mirror of
https://github.com/OpenRCT2/OpenRCT2
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Merge pull request #24465 from ZehMatt/peep-update-sep
Clean up peep/guest/staff code, reduce indirections and branching
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -320,28 +320,17 @@ public:
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uint8_t FavouriteRideRating;
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uint64_t ItemFlags;
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void UpdateGuest();
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void Update();
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void Tick128UpdateGuest(uint32_t index);
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uint64_t GetFoodOrDrinkFlags() const;
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uint64_t GetEmptyContainerFlags() const;
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bool HasDrink() const;
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bool HasFoodOrDrink() const;
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bool HasEmptyContainer() const;
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void OnEnterRide(Ride& ride);
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void OnExitRide(Ride& ride);
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void UpdateAnimationGroup();
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bool HeadingForRideOrParkExit() const;
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void StopPurchaseThought(ride_type_t rideType);
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void TryGetUpFromSitting();
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bool ShouldRideWhileRaining(const Ride& ride);
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void ChoseNotToGoOnRide(const Ride& ride, bool peepAtRide, bool updateLastRide);
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void PickRideToGoOn();
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void ReadMap();
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bool ShouldGoOnRide(Ride& ride, StationIndex entranceNum, bool atQueue, bool thinking);
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bool ShouldGoToShop(Ride& ride, bool peepAtShop);
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bool ShouldFindBench();
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bool UpdateWalkingFindBench();
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bool UpdateWalkingFindBin();
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void SpendMoney(money64& peep_expend_type, money64 amount, ExpenditureType type);
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void SpendMoney(money64 amount, ExpenditureType type);
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void SetHasRidden(const Ride& ride);
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@@ -353,9 +342,7 @@ public:
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void CheckIfLost();
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void CheckCantFindRide();
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void CheckCantFindExit();
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bool DecideAndBuyItem(Ride& ride, ShopItem shopItem, money64 price);
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void SetAnimationGroup(PeepAnimationGroup new_sprite_type);
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void HandleEasterEggName();
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int32_t GetEasterEggNameId() const;
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void UpdateEasterEggInteractions();
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void InsertNewThought(PeepThoughtType thought_type);
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@@ -377,8 +364,15 @@ public:
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// Removes the ride from the guests memory, this includes
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// the history, thoughts, etc.
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void RemoveRideFromMemory(RideId rideId);
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void HandleEasterEggName();
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void ChoseNotToGoOnRide(const Ride& ride, bool peepAtRide, bool updateLastRide);
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void OnEnterRide(Ride& ride);
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void OnExitRide(Ride& ride);
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private:
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bool ShouldFindBench();
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bool UpdateWalkingFindBin();
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bool UpdateWalkingFindBench();
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void UpdateRide();
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void UpdateOnRide() {}; // TODO
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void UpdateWalking();
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@@ -417,12 +411,10 @@ private:
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void UpdateMotivesIdle();
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void UpdateConsumptionMotives();
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int32_t CheckEasterEggName(int32_t index) const;
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void GivePassingPeepsPurpleClothes(Guest* passingPeep);
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void GivePassingPeepsPizza(Guest* passingPeep);
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void MakePassingPeepsSick(Guest* passingPeep);
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void GivePassingPeepsIceCream(Guest* passingPeep);
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Ride* FindBestRideToGoOn();
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OpenRCT2::BitSet<OpenRCT2::Limits::kMaxRidesInPark> FindRidesToGoOn();
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void GivePassingGuestPurpleClothes(Guest& passingPeep);
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void GivePassingGuestPizza(Guest& passingPeep);
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void MakePassingGuestSick(Guest& passingPeep);
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void GivePassingPeepsIceCream(Guest& passingPeep);
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void GoToRideEntrance(const Ride& ride);
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};
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@@ -466,9 +458,9 @@ void IncrementGuestsHeadingForPark();
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void DecrementGuestsInPark();
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void DecrementGuestsHeadingForPark();
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void PeepUpdateRideLeaveEntranceMaze(Guest* peep, Ride& ride, CoordsXYZD& entrance_loc);
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void PeepUpdateRideLeaveEntranceSpiralSlide(Guest* peep, Ride& ride, CoordsXYZD& entrance_loc);
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void PeepUpdateRideLeaveEntranceDefault(Guest* peep, Ride& ride, CoordsXYZD& entrance_loc);
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void PeepUpdateRideLeaveEntranceMaze(Guest& peep, Ride& ride, CoordsXYZD& entrance_loc);
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void PeepUpdateRideLeaveEntranceSpiralSlide(Guest& peep, Ride& ride, CoordsXYZD& entrance_loc);
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void PeepUpdateRideLeaveEntranceDefault(Guest& peep, Ride& ride, CoordsXYZD& entrance_loc);
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CoordsXY GetGuestWaypointLocationDefault(const Vehicle& vehicle, const Ride& ride, const StationIndex& CurrentRideStation);
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CoordsXY GetGuestWaypointLocationEnterprise(const Vehicle& vehicle, const Ride& ride, const StationIndex& CurrentRideStation);
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@@ -300,7 +300,7 @@ bool Peep::CheckForPath()
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return false;
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}
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bool Peep::ShouldWaitForLevelCrossing()
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bool Peep::ShouldWaitForLevelCrossing() const
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{
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if (IsOnPathBlockedByVehicle())
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{
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@@ -318,13 +318,13 @@ bool Peep::ShouldWaitForLevelCrossing()
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return false;
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}
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bool Peep::IsOnLevelCrossing()
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bool Peep::IsOnLevelCrossing() const
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{
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auto trackElement = MapGetTrackElementAt(GetLocation());
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return trackElement != nullptr;
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}
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bool Peep::IsOnPathBlockedByVehicle()
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bool Peep::IsOnPathBlockedByVehicle() const
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{
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auto curPos = TileCoordsXYZ(GetLocation());
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return FootpathIsBlockedByVehicle(curPos);
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@@ -928,107 +928,8 @@ void Peep::UpdatePicked()
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}
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}
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/* From peep_update */
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static void GuestUpdateThoughts(Guest* peep)
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uint32_t Peep::GetStepsToTake() const
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{
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// Thoughts must always have a gap of at least
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// 220 ticks in age between them. In order to
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// allow this when a thought is new it enters
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// a holding zone. Before it becomes fresh.
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int32_t add_fresh = 1;
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int32_t fresh_thought = -1;
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for (int32_t i = 0; i < kPeepMaxThoughts; i++)
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{
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if (peep->Thoughts[i].type == PeepThoughtType::None)
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break;
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if (peep->Thoughts[i].freshness == 1)
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{
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add_fresh = 0;
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// If thought is fresh we wait 220 ticks
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// before allowing a new thought to become fresh.
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if (++peep->Thoughts[i].fresh_timeout >= 220)
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{
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peep->Thoughts[i].fresh_timeout = 0;
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// Thought is no longer fresh
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peep->Thoughts[i].freshness++;
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add_fresh = 1;
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}
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}
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else if (peep->Thoughts[i].freshness > 1)
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{
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if (++peep->Thoughts[i].fresh_timeout == 0)
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{
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// When thought is older than ~6900 ticks remove it
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if (++peep->Thoughts[i].freshness >= 28)
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{
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peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
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// Clear top thought, push others up
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if (i < kPeepMaxThoughts - 2)
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{
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memmove(&peep->Thoughts[i], &peep->Thoughts[i + 1], sizeof(PeepThought) * (kPeepMaxThoughts - i - 1));
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}
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peep->Thoughts[kPeepMaxThoughts - 1].type = PeepThoughtType::None;
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}
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}
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}
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else
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{
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fresh_thought = i;
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}
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}
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// If there are no fresh thoughts
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// a previously new thought can become
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// fresh.
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if (add_fresh && fresh_thought != -1)
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{
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peep->Thoughts[fresh_thought].freshness = 1;
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peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
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}
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}
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/**
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*
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* rct2: 0x0068FC1E
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*/
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void Peep::Update()
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{
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if (PeepFlags & PEEP_FLAGS_POSITION_FROZEN)
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{
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if (!(PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN))
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{
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// This is circumventing other logic, so only update every few ticks
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if ((getGameState().currentTicks & 3) == 0)
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{
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if (IsActionWalking())
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UpdateWalkingAnimation();
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else
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UpdateActionAnimation();
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Invalidate();
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}
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}
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return;
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}
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else if (PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN)
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{
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// Animation is frozen while position is not. This allows a peep to walk
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// around without its sprite being updated, which looks very glitchy.
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// We'll just remove the flag and continue as normal, in this case.
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PeepFlags &= ~PEEP_FLAGS_ANIMATION_FROZEN;
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}
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auto* guest = As<Guest>();
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if (guest != nullptr)
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{
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if (!guest->PreviousRide.IsNull())
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if (++guest->PreviousRideTimeOut >= 720)
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guest->PreviousRide = RideId::GetNull();
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GuestUpdateThoughts(guest);
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}
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// Walking speed logic
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uint32_t stepsToTake = Energy;
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if (stepsToTake < 95 && State == PeepState::Queuing)
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stepsToTake = 95;
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@@ -1045,54 +946,7 @@ void Peep::Update()
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if (stepsToTake < minStepsForCrossing && IsOnPathBlockedByVehicle())
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stepsToTake = minStepsForCrossing;
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uint32_t carryCheck = StepProgress + stepsToTake;
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StepProgress = carryCheck;
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if (carryCheck <= 255)
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{
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if (guest != nullptr)
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{
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guest->UpdateEasterEggInteractions();
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}
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}
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else
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{
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// Loc68FD2F
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switch (State)
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{
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case PeepState::Falling:
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UpdateFalling();
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break;
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case PeepState::One:
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Update1();
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break;
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case PeepState::OnRide:
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// No action
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break;
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case PeepState::Picked:
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UpdatePicked();
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break;
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default:
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{
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if (guest != nullptr)
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{
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guest->UpdateGuest();
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}
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else
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{
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auto* staff = As<Staff>();
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if (staff != nullptr)
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{
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staff->UpdateStaff(stepsToTake);
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}
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else
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{
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assert(false);
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}
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}
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break;
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}
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}
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}
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return stepsToTake;
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}
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/**
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@@ -356,7 +356,6 @@ struct Peep : EntityBase
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uint32_t PeepFlags;
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public: // Peep
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void Update();
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std::optional<CoordsXY> UpdateAction(int16_t& xy_distance);
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std::optional<CoordsXY> UpdateAction();
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bool UpdateActionAnimation();
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@@ -400,18 +399,19 @@ public: // Peep
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// TODO: Make these private again when done refactoring
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public: // Peep
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[[nodiscard]] bool CheckForPath();
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bool ShouldWaitForLevelCrossing();
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bool IsOnLevelCrossing();
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bool IsOnPathBlockedByVehicle();
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bool ShouldWaitForLevelCrossing() const;
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bool IsOnLevelCrossing() const;
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bool IsOnPathBlockedByVehicle() const;
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std::pair<uint8_t, TileElement*> PerformNextAction();
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[[nodiscard]] int32_t GetZOnSlope(int32_t tile_x, int32_t tile_y);
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void SwitchNextAnimationType();
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[[nodiscard]] PeepAnimationType GetAnimationType();
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private:
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protected:
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void UpdateFalling();
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void Update1();
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void UpdatePicked();
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uint32_t GetStepsToTake() const;
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};
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enum
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@@ -1680,41 +1680,90 @@ bool Staff::IsMechanic() const
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return AssignedStaffType == StaffType::Mechanic;
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}
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void Staff::UpdateStaff(uint32_t stepsToTake)
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void Staff::Update()
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{
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switch (State)
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if (PeepFlags & PEEP_FLAGS_POSITION_FROZEN)
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{
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case PeepState::Patrolling:
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UpdatePatrolling();
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break;
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case PeepState::Mowing:
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UpdateMowing();
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break;
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case PeepState::Sweeping:
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UpdateSweeping();
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break;
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case PeepState::Answering:
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UpdateAnswering();
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break;
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case PeepState::Fixing:
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UpdateFixing(stepsToTake);
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break;
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case PeepState::Inspecting:
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UpdateFixing(stepsToTake);
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break;
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case PeepState::EmptyingBin:
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UpdateEmptyingBin();
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break;
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case PeepState::Watering:
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UpdateWatering();
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break;
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case PeepState::HeadingToInspection:
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UpdateHeadingToInspect();
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break;
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default:
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// TODO reset to default state
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assert(false);
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break;
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if (!(PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN))
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{
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// This is circumventing other logic, so only update every few ticks
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if ((getGameState().currentTicks & 3) == 0)
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{
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if (IsActionWalking())
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UpdateWalkingAnimation();
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else
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UpdateActionAnimation();
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Invalidate();
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}
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}
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return;
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}
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else if (PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN)
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{
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// Animation is frozen while position is not. This allows a peep to walk
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// around without its sprite being updated, which looks very glitchy.
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// We'll just remove the flag and continue as normal, in this case.
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PeepFlags &= ~PEEP_FLAGS_ANIMATION_FROZEN;
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}
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// Walking speed logic
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const auto stepsToTake = GetStepsToTake();
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const auto carryCheck = StepProgress + stepsToTake;
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StepProgress = carryCheck;
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if (carryCheck <= 255)
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{
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// No-op: Keep replay working for now, can be eliminate with a replay update.
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}
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else
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{
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// Loc68FD2F
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switch (State)
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{
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case PeepState::Falling:
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UpdateFalling();
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break;
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case PeepState::One:
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Update1();
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break;
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case PeepState::OnRide:
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// No action
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break;
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case PeepState::Picked:
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UpdatePicked();
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break;
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case PeepState::Patrolling:
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UpdatePatrolling();
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break;
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case PeepState::Mowing:
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UpdateMowing();
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break;
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case PeepState::Sweeping:
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UpdateSweeping();
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break;
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case PeepState::Answering:
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UpdateAnswering();
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break;
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case PeepState::Fixing:
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UpdateFixing(stepsToTake);
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break;
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case PeepState::Inspecting:
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UpdateFixing(stepsToTake);
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break;
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case PeepState::EmptyingBin:
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UpdateEmptyingBin();
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break;
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case PeepState::Watering:
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UpdateWatering();
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break;
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case PeepState::HeadingToInspection:
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UpdateHeadingToInspect();
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break;
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default:
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// TODO reset to default state
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assert(false);
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break;
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}
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}
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}
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@@ -59,7 +59,7 @@ public:
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};
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uint32_t StaffBinsEmptied;
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void UpdateStaff(uint32_t stepsToTake);
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void Update();
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void Tick128UpdateStaff();
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bool IsMechanic() const;
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bool IsPatrolAreaSet(const CoordsXY& coords) const;
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@@ -270,7 +270,7 @@ struct UpkeepCostsDescriptor
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using RideTrackGroups = OpenRCT2::BitSet<EnumValue(TrackGroup::count)>;
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using UpdateRideApproachVehicleWaypointsFunction = void (*)(Guest&, const CoordsXY&, int16_t&);
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using RideMusicUpdateFunction = void (*)(Ride&);
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using PeepUpdateRideLeaveEntranceFunc = void (*)(Guest*, Ride&, CoordsXYZD&);
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using PeepUpdateRideLeaveEntranceFunc = void (*)(Guest&, Ride&, CoordsXYZD&);
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using StartRideMusicFunction = void (*)(const OpenRCT2::RideAudio::ViewportRideMusicInstance&);
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using LightFXAddLightsMagicVehicleFunction = void (*)(const Vehicle* vehicle);
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using RideLocationFunction = CoordsXY (*)(const Vehicle& vehicle, const Ride& ride, const StationIndex& CurrentRideStation);
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