeed) const
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{
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walkSpeedErrors = (walkSpeed > walkSpeedShadow) ? walkSpeedErrors + 1 : 0;
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if (walkSpeedErrors > 8)
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{
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RBX::Security::setHackFlagVs<LINE_RAND4>(RBX::Security::hackFlag11, HATE_SPEEDHACK);
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}
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if (fabs(percentWalkSpeed) > 1.01)
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{
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RBX::Security::setHackFlagVs<LINE_RAND4>(RBX::Security::hackFlag11, HATE_SPEEDHACK);
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}
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}
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void setPercentWalkSpeed(float value);
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float getPercentWalkSpeed() const { return percentWalkSpeed; }
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||||
|
||||
void setJumpPower(float value);
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float getJumpPower() const { return jumpPower; }
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||||
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||||
void setMaxSlopeAngle(float value);
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||||
float getMaxSlopeAngle() const { return maxSlopeAngle; }
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||||
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||||
const Vector3 &getLastFloorNormal() const { return lastFloorNormal; }
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void setLastFloorNormal(const Vector3 &norm) { lastFloorNormal = norm; }
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||||
|
||||
void setHipHeight(float value);
|
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float getHipHeight() const { return hipHeight; }
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||||
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||||
// Health / damage interface
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void setHealth(float value);
|
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void setHealthUi(float value);
|
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void zeroHealthLocal() {health = 0.0f;} // for a non-simulating client -zero out health without bouncing back to the server
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float getHealth() const {return health;}
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||||
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||||
void setMaxHealth(float value);
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float getMaxHealth() const {return maxHealth;}
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||||
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||||
void setTyping(bool value) { typing = value; }
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bool getTyping() const { return typing; }
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||||
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void takeDamage(float value); // honors explosions, etc.
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||||
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||||
void setClickToWalkEnabled(bool value) { clickToWalkEnabled = value; }
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||||
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||||
// Controller interface - don't set the walk direction directly
|
||||
void setWalkDirection(const Vector3& value); // compacted - z is in the y place
|
||||
Vector3 getWalkDirection() const {return walkDirection;} // compacted - z is in the y place
|
||||
bool allow3dWalkDirection() const;
|
||||
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||||
void move(Vector3 walkVector, bool relativeToCamera);
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||||
|
||||
Vector3 getLuaMoveDirection() const { return luaMoveDirection;}
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void setLuaMoveDirection(const Vector3& value);
|
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Vector3 getRawMovementVector() const { return rawMovementVector; }
|
||||
|
||||
bool getAutoJumpEnabled() const { return autoJumpEnabled; };
|
||||
void setAutoJumpEnabled(bool value);
|
||||
|
||||
void setWalkAngleError(const float &value);
|
||||
float getWalkAngleError() const {return walkAngleError;}
|
||||
|
||||
void setWalkToPoint(const Vector3& value);
|
||||
const Vector3& getWalkToPoint() const {return walkToPoint;}
|
||||
|
||||
void setWalkToPart(PartInstance* value);
|
||||
PartInstance* getWalkToPart() const {return walkToPart.get();}
|
||||
|
||||
void setSeatPart(PartInstance* value);
|
||||
PartInstance* getSeatPart() const {return seatPart.get();}
|
||||
|
||||
void setJump(bool value);
|
||||
bool getJump() const { return jump; }
|
||||
|
||||
void setAutoJump(bool value);
|
||||
bool getAutoJump() const { return autoJump;}
|
||||
|
||||
void setSit(bool value);
|
||||
bool getSit() const { return sit; }
|
||||
|
||||
void setAutoRotate(bool value);
|
||||
bool getAutoRotate() const { return autorotate; }
|
||||
|
||||
void setTouchedHard(bool hit) { touchedHard = hit; }
|
||||
|
||||
void setActivatePhysics(bool flag, const Vector3& impulse)
|
||||
{
|
||||
activatePhysics = flag;
|
||||
if (flag)
|
||||
activatePhysicsImpulse += impulse;
|
||||
else
|
||||
activatePhysicsImpulse = impulse;
|
||||
}
|
||||
bool getActivatePhysics() { return activatePhysics; }
|
||||
const Vector3 getActivatePhysicsImpulse() { return activatePhysicsImpulse; }
|
||||
bool getTouchedHard() { return touchedHard; }
|
||||
|
||||
void setRagdollCriteria(int value);
|
||||
int getRagdollCriteria() const { return ragdollCriteria; }
|
||||
|
||||
void setPlatformStanding(bool value);
|
||||
bool getPlatformStanding() const { return platformStanding; }
|
||||
|
||||
void setStrafe(bool value);
|
||||
bool getStrafe() const { return strafe; }
|
||||
|
||||
bool getDead() const;
|
||||
|
||||
void setHadNeck() {hadNeck = true;}
|
||||
bool breakJointsOnDeath() const {return hadNeck && hadHealth;}
|
||||
|
||||
void setTargetPoint(const Vector3& value);
|
||||
void setTargetPointLocal(const Vector3& value); // does not replicate
|
||||
const Vector3& getTargetPoint() const {return targetPoint;}
|
||||
|
||||
void setNameDisplayDistance(float d);
|
||||
float getNameDisplayDistance() const { return nameDisplayDistance; }
|
||||
|
||||
void setHealthDisplayDistance(float d);
|
||||
float getHealthDisplayDistance() const { return healthDisplayDistance; }
|
||||
|
||||
void setCameraOffset(const Vector3 &value);
|
||||
const Vector3 &getCamearaOffset() const { return cameraOffset; }
|
||||
|
||||
// Humanoid Platform Update Getters and Setters;
|
||||
void setLastFloor(PartInstance* part)
|
||||
{
|
||||
if(lastFloorPart)
|
||||
{
|
||||
lastFloorPart.reset();
|
||||
}
|
||||
lastFloorPart = shared_from(part);
|
||||
}
|
||||
const shared_ptr<PartInstance>& getLastFloor() const { return lastFloorPart; }
|
||||
|
||||
void setRootFloorPart(PartInstance* part)
|
||||
{
|
||||
if (rootFloorMechPart)
|
||||
{
|
||||
rootFloorMechPart.reset();
|
||||
}
|
||||
rootFloorMechPart = shared_from(part);
|
||||
}
|
||||
shared_ptr<PartInstance> getRootFloorPart() const { return rootFloorMechPart; }
|
||||
|
||||
int getCurrentFloorFilterPhase();
|
||||
int getCurrentFloorFilterPhase(Assembly* floorAssembly);
|
||||
|
||||
void setLastFloorPhase(int phase) { lastFilterPhase = phase; }
|
||||
int getLastFloorPhase() const { return lastFilterPhase; }
|
||||
|
||||
// Walk Utilities
|
||||
void moveTo(const Vector3& worldPosition, PartInstance* part);
|
||||
void moveTo2(Vector3 worldPosition, shared_ptr<Instance> part);
|
||||
rbx::signal<void(bool)> moveToFinishedSignal;
|
||||
|
||||
bool getUseR15() const { return (rigType != HUMANOID_RIG_TYPE_R6); }
|
||||
Humanoid::HumanoidRigType getRigType() const { return rigType; }
|
||||
void setRigType(Humanoid::HumanoidRigType type);
|
||||
|
||||
// Build Joints
|
||||
void buildJoints(RBX::DataModel* dm = NULL);
|
||||
void buildJointsFromAttachments(PartInstance* part, std::vector<PartInstance*>& characterParts);
|
||||
|
||||
JointInstance* getRightShoulder();
|
||||
Joint* getNeck();
|
||||
|
||||
// Primitive
|
||||
void getPrimitives(std::vector<Primitive*>& primitives) const;
|
||||
|
||||
void getParts(std::vector<PartInstance*>& primitives) const;
|
||||
|
||||
PartInstance* getTorsoDangerous() const; // reflection only
|
||||
PartInstance* getLeftLegDangerous() const; // reflection only
|
||||
PartInstance* getRightLegDangerous() const; // reflection only
|
||||
|
||||
// TODO: No internal buffering - after refactor, rename without the word slow
|
||||
PartInstance* getTorsoSlow(); // no internal buffering
|
||||
PartInstance* getVisibleTorsoSlow();
|
||||
PartInstance* getHeadSlow();
|
||||
PartInstance* getLeftLegSlow();
|
||||
PartInstance* getRightLegSlow();
|
||||
PartInstance* getLeftArmSlow();
|
||||
PartInstance* getRightArmSlow();
|
||||
StatusInstance* getStatusSlow();
|
||||
|
||||
const PartInstance* getTorsoSlow() const; // no internal buffering
|
||||
const PartInstance* getVisibleTorsoSlow() const;
|
||||
const PartInstance* getHeadSlow() const;
|
||||
const PartInstance* getLeftLegSlow() const;
|
||||
const PartInstance* getRightLegSlow() const;
|
||||
const PartInstance* getLeftArmSlow() const;
|
||||
const PartInstance* getRightArmSlow() const;
|
||||
const StatusInstance* getStatusSlow() const;
|
||||
|
||||
Primitive* getTorsoPrimitiveSlow();
|
||||
Primitive* getHeadPrimitiveSlow();
|
||||
|
||||
// Internal buffering
|
||||
PartInstance* getTorsoFast();
|
||||
PartInstance* getVisibleTorsoFast();
|
||||
PartInstance* getHeadFast();
|
||||
PartInstance* getLeftLegFast();
|
||||
PartInstance* getRightLegFast();
|
||||
PartInstance* getLeftArmFast();
|
||||
PartInstance* getRightArmFast();
|
||||
StatusInstance* getStatusFast();
|
||||
|
||||
Primitive* getTorsoPrimitiveFast();
|
||||
|
||||
// Body
|
||||
inline Body* getTorsoBodyFast()
|
||||
{
|
||||
Primitive* prim = getTorsoPrimitiveFast();
|
||||
return prim ? prim->getBody() : NULL;
|
||||
}
|
||||
Body* getRootBodyFast();
|
||||
|
||||
// Attachment Points
|
||||
CoordinateFrame getTopOfHead() const;
|
||||
CoordinateFrame getRightArmGrip() const;
|
||||
|
||||
float getTorsoHeading() const; // 0 == North == -Z. Pi/2 = WEST == -x
|
||||
float getTorsoElevation() const;
|
||||
|
||||
void setTorso(PartInstance* value);
|
||||
void setLeftLeg(PartInstance* value);
|
||||
void setRightLeg(PartInstance* value);
|
||||
|
||||
void setHeadMesh(DataModelMesh* value);
|
||||
void setHeadDecal(Decal* value);
|
||||
|
||||
World* getWorld() {return world;};
|
||||
const World* getConstWorld() const {return world;};
|
||||
|
||||
static void renderWaypoint(Adorn* adorn, const Vector3& waypoint);
|
||||
|
||||
// proxy interface to Animator object.
|
||||
shared_ptr<Instance> loadAnimation(shared_ptr<Instance> animation);
|
||||
bool CheckTorso();
|
||||
void setupAnimator();
|
||||
shared_ptr<const Reflection::ValueArray> getPlayingAnimationTracks();
|
||||
|
||||
rbx::signal<void(shared_ptr<Instance>)> animationPlayedSignal;
|
||||
|
||||
bool getOwnedByLocalPlayer() const { return ownedByLocalPlayer; }
|
||||
|
||||
bool getWalkingFromStudioTouchEmulation() const { return isWalkingFromStudioTouchEmulation; }
|
||||
void setWalkingFromStudioTouchEmulation(bool value) { isWalkingFromStudioTouchEmulation = value; }
|
||||
};
|
||||
|
||||
} // namespace RBX
|
||||
Reference in New Issue
Block a user