mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-10 15:47:43 +00:00
Use pas::EAnimationState in CPAS*
This commit is contained in:
@@ -48,321 +48,321 @@ CBodyStateInfo::CBodyStateInfo(CActor& actor, EBodyType type) {
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>());
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedFlyerLocomotion>(actor);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupNewFlyerBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupNewFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSNewFlyerLocomotion>(actor);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupWallWalkerBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupWallWalkerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSWallWalkerLocomotion>(actor);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupPitchableBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupPitchableBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, true);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupFlyerBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, false);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedLocomotion>(actor);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case 11:
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case 12:
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case 13:
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case 14:
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case 15:
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case 16:
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case 17:
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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case 19:
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case pas::EAnimationState::Cover:
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return std::make_unique<CBSCover>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupBiPedalBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupBiPedalBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case 0:
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case 1:
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case 2:
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case 3:
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case 4:
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case 5:
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSBiPedLocomotion>(actor);
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case 6:
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case 7:
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case 18:
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case 9:
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case 8:
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case 10:
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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||||
case 11:
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||||
case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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||||
case 12:
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||||
case pas::EAnimationState::Generate:
|
||||
return std::make_unique<CBSGenerate>();
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||||
case 13:
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||||
case pas::EAnimationState::Jump:
|
||||
return std::make_unique<CBSJump>();
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||||
case 14:
|
||||
case pas::EAnimationState::Hurled:
|
||||
return std::make_unique<CBSHurled>();
|
||||
case 15:
|
||||
case pas::EAnimationState::Slide:
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||||
return std::make_unique<CBSSlide>();
|
||||
case 16:
|
||||
case pas::EAnimationState::Taunt:
|
||||
return std::make_unique<CBSTaunt>();
|
||||
case 17:
|
||||
case pas::EAnimationState::Scripted:
|
||||
return std::make_unique<CBSScripted>();
|
||||
case 19:
|
||||
case pas::EAnimationState::Cover:
|
||||
return std::make_unique<CBSCover>();
|
||||
case 20:
|
||||
case pas::EAnimationState::WallHang:
|
||||
return std::make_unique<CBSWallHang>();
|
||||
default:
|
||||
return {};
|
||||
|
||||
Reference in New Issue
Block a user