metaforce/Runtime/Character/CBodyStateInfo.cpp

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#include "Runtime/Character/CBodyStateInfo.hpp"
#include "Runtime/Character/CBodyController.hpp"
#include "Runtime/World/CActor.hpp"
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namespace metaforce {
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CBodyStateInfo::CBodyStateInfo(CActor& actor, EBodyType type) {
x34_24_changeLocoAtEndOfAnimOnly = false;
const CPASDatabase& pasDatabase = actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
for (size_t i = 0; i < pasDatabase.GetNumAnimStates(); ++i) {
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const CPASAnimState* state = pasDatabase.GetAnimStateByIndex(i);
std::unique_ptr<CBodyState> bs;
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switch (type) {
case EBodyType::BiPedal:
bs = SetupBiPedalBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Restricted:
default:
bs = SetupRestrictedBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Flyer:
bs = SetupFlyerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Pitchable:
bs = SetupPitchableBodyStates(state->GetStateId(), actor);
break;
case EBodyType::WallWalker:
bs = SetupWallWalkerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::NewFlyer:
bs = SetupNewFlyerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::RestrictedFlyer:
bs = SetupRestrictedFlyerBodyStates(state->GetStateId(), actor);
break;
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}
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if (bs)
x0_stateMap[pas::EAnimationState(state->GetStateId())] = std::move(bs);
}
x1c_additiveStates.reserve(4);
x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveIdle, std::make_unique<CABSIdle>());
x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveAim, std::make_unique<CABSAim>());
x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveFlinch, std::make_unique<CABSFlinch>());
x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>());
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedFlyerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupNewFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSNewFlyerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupWallWalkerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSWallWalkerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupPitchableBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, true);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, false);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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case pas::EAnimationState::Cover:
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return std::make_unique<CBSCover>();
default:
return {};
}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupBiPedalBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSBiPedLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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case pas::EAnimationState::Cover:
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return std::make_unique<CBSCover>();
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case pas::EAnimationState::WallHang:
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return std::make_unique<CBSWallHang>();
default:
return {};
}
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}
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float CBodyStateInfo::GetLocomotionSpeed(pas::ELocomotionAnim anim) const {
auto search = x0_stateMap.find(pas::EAnimationState::Locomotion);
if (search != x0_stateMap.cend() && search->second && x18_bodyController) {
const CBSLocomotion& bs = static_cast<const CBSLocomotion&>(*search->second);
return bs.GetLocomotionSpeed(x18_bodyController->GetLocomotionType(), anim);
}
return 0.f;
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}
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float CBodyStateInfo::GetMaxSpeed() const {
float ret = GetLocomotionSpeed(pas::ELocomotionAnim::Run);
if (std::fabs(ret) < 0.00001f) {
for (int i = 0; i < 8; ++i) {
float tmp = GetLocomotionSpeed(pas::ELocomotionAnim(i));
if (tmp > ret)
ret = tmp;
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}
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}
return ret;
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}
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CBodyState* CBodyStateInfo::GetCurrentState() {
auto search = x0_stateMap.find(x14_state);
if (search == x0_stateMap.end())
return nullptr;
return search->second.get();
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}
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const CBodyState* CBodyStateInfo::GetCurrentState() const {
auto search = x0_stateMap.find(x14_state);
if (search == x0_stateMap.end())
return nullptr;
return search->second.get();
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}
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void CBodyStateInfo::SetState(pas::EAnimationState s) {
auto search = x0_stateMap.find(s);
if (search == x0_stateMap.end())
return;
x14_state = s;
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}
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CAdditiveBodyState* CBodyStateInfo::GetCurrentAdditiveState() {
for (auto& state : x1c_additiveStates) {
if (x2c_additiveState == state.first)
return state.second.get();
}
return nullptr;
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}
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void CBodyStateInfo::SetAdditiveState(pas::EAnimationState s) {
for (auto& state : x1c_additiveStates) {
if (s == state.first) {
x2c_additiveState = s;
return;
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}
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}
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}
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bool CBodyStateInfo::ApplyHeadTracking() const {
if (x14_state == pas::EAnimationState::Invalid)
return false;
return GetCurrentState()->ApplyHeadTracking();
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}
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} // namespace metaforce