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