metaforce/Runtime/Weapon/CGSFidget.cpp

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#include "Runtime/Weapon/CGSFidget.hpp"
#include "Runtime/CStateManager.hpp"
#include "Runtime/Character/CPASAnimParmData.hpp"
#include "Runtime/Character/CAnimData.hpp"
#include "Runtime/Weapon/WeaponCommon.hpp"
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namespace urde {
bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr) {
return !data.IsAnimTimeRemaining(0.001f, "Whole Body");
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}
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s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 gunId, s32 animSet, CStateManager& mgr) {
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(pas::EAnimationState::Getup, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(animSet));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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bool loop = pas.GetAnimState(pas::EAnimationState::Getup)->GetAnimParmData(anim.second, 3).GetBoolValue();
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x14_gunId = gunId;
x18_animSet = animSet;
if (anim.second != -1) {
data.EnableLooping(loop);
CAnimPlaybackParms aParms(anim.second, -1, 1.f, true);
data.SetAnimation(aParms, false);
UnLoadAnim();
}
return anim.second;
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}
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void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 animSet, CStateManager& mgr) {
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CPASAnimParmData parms(pas::EAnimationState::Getup, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(animSet));
auto anim = data.GetCharacterInfo().GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (anim.second != -1)
NWeaponTypes::get_token_vector(data, anim.second, x0_anims, true);
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}
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void CGSFidget::UnLoadAnim() { x0_anims.clear(); }
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bool CGSFidget::IsAnimLoaded() const { return NWeaponTypes::are_tokens_ready(x0_anims); }
} // namespace urde