| 3929 | } |
| 3930 | |
| 3931 | void BattleUnit::startMoving(GameState &state) |
| 3932 | { |
| 3933 | auto targetMovementMode = missions.empty() |
| 3934 | ? MovementState::None |
| 3935 | : missions.front()->getNextMovementState(state, *this); |
| 3936 | if (targetMovementMode == MovementState::None) |
| 3937 | { |
| 3938 | if (movement_mode == MovementMode::Running && current_body_state != BodyState::Prone) |
| 3939 | { |
| 3940 | targetMovementMode = MovementState::Running; |
| 3941 | } |
| 3942 | else |
| 3943 | { |
| 3944 | targetMovementMode = MovementState::Normal; |
| 3945 | } |
| 3946 | } |
| 3947 | setMovementState(targetMovementMode); |
| 3948 | } |
| 3949 | |
| 3950 | void BattleUnit::requestGiveWay(const BattleUnit &requestor, |
| 3951 | const std::list<Vec3<int>> &plannedPath, Vec3<int> pos) |
no test coverage detected