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Use pas::EAnimationState in CPAS*
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@@ -11,11 +11,11 @@ namespace urde {
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void CABSAim::Start(CBodyController& bc, CStateManager& mgr) {
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// const CBCAdditiveAimCmd* cmd =
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// static_cast<const CBCAdditiveAimCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveAim));
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const CPASAnimState* aimState = bc.GetPASDatabase().GetAnimState(22);
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const CPASAnimState* aimState = bc.GetPASDatabase().GetAnimState(pas::EAnimationState::AdditiveAim);
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// Left, Right, Up, Down
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for (size_t i = 0; i < x8_anims.size(); ++i) {
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const CPASAnimParmData parms(22, CPASAnimParm::FromEnum(s32(i)));
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const CPASAnimParmData parms(pas::EAnimationState::AdditiveAim, CPASAnimParm::FromEnum(s32(i)));
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const std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x8_anims[i] = best.second;
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x18_angles[i] = zeus::degToRad(aimState->GetAnimParmData(x8_anims[i], 1).GetReal32Value());
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@@ -99,7 +99,7 @@ void CABSFlinch::Start(CBodyController& bc, CStateManager& mgr) {
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static_cast<const CBCAdditiveFlinchCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveFlinch));
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x4_weight = cmd->GetWeight();
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CPASAnimParmData parms(23);
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CPASAnimParmData parms(pas::EAnimationState::AdditiveFlinch);
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std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x8_anim = best.second;
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@@ -145,7 +145,7 @@ void CABSReaction::Start(CBodyController& bc, CStateManager& mgr) {
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xc_type = cmd->GetType();
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x10_active = cmd->GetIsActive();
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CPASAnimParmData parms(24, CPASAnimParm::FromEnum(s32(xc_type)));
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CPASAnimParmData parms(pas::EAnimationState::AdditiveReaction, CPASAnimParm::FromEnum(s32(xc_type)));
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std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x8_anim = best.second;
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