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Use pas::EAnimationState in CPAS*

This commit is contained in:
2020-04-22 05:08:02 -04:00
parent 535717fbd8
commit 14c92e85ce
26 changed files with 337 additions and 310 deletions

View File

@@ -80,7 +80,7 @@ void CBodyController::Update(float dt, CStateManager& mgr) {
}
}
bool CBodyController::HasBodyState(pas::EAnimationState state) const { return GetPASDatabase().HasState(s32(state)); }
bool CBodyController::HasBodyState(pas::EAnimationState state) const { return GetPASDatabase().HasState(state); }
void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans) {
x0_actor.GetModelData()->GetAnimationData()->SetAnimation(parms, noTrans);
@@ -269,7 +269,8 @@ void CBodyController::UpdateFrozenInfo(float dt, CStateManager& mgr) {
}
bool CBodyController::HasIceBreakoutState() const {
CPASAnimParmData parms(24, CPASAnimParm::FromEnum(3));
CPASAnimParmData parms(pas::EAnimationState::AdditiveReaction,
CPASAnimParm::FromEnum(static_cast<s32>(pas::EAdditiveReactionType::IceBreakout)));
std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, -1);
return best.first > 0.f;
}