chore: reordered character actor getters/setters
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@ -205,6 +205,38 @@ int CharacterActor::get_character_type() const {
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return static_cast<int>(this->character_type);
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}
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void CharacterActor::set_acceleration(float acceleration) {
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this->acceleration = acceleration;
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}
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float CharacterActor::get_acceleration() const {
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return this->acceleration;
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}
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void CharacterActor::set_walk_speed(float walk_speed) {
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this->walk_speed = walk_speed;
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}
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float CharacterActor::get_walk_speed() const {
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return this->walk_speed;
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}
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void CharacterActor::set_sprint_speed(float sprint_speed) {
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this->sprint_speed = sprint_speed;
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}
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float CharacterActor::get_sprint_speed() const {
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return this->sprint_speed;
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}
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void CharacterActor::set_rotation_speed(float rotation_speed) {
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this->rotation_speed = rotation_speed;
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}
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float CharacterActor::get_rotation_speed() const {
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return this->rotation_speed;
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}
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void CharacterActor::process_behaviour(double delta_time) {
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if(this->current_state.is_complete(this) || this->planner->is_action_complete())
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this->set_state(this->planner->get_next_state());
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@ -264,36 +296,4 @@ void CharacterActor::try_fire_weapon() {
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if(node != nullptr)
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node->set_global_transform(this->weapon_muzzle->get_global_transform());
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}
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void CharacterActor::set_acceleration(float acceleration) {
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this->acceleration = acceleration;
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}
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float CharacterActor::get_acceleration() const {
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return this->acceleration;
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}
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void CharacterActor::set_walk_speed(float walk_speed) {
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this->walk_speed = walk_speed;
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}
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float CharacterActor::get_walk_speed() const {
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return this->walk_speed;
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}
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void CharacterActor::set_sprint_speed(float sprint_speed) {
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this->sprint_speed = sprint_speed;
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}
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float CharacterActor::get_sprint_speed() const {
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return this->sprint_speed;
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}
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void CharacterActor::set_rotation_speed(float rotation_speed) {
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this->rotation_speed = rotation_speed;
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}
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float CharacterActor::get_rotation_speed() const {
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return this->rotation_speed;
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}
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}
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