metaforce/Runtime/Weapon/CGSFreeLook.cpp

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#include "CGSFreeLook.hpp"
#include "CStateManager.hpp"
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#include "Character/CPASAnimParmData.hpp"
namespace urde
{
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bool CGSFreeLook::Update(CAnimData& data, float dt, CStateManager& mgr)
{
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if (x4_cueAnimId != -1)
{
x0_delay -= dt;
if (x0_delay <= 0.f)
{
data.EnableLooping(x8_loopState == 1);
CAnimPlaybackParms aparms(x4_cueAnimId, -1, 1.f, true);
data.SetAnimation(aparms, false);
x0_delay = 0.f;
x4_cueAnimId = -1;
}
}
else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body"))
{
switch (x8_loopState)
{
case 0:
SetAnim(data, xc_gunId, x10_setId, 1, mgr, 0.f);
break;
case 2:
x8_loopState = -1;
return true;
default:
break;
}
}
return false;
}
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s32 CGSFreeLook::SetAnim(CAnimData& data, s32 gunId, s32 setId, s32 loopState, CStateManager& mgr, float delay)
{
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s32 useLoopState = 1;
if (!x14_idle)
useLoopState = loopState;
x14_idle = false;
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(3, CPASAnimParm::FromInt32(gunId),
CPASAnimParm::FromInt32(setId), CPASAnimParm::FromEnum(useLoopState));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
xc_gunId = gunId;
x10_setId = pas.GetAnimState(3)->GetAnimParmData(anim.second, 1).GetInt32Value();
x8_loopState = useLoopState;
if (delay != 0.f)
{
x0_delay = delay;
x4_cueAnimId = anim.second;
}
else
{
data.EnableLooping(loopState == 1);
CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
data.SetAnimation(aparms, false);
}
return anim.second;
}
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}