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Inspect window filter & Patterned body state info
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@@ -1,5 +1,5 @@
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set(CHARACTER_SOURCES
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CharacterCommon.hpp
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CharacterCommon.hpp CharacterCommon.cpp
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CAssetFactory.hpp CAssetFactory.cpp
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CCharacterFactory.hpp CCharacterFactory.cpp
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CModelData.hpp CModelData.cpp
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62
Runtime/Character/CharacterCommon.cpp
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62
Runtime/Character/CharacterCommon.cpp
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@@ -0,0 +1,62 @@
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#include "CharacterCommon.hpp"
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using namespace std::literals;
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namespace metaforce::pas {
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std::string_view AnimationStateToStr(EAnimationState state) {
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switch (state) {
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case EAnimationState::Invalid:
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return "Invalid"sv;
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case EAnimationState::Fall:
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return "Fall"sv;
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case EAnimationState::Getup:
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return "Getup"sv;
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case EAnimationState::LieOnGround:
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return "LieOnGround"sv;
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case EAnimationState::Step:
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return "Step"sv;
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case EAnimationState::Death:
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return "Death"sv;
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case EAnimationState::Locomotion:
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return "Locomotion"sv;
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case EAnimationState::KnockBack:
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return "KnockBack"sv;
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case EAnimationState::MeleeAttack:
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return "MeleeAttack"sv;
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case EAnimationState::Turn:
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return "Turn"sv;
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case EAnimationState::LoopAttack:
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return "LoopAttack"sv;
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case EAnimationState::LoopReaction:
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return "LoopReaction"sv;
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case EAnimationState::GroundHit:
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return "GroundHit"sv;
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case EAnimationState::Generate:
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return "Generate"sv;
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case EAnimationState::Jump:
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return "Jump"sv;
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case EAnimationState::Hurled:
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return "Hurled"sv;
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case EAnimationState::Slide:
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return "Slide"sv;
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case EAnimationState::Taunt:
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return "Taunt"sv;
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case EAnimationState::Scripted:
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return "Scripted"sv;
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case EAnimationState::ProjectileAttack:
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return "ProjectileAttack"sv;
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case EAnimationState::Cover:
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return "Cover"sv;
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case EAnimationState::WallHang:
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return "WallHang"sv;
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case EAnimationState::AdditiveIdle:
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return "AdditiveIdle"sv;
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case EAnimationState::AdditiveAim:
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return "AdditiveAim"sv;
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case EAnimationState::AdditiveFlinch:
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return "AdditiveFlinch"sv;
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case EAnimationState::AdditiveReaction:
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return "AdditiveReaction"sv;
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}
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}
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} // namespace metaforce::pas
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@@ -1,5 +1,7 @@
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#pragma once
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#include <string_view>
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namespace metaforce {
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namespace pas {
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enum class ELocomotionType {
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@@ -52,6 +54,8 @@ enum class EAnimationState {
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AdditiveReaction = 24
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};
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std::string_view AnimationStateToStr(EAnimationState state);
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enum class EHurledState {
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Invalid = -1,
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KnockIntoAir,
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