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Use pas::EAnimationState in CPAS*
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@@ -48,8 +48,9 @@ void CGunController::EnterStruck(CStateManager& mgr, float angle, bool bigStrike
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}
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(2, CPASAnimParm::FromInt32(x4_freeLook.GetGunId()), CPASAnimParm::FromReal32(angle),
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CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(b2));
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CPASAnimParmData parms(pas::EAnimationState::LieOnGround, CPASAnimParm::FromInt32(x4_freeLook.GetGunId()),
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CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
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CPASAnimParm::FromBool(b2));
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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@@ -75,7 +76,7 @@ void CGunController::EnterIdle(CStateManager& mgr) {
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}
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(5, parm);
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CPASAnimParmData parms(pas::EAnimationState::Locomotion, parm);
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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@@ -161,7 +162,8 @@ void CGunController::ReturnToDefault(CStateManager& mgr, float dt, bool setState
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void CGunController::ReturnToBasePosition(CStateManager& mgr, float) {
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(CPASAnimParmData(6), *mgr.GetActiveRandom(), -1);
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std::pair<float, s32> anim =
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pasDatabase.FindBestAnimation(CPASAnimParmData(pas::EAnimationState::KnockBack), *mgr.GetActiveRandom(), -1);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms parms(anim.second, -1, 1.f, true);
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x0_modelData.GetAnimationData()->SetAnimation(parms, false);
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