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New code style refactor
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@@ -2,65 +2,54 @@
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#include "CStateManager.hpp"
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#include "Character/CPASAnimParmData.hpp"
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namespace urde
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{
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namespace urde {
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bool CGSFreeLook::Update(CAnimData& data, float dt, CStateManager& mgr)
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{
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if (x4_cueAnimId != -1)
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{
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x0_delay -= dt;
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if (x0_delay <= 0.f)
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{
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data.EnableLooping(x8_loopState == 1);
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CAnimPlaybackParms aparms(x4_cueAnimId, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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x0_delay = 0.f;
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x4_cueAnimId = -1;
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}
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bool CGSFreeLook::Update(CAnimData& data, float dt, CStateManager& mgr) {
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if (x4_cueAnimId != -1) {
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x0_delay -= dt;
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if (x0_delay <= 0.f) {
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data.EnableLooping(x8_loopState == 1);
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CAnimPlaybackParms aparms(x4_cueAnimId, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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x0_delay = 0.f;
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x4_cueAnimId = -1;
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}
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else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body"))
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{
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switch (x8_loopState)
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{
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case 0:
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SetAnim(data, xc_gunId, x10_setId, 1, mgr, 0.f);
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break;
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case 2:
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x8_loopState = -1;
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return true;
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default:
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break;
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}
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} else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body")) {
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switch (x8_loopState) {
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case 0:
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SetAnim(data, xc_gunId, x10_setId, 1, mgr, 0.f);
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break;
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case 2:
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x8_loopState = -1;
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return true;
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default:
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break;
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}
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return false;
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}
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return false;
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}
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s32 CGSFreeLook::SetAnim(CAnimData& data, s32 gunId, s32 setId, s32 loopState, CStateManager& mgr, float delay)
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{
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s32 useLoopState = 1;
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if (!x14_idle)
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useLoopState = loopState;
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x14_idle = false;
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const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(3, CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(setId), CPASAnimParm::FromEnum(useLoopState));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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xc_gunId = gunId;
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x10_setId = pas.GetAnimState(3)->GetAnimParmData(anim.second, 1).GetInt32Value();
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x8_loopState = useLoopState;
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if (delay != 0.f)
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{
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x0_delay = delay;
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x4_cueAnimId = anim.second;
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}
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else
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{
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data.EnableLooping(loopState == 1);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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}
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return anim.second;
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s32 CGSFreeLook::SetAnim(CAnimData& data, s32 gunId, s32 setId, s32 loopState, CStateManager& mgr, float delay) {
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s32 useLoopState = 1;
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if (!x14_idle)
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useLoopState = loopState;
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x14_idle = false;
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const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(3, CPASAnimParm::FromInt32(gunId), CPASAnimParm::FromInt32(setId),
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CPASAnimParm::FromEnum(useLoopState));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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xc_gunId = gunId;
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x10_setId = pas.GetAnimState(3)->GetAnimParmData(anim.second, 1).GetInt32Value();
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x8_loopState = useLoopState;
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if (delay != 0.f) {
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x0_delay = delay;
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x4_cueAnimId = anim.second;
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} else {
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data.EnableLooping(loopState == 1);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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}
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return anim.second;
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}
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}
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} // namespace urde
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