mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
471 lines
12 KiB
C++
471 lines
12 KiB
C++
/* 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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AIScriptIsabella::AIScriptIsabella(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_var1 = 0;
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_varNumOfTimesToHoldCurrentFrame = 0;
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// _varChooseIdleAnimation can have valid values: 0,
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_varChooseIdleAnimation = 0;
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_var4 = 1;
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}
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void AIScriptIsabella::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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_var1 = 0;
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_varNumOfTimesToHoldCurrentFrame = 0;
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_varChooseIdleAnimation = 0;
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_var4 = 1;
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}
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bool AIScriptIsabella::Update() {
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return false;
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}
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void AIScriptIsabella::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptIsabella::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptIsabella::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptIsabella::ClickedByPlayer() {
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//return false;
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}
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void AIScriptIsabella::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptIsabella::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptIsabella::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptIsabella::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptIsabella::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptIsabella::ShotAtAndHit() {
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return false;
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}
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void AIScriptIsabella::Retired(int byActorId) {
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// return false;
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}
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int AIScriptIsabella::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptIsabella::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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bool AIScriptIsabella::UpdateAnimation(int *animation, int *frame) {
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bool flag;
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switch (_animationState) {
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case 0:
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if (_varChooseIdleAnimation == 1) {
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*animation = kModelIsabellaPutsSpicesInSoup;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1) {
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_animationFrame = 0;
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}
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1;
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}
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if (_animationFrame == 0) {
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_varChooseIdleAnimation = 0;
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_var4 = 2 * Random_Query(0, 1) - 1;
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}
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} else if (_varChooseIdleAnimation == 0) {
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*animation = kModelIsabellaIdle;
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if (_varNumOfTimesToHoldCurrentFrame > 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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if (_varNumOfTimesToHoldCurrentFrame == 0) {
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_var4 = 2 * Random_Query(0, 1) - 1;
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}
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} else {
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_animationFrame += _var4;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1) {
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_animationFrame = 0;
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}
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1;
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}
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if (_animationFrame == 1) {
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if (!Random_Query(0, 1)) {
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_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
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}
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}
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if (_animationFrame == 11) {
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if (!Random_Query(0, 1)) {
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_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
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}
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}
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if (_animationFrame == 16) {
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if (!Random_Query(0, 1)) {
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_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
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}
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}
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if (_animationFrame == 0) {
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if (!Random_Query(0, 2)) {
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_varChooseIdleAnimation = 1;
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}
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}
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}
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}
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break;
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case 1:
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*animation = kModelIsabellaGestureGiveOrTake;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaIdle;
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_animationState = 0;
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}
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break;
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case 2:
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*animation = kModelIsabellaCalmTalk;
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if (_animationFrame < 2 && _var1) {
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_animationFrame = 0;
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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(kModelIsabellaCalmTalk) - 1) {
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaCalmTalk) - 1;
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}
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}
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if (_animationFrame == 0) {
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_animationState = Random_Query(2, 3);
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}
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}
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break;
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case 3:
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*animation = kModelIsabellaSuggestTalk;
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if (_animationFrame < 2 && _var1) {
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_animationFrame = 0;
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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(kModelIsabellaSuggestTalk) - 1) {
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaSuggestTalk) - 1;
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}
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}
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if (_animationFrame == 0) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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}
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break;
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case 4:
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*animation = kModelIsabellaProtestTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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break;
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case 5:
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*animation = kModelIsabellaMoreCalmTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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break;
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case 6:
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*animation = kModelIsabellaLaughTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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break;
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case 7:
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*animation = kModelIsabellaLaughTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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break;
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case 8:
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*animation = kModelIsabellaMoreCalmTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) {
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flag = true;
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_animationFrame = 0;
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} else {
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1;
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flag = true;
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} else {
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flag = false;
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}
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}
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if (flag) {
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*animation = kModelIsabellaCalmTalk;
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_animationState = 2;
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}
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break;
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case 9:
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if (_varChooseIdleAnimation == 0) {
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*animation = kModelIsabellaIdle;
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}
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if (_varChooseIdleAnimation == 1) {
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*animation = kModelIsabellaPutsSpicesInSoup;
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}
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame += 2;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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*animation = _animationNext;
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_animationState = _animationStateNext;
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}
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} else {
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_animationFrame -= 2;
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if (_animationFrame <= 0) {
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_animationFrame = 0;
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*animation = _animationNext;
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_animationState = _animationStateNext;
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}
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptIsabella::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
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break;
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}
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int frames = Slice_Animation_Query_Number_Of_Frames(*animation);
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if (frames != -1)
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_animationFrame %= frames;
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else
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_animationFrame = 0;
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptIsabella::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState > 8) {
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_animationState = 0;
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_animationFrame = 0;
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} else {
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_var1 = 1;
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}
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break;
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case 3:
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// fall through
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case 9:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 2;
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_animationNext = kModelIsabellaCalmTalk;
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_var1 = 0;
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}
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break;
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case 10:
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// fall through
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case 12:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 3;
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_animationNext = kModelIsabellaSuggestTalk;
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_var1 = 0;
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}
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break;
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case 11:
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// fall through
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case 14:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 5;
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_animationNext = kModelIsabellaMoreCalmTalk;
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_var1 = 0;
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}
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break;
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case 13:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 4;
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_animationNext = kModelIsabellaProtestTalk;
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_var1 = 0;
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}
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break;
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case 15:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 6;
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_animationNext = kModelIsabellaLaughTalk;
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_var1 = 0;
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}
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break;
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case 16:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 7;
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_animationNext = kModelIsabellaLaughTalk;
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_var1 = 0;
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}
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break;
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case 17:
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if (_animationState < 2 || _animationState > 8) {
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_animationState = 9;
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_animationStateNext = 8;
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_animationNext = kModelIsabellaMoreCalmTalk;
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_var1 = 0;
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptIsabella::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 AIScriptIsabella::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 AIScriptIsabella::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 AIScriptIsabella::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptIsabella::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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