| 5261 | } |
| 5262 | |
| 5263 | void BattleUnit::setHandState(HandState state) |
| 5264 | { |
| 5265 | current_hand_state = state; |
| 5266 | target_hand_state = state; |
| 5267 | hand_animation_ticks_remaining = 0; |
| 5268 | firing_animation_ticks_remaining = |
| 5269 | state != HandState::Firing |
| 5270 | ? 0 |
| 5271 | : agent->getAnimationPack()->getFrameCountFiring(displayedItem, current_body_state, |
| 5272 | current_movement_state, facing) * |
| 5273 | TICKS_PER_FRAME_UNIT; |
| 5274 | residual_aiming_ticks_remaining = state == HandState::Aiming ? TICKS_PER_SECOND / 3 : 0; |
| 5275 | } |
| 5276 | |
| 5277 | void BattleUnit::beginTurning(GameState &, Vec2<int> newFacing) |
| 5278 | { |
nothing calls this directly
no test coverage detected