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Additional CPlayerGun implementations; downcast macro for tweak pointers
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@@ -11,14 +11,14 @@ bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr)
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return !data.IsAnimTimeRemaining(0.001f, "Whole Body");
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}
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s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
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s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
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{
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const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
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CPASAnimParm::FromEnum(parm2));
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CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(parm2));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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bool loop = pas.GetAnimState(1)->GetAnimParmData(anim.second, 3).GetBoolValue();
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x14_parm1 = parm1;
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x14_gunId = gunId;
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x18_parm2 = parm2;
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if (anim.second != -1)
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{
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@@ -30,10 +30,10 @@ s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateMa
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return anim.second;
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}
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void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
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void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
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{
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CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
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CPASAnimParm::FromEnum(parm2));
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CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(parm2));
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auto anim = data.GetCharacterInfo().GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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if (anim.second != -1)
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NWeaponTypes::get_token_vector(data, anim.second, x0_anims, true);
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