class CMovementRequest;
IMovementController.h
void AddDeltaMovement(const Vec3& direction);
void AddDeltaRotation(const Ang3& rotation);
bool AlertnessChanged();
bool AllowLowerBodyToTurn() const;
bool AllowStrafing() const;
void ClearActorTarget();
void ClearAICoverRequest();
void ClearAimTarget();
void ClearAllowStrafing();
void ClearBodyOrientationMode();
void ClearBodyTarget();
void ClearContext();
void ClearDesiredBodyDirectionAtTarget();
void ClearDesiredSpeed();
void ClearDirectionOffFromPath();
void ClearDistanceToPathEnd();
void ClearFireTarget();
void ClearForcedNavigation();
void ClearInflectionPoint();
void ClearJump();
void ClearLean();
void ClearLookStyle();
void ClearLookTarget();
void ClearLowerBodyToTurn();
void ClearMannequinTagRequest();
void ClearMoveTarget();
void ClearPeekOver();
void ClearPrediction();
void ClearPseudoSpeed();
void ClearStance();
CMovementRequest();
const SActorTargetParams& GetActorTarget() const;
const SAICoverRequest& GetAICoverRequest() const;
const Vec3& GetAimTarget() const;
int GetAlertness();
EBodyOrientationMode GetBodyOrientationMode() const;
const Vec3& GetBodyTarget() const;
const unsigned int GetContext() const;
const Vec3& GetDeltaMovement() const;
const Ang3& GetDeltaRotation() const;
const Vec3& GetDesiredBodyDirectionAtTarget() const;
float GetDesiredSpeed() const;
float GetDesiredTargetSpeed() const;
const Vec3& GetDirOffFromPath() const;
float GetDistanceToPathEnd() const;
const Vec3& GetFireTarget() const;
const Vec3& GetForcedNavigation() const;
const Vec3& GetInflectionPoint() const;
float GetLean() const;
float GetLookImportance() const;
ELookStyle GetLookStyle();
const Vec3& GetLookTarget() const;
const SMannequinTagRequest& GetMannequinTagRequest() const;
const Vec3& GetMoveTarget() const;
float GetPeekOver() const;
const SPredictedCharacterStates& GetPrediction() const;
float GetPseudoSpeed() const;
EStance GetStance() const;
bool HasActorTarget() const;
bool HasAimTarget() const;
bool HasBodyOrientationMode() const;
bool HasBodyTarget() const;
bool HasContext() const;
bool HasDeltaMovement() const;
bool HasDeltaRotation() const;
bool HasDesiredBodyDirectionAtTarget() const;
bool HasDesiredSpeed() const;
bool HasDirectionOffFromPath() const;
bool HasFireTarget() const;
bool HasForcedNavigation() const;
bool HasInflectionPoint() const;
bool HasLean() const;
bool HasLookStyle();
bool HasLookTarget() const;
bool HasMoveTarget() const;
bool HasNoAiming() const;
bool HasPeekOver() const;
bool HasPrediction() const;
bool HasPseudoSpeed() const;
bool HasStance() const;
bool IsEmpty();
was anything set at all in this request?
bool RemoveActorTarget() const;
bool RemoveAimTarget() const;
bool RemoveBodyTarget() const;
bool RemoveContext() const;
void RemoveDeltaMovement();
void RemoveDeltaRotation();
bool RemoveDesiredBodyDirectionAtTarget() const;
bool RemoveDesiredSpeed() const;
bool RemoveFireTarget() const;
bool RemoveInflectionPoint() const;
bool RemoveLean() const;
bool RemoveLookTarget() const;
bool RemoveMoveTarget() const;
bool RemovePeekOver() const;
bool RemovePrediction() const;
bool RemovePseudoSpeed() const;
bool RemoveStance() const;
void SetActorTarget(const SActorTargetParams& params);
void SetAICoverRequest(const SAICoverRequest& aiCoverRequest);
void SetAimTarget(const Vec3& position);
void SetAlertness(int alertness);
void SetAllowLowerBodyToTurn();
void SetAllowLowerBodyToTurn(bool allow);
void SetAllowStrafing();
void SetAllowStrafing(bool allow);
void SetBodyOrientationMode(const EBodyOrientationMode bodyOrientationMode);
void SetBodyTarget(const Vec3& position);
void SetContext(unsigned int context);
void SetDesiredBodyDirectionAtTarget(const Vec3& target);
void SetDesiredSpeed(float speed, float targetSpeed = -1.0f);
void SetDirectionOffFromPath(const Vec3& dir);
void SetDistanceToPathEnd(float dist);
void SetFireTarget(const Vec3& position);
void SetForcedNavigation(const Vec3& pos);
void SetInflectionPoint(const Vec3& pos);
void SetJump();
void SetLean(float lean);
void SetLookStyle(ELookStyle eLookStyle);
void SetLookTarget(const Vec3& position, float importance = 1.0f);
void SetMannequinTagRequest(const SMannequinTagRequest& mannequinTagRequest);
void SetMoveTarget(const Vec3& pos);
void SetNoAiming();
void SetPeekOver(float peekOver);
void SetPrediction(const SPredictedCharacterStates& prediction);
void SetPseudoSpeed(float speed);
void SetStance(EStance stance);
bool ShouldJump() const;
typedef uint64 MovementRequestFlags;
Márcio: Changed this from an enum since some compilers don't support 64bit enums and we had ran out of bits!