mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-08 22:27:43 +00:00
New code style refactor
This commit is contained in:
@@ -3,11 +3,9 @@
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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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static const CKnockBackController::KnockBackParms KnockBackParmsTable[3][19][4] =
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{
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static const CKnockBackController::KnockBackParms KnockBackParmsTable[3][19][4] = {
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{
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{
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{EKnockBackAnimationState::KnockBack, EKnockBackAnimationFollowUp::None, 0.000000f, -1.000000f},
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@@ -358,314 +356,266 @@ static const CKnockBackController::KnockBackParms KnockBackParmsTable[3][19][4]
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},
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};
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CKnockBackController::CKnockBackController(EKnockBackVariant variant)
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: x0_variant(variant)
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{
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x81_24_autoResetImpulse = true;
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x81_25_enableFreeze = true;
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x81_27_enableBurn = true;
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x81_28_enableBurnDeath = true;
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x81_29_enableExplodeDeath = true;
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x81_30_enableLaggedBurnDeath = true;
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x81_31_ = true;
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x82_24_ = true;
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for (int i = 0; i < 4; ++i)
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{
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x24_.push_back(std::make_pair(0.f, FLT_MAX));
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x80_availableStates.set(i);
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CKnockBackController::CKnockBackController(EKnockBackVariant variant) : x0_variant(variant) {
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x81_24_autoResetImpulse = true;
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x81_25_enableFreeze = true;
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x81_27_enableBurn = true;
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x81_28_enableBurnDeath = true;
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x81_29_enableExplodeDeath = true;
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x81_30_enableLaggedBurnDeath = true;
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x81_31_ = true;
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x82_24_ = true;
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for (int i = 0; i < 4; ++i) {
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x24_.push_back(std::make_pair(0.f, FLT_MAX));
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x80_availableStates.set(i);
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}
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}
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static const float ImpulseDurationTable[] = {0.1f, 0.3f};
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void CKnockBackController::ApplyImpulse(float dt, CPatterned& parent) {
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x60_impulseRemTime = std::max(0.f, x60_impulseRemTime - dt);
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if (!parent.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && x60_impulseRemTime > 0.f) {
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float remFac = 1.f;
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if (x20_impulseDurationIdx == 1)
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remFac = x60_impulseRemTime / ImpulseDurationTable[x20_impulseDurationIdx];
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parent.ApplyImpulseWR(
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parent.GetMoveToORImpulseWR(
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parent.GetTransform().transposeRotate(
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x50_impulseDir * (remFac * x5c_impulseMag * dt / ImpulseDurationTable[x20_impulseDurationIdx])),
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dt),
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zeus::CAxisAngle::sIdentity);
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}
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}
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bool CKnockBackController::TickDeferredTimer(float dt) {
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x68_deferRemTime -= dt;
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if (x14_deferWeaponType != EWeaponType::None)
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return x68_deferRemTime <= 0.f;
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return false;
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}
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EKnockBackCharacterState CKnockBackController::GetKnockBackCharacterState(CPatterned& parent) {
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if (parent.BodyController()->IsFrozen())
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return parent.IsAlive() ? EKnockBackCharacterState::FrozenAlive : EKnockBackCharacterState::FrozenDead;
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return parent.IsAlive() ? EKnockBackCharacterState::Alive : EKnockBackCharacterState::Dead;
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}
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void CKnockBackController::ValidateState(CPatterned& parent) {
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if (x4_activeParms.x0_animState < x18_minAnimState)
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x4_activeParms.x0_animState = x18_minAnimState;
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else if (x4_activeParms.x0_animState > x1c_maxAnimState)
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x4_activeParms.x0_animState = x1c_maxAnimState;
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EKnockBackAnimationState useState = EKnockBackAnimationState::Invalid;
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if (parent.IsAlive()) {
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled) {
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useState = EKnockBackAnimationState::Hurled;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::KnockBack) && x80_availableStates.test(2) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::KnockBack) {
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useState = EKnockBackAnimationState::KnockBack;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::AdditiveFlinch) &&
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x80_availableStates.test(1) && x4_activeParms.x0_animState >= EKnockBackAnimationState::Flinch) {
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useState = EKnockBackAnimationState::Flinch;
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}
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}
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static const float ImpulseDurationTable[] = { 0.1f, 0.3f };
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void CKnockBackController::ApplyImpulse(float dt, CPatterned& parent)
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{
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x60_impulseRemTime = std::max(0.f, x60_impulseRemTime - dt);
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if (!parent.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && x60_impulseRemTime > 0.f)
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{
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float remFac = 1.f;
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if (x20_impulseDurationIdx == 1)
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remFac = x60_impulseRemTime / ImpulseDurationTable[x20_impulseDurationIdx];
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parent.ApplyImpulseWR(
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parent.GetMoveToORImpulseWR(
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parent.GetTransform().transposeRotate(x50_impulseDir *
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(remFac * x5c_impulseMag * dt / ImpulseDurationTable[x20_impulseDurationIdx])), dt),
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zeus::CAxisAngle::sIdentity);
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} else {
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Fall) && x80_availableStates.test(4) &&
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(x4_activeParms.x0_animState >= EKnockBackAnimationState::Fall ||
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(!parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled))) {
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useState = EKnockBackAnimationState::Fall;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled) {
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useState = EKnockBackAnimationState::Hurled;
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}
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}
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x4_activeParms.x0_animState =
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(useState != EKnockBackAnimationState::Invalid) ? useState : EKnockBackAnimationState::None;
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bool disableFollowup = false;
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switch (x4_activeParms.x4_animFollowup) {
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case EKnockBackAnimationFollowUp::Freeze:
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disableFollowup = !x81_25_enableFreeze;
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break;
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case EKnockBackAnimationFollowUp::Shock:
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disableFollowup = !x81_26_enableShock;
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break;
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case EKnockBackAnimationFollowUp::Burn:
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disableFollowup = !x81_27_enableBurn;
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break;
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case EKnockBackAnimationFollowUp::ExplodeDeath:
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disableFollowup = !x81_29_enableExplodeDeath;
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break;
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case EKnockBackAnimationFollowUp::IceDeath:
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disableFollowup = !x81_29_enableExplodeDeath;
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break;
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case EKnockBackAnimationFollowUp::BurnDeath:
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disableFollowup = !x81_28_enableBurnDeath;
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break;
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case EKnockBackAnimationFollowUp::LaggedBurnDeath:
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disableFollowup = !x81_30_enableLaggedBurnDeath;
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break;
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default:
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break;
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}
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if (disableFollowup) {
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x4_activeParms.x4_animFollowup = EKnockBackAnimationFollowUp::None;
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x4_activeParms.x8_followupDuration = 0.f;
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}
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}
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bool CKnockBackController::TickDeferredTimer(float dt)
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{
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x68_deferRemTime -= dt;
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if (x14_deferWeaponType != EWeaponType::None)
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return x68_deferRemTime <= 0.f;
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return false;
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float CKnockBackController::CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance) {
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if (magnitude > kbResistance)
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return (1.1f - 0.2f * mgr.GetActiveRandom()->Float()) * 2.f * (magnitude - kbResistance);
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return 0.f;
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}
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EKnockBackCharacterState CKnockBackController::GetKnockBackCharacterState(CPatterned& parent)
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{
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if (parent.BodyController()->IsFrozen())
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return parent.IsAlive() ? EKnockBackCharacterState::FrozenAlive : EKnockBackCharacterState::FrozenDead;
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return parent.IsAlive() ? EKnockBackCharacterState::Alive : EKnockBackCharacterState::Dead;
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}
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void CKnockBackController::ValidateState(CPatterned& parent)
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{
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if (x4_activeParms.x0_animState < x18_minAnimState)
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x4_activeParms.x0_animState = x18_minAnimState;
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else if (x4_activeParms.x0_animState > x1c_maxAnimState)
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x4_activeParms.x0_animState = x1c_maxAnimState;
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EKnockBackAnimationState useState = EKnockBackAnimationState::Invalid;
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if (parent.IsAlive())
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{
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) &&
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x80_availableStates.test(3) && x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled)
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{
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useState = EKnockBackAnimationState::Hurled;
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}
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else if (parent.BodyController()->HasBodyState(pas::EAnimationState::KnockBack) &&
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x80_availableStates.test(2) && x4_activeParms.x0_animState >= EKnockBackAnimationState::KnockBack)
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{
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useState = EKnockBackAnimationState::KnockBack;
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}
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else if (parent.BodyController()->HasBodyState(pas::EAnimationState::AdditiveFlinch) &&
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x80_availableStates.test(1) && x4_activeParms.x0_animState >= EKnockBackAnimationState::Flinch)
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{
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useState = EKnockBackAnimationState::Flinch;
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}
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void CKnockBackController::DoKnockBackAnimation(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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float magnitude) {
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switch (x4_activeParms.x0_animState) {
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case EKnockBackAnimationState::Hurled: {
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float hurlVel = 5.f;
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if (CHealthInfo* hInfo = parent.HealthInfo(mgr))
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hurlVel += CalculateExtraHurlVelocity(mgr, magnitude, hInfo->GetKnockbackResistance());
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hurlVel = std::sqrt(parent.GetGravityConstant() * 0.5f * hurlVel);
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zeus::CVector3f backUpVec = backVec + backVec.magnitude() * zeus::CVector3f::skUp;
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if (backUpVec.canBeNormalized()) {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCHurledCmd(-backVec, backUpVec.normalized() * hurlVel));
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parent.SetMomentumWR({0.f, 0.f, parent.GetGravityConstant() * -parent.GetMass()});
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}
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break;
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}
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case EKnockBackAnimationState::Fall: {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockDownCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::KnockBack: {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockBackCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::Flinch: {
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std::pair<float, s32> bestAnim =
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parent.BodyController()->GetPASDatabase().FindBestAnimation(CPASAnimParmData(23), *mgr.GetActiveRandom(), -1);
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if (bestAnim.first > 0.f) {
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parent.ModelData()->AnimationData()->AddAdditiveAnimation(bestAnim.second, 1.f, false, true);
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x64_flinchRemTime =
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std::max(parent.ModelData()->AnimationData()->GetAnimationDuration(bestAnim.second), x64_flinchRemTime);
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}
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break;
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}
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default:
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break;
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}
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}
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void CKnockBackController::ResetKnockBackImpulse(CPatterned& parent, const zeus::CVector3f& backVec, float magnitude) {
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if (x81_24_autoResetImpulse && x4_activeParms.x0_animState == EKnockBackAnimationState::KnockBack &&
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x4_activeParms.x4_animFollowup != EKnockBackAnimationFollowUp::Freeze) {
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x50_impulseDir = backVec.canBeNormalized() ? backVec.normalized() : -parent.GetTransform().basis[1];
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if (x60_impulseRemTime <= 0.f)
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x5c_impulseMag = magnitude;
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else
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{
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Fall) && x80_availableStates.test(4) &&
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(x4_activeParms.x0_animState >= EKnockBackAnimationState::Fall ||
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(!parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled)
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&& x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled)))
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{
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useState = EKnockBackAnimationState::Fall;
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}
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else if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) &&
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x80_availableStates.test(3) && x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled)
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{
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useState = EKnockBackAnimationState::Hurled;
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}
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}
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x4_activeParms.x0_animState = (useState != EKnockBackAnimationState::Invalid) ?
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useState : EKnockBackAnimationState::None;
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bool disableFollowup = false;
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switch (x4_activeParms.x4_animFollowup)
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{
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case EKnockBackAnimationFollowUp::Freeze:
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disableFollowup = !x81_25_enableFreeze;
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break;
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case EKnockBackAnimationFollowUp::Shock:
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disableFollowup = !x81_26_enableShock;
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break;
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case EKnockBackAnimationFollowUp::Burn:
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disableFollowup = !x81_27_enableBurn;
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break;
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case EKnockBackAnimationFollowUp::ExplodeDeath:
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disableFollowup = !x81_29_enableExplodeDeath;
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break;
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case EKnockBackAnimationFollowUp::IceDeath:
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disableFollowup = !x81_29_enableExplodeDeath;
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break;
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case EKnockBackAnimationFollowUp::BurnDeath:
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disableFollowup = !x81_28_enableBurnDeath;
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break;
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case EKnockBackAnimationFollowUp::LaggedBurnDeath:
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disableFollowup = !x81_30_enableLaggedBurnDeath;
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break;
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default:
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break;
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}
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if (disableFollowup)
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{
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x4_activeParms.x4_animFollowup = EKnockBackAnimationFollowUp::None;
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x4_activeParms.x8_followupDuration = 0.f;
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}
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x5c_impulseMag += magnitude * (1.f - x60_impulseRemTime / ImpulseDurationTable[x20_impulseDurationIdx]);
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x60_impulseRemTime = ImpulseDurationTable[x20_impulseDurationIdx];
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}
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}
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float CKnockBackController::CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance)
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{
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if (magnitude > kbResistance)
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return (1.1f - 0.2f * mgr.GetActiveRandom()->Float()) * 2.f * (magnitude - kbResistance);
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return 0.f;
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void CKnockBackController::DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent) {
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if (x14_deferWeaponType == EWeaponType::Wave) {
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x4_activeParms = KnockBackParmsTable[int(x0_variant)][int(EKnockBackWeaponType::WaveComboedDirect)]
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[int(GetKnockBackCharacterState(parent))];
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ValidateState(parent);
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if (CHealthInfo* hInfo = parent.HealthInfo(mgr)) {
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zeus::CVector3f backVec = -parent.GetTransform().basis[1];
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DoKnockBackAnimation(backVec, mgr, parent, 10.f);
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ResetKnockBackImpulse(parent, backVec, 2.f);
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x82_25_inDeferredKnockBack = true;
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parent.KnockBack(backVec, mgr, CDamageInfo({x14_deferWeaponType, false, true, false}, 0.f, 0.f, 10.f),
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EKnockBackType::Radius, x82_25_inDeferredKnockBack, 10.f);
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x82_25_inDeferredKnockBack = false;
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}
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}
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x68_deferRemTime = 0.f;
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x4_activeParms = KnockBackParms{};
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x14_deferWeaponType = EWeaponType::None;
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}
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void CKnockBackController::DoKnockBackAnimation(const zeus::CVector3f& backVec, CStateManager& mgr,
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CPatterned& parent, float magnitude)
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{
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switch (x4_activeParms.x0_animState)
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{
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case EKnockBackAnimationState::Hurled:
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{
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float hurlVel = 5.f;
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if (CHealthInfo* hInfo = parent.HealthInfo(mgr))
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hurlVel += CalculateExtraHurlVelocity(mgr, magnitude, hInfo->GetKnockbackResistance());
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hurlVel = std::sqrt(parent.GetGravityConstant() * 0.5f * hurlVel);
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zeus::CVector3f backUpVec = backVec + backVec.magnitude() * zeus::CVector3f::skUp;
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if (backUpVec.canBeNormalized())
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{
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parent.BodyController()->GetCommandMgr().DeliverCmd(
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CBCHurledCmd(-backVec, backUpVec.normalized() * hurlVel));
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parent.SetMomentumWR({0.f, 0.f, parent.GetGravityConstant() * -parent.GetMass()});
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}
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break;
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}
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case EKnockBackAnimationState::Fall:
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{
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockDownCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::KnockBack:
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{
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockBackCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::Flinch:
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{
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std::pair<float, s32> bestAnim =
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parent.BodyController()->GetPASDatabase().FindBestAnimation(
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CPASAnimParmData(23), *mgr.GetActiveRandom(), -1);
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if (bestAnim.first > 0.f)
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{
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parent.ModelData()->AnimationData()->AddAdditiveAnimation(bestAnim.second, 1.f, false, true);
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x64_flinchRemTime = std::max(
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parent.ModelData()->AnimationData()->GetAnimationDuration(bestAnim.second), x64_flinchRemTime);
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}
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break;
|
||||
}
|
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default:
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break;
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}
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void CKnockBackController::sub80233d40(int i, float f1, float f2) {
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||||
if (i < 0 || i > 4)
|
||||
return;
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||||
x24_[i] = std::make_pair(f1, f2);
|
||||
}
|
||||
|
||||
void CKnockBackController::ResetKnockBackImpulse(CPatterned& parent, const zeus::CVector3f& backVec, float magnitude)
|
||||
{
|
||||
if (x81_24_autoResetImpulse && x4_activeParms.x0_animState == EKnockBackAnimationState::KnockBack &&
|
||||
x4_activeParms.x4_animFollowup != EKnockBackAnimationFollowUp::Freeze)
|
||||
{
|
||||
x50_impulseDir = backVec.canBeNormalized() ? backVec.normalized() : -parent.GetTransform().basis[1];
|
||||
if (x60_impulseRemTime <= 0.f)
|
||||
x5c_impulseMag = magnitude;
|
||||
else
|
||||
x5c_impulseMag += magnitude * (1.f - x60_impulseRemTime / ImpulseDurationTable[x20_impulseDurationIdx]);
|
||||
x60_impulseRemTime = ImpulseDurationTable[x20_impulseDurationIdx];
|
||||
}
|
||||
void CKnockBackController::SetAutoResetImpulse(bool b) {
|
||||
x81_24_autoResetImpulse = b;
|
||||
if (!b) {
|
||||
x5c_impulseMag = 0.f;
|
||||
x60_impulseRemTime = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
void CKnockBackController::DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent)
|
||||
{
|
||||
if (x14_deferWeaponType == EWeaponType::Wave)
|
||||
{
|
||||
x4_activeParms = KnockBackParmsTable[int(x0_variant)][int(EKnockBackWeaponType::WaveComboedDirect)]
|
||||
[int(GetKnockBackCharacterState(parent))];
|
||||
ValidateState(parent);
|
||||
if (CHealthInfo* hInfo = parent.HealthInfo(mgr))
|
||||
{
|
||||
zeus::CVector3f backVec = -parent.GetTransform().basis[1];
|
||||
DoKnockBackAnimation(backVec, mgr, parent, 10.f);
|
||||
ResetKnockBackImpulse(parent, backVec, 2.f);
|
||||
x82_25_inDeferredKnockBack = true;
|
||||
parent.KnockBack(backVec, mgr,
|
||||
CDamageInfo({x14_deferWeaponType, false, true, false}, 0.f, 0.f, 10.f),
|
||||
EKnockBackType::Radius, x82_25_inDeferredKnockBack, 10.f);
|
||||
x82_25_inDeferredKnockBack = false;
|
||||
}
|
||||
}
|
||||
x68_deferRemTime = 0.f;
|
||||
x4_activeParms = KnockBackParms{};
|
||||
x14_deferWeaponType = EWeaponType::None;
|
||||
}
|
||||
|
||||
void CKnockBackController::sub80233d40(int i, float f1, float f2)
|
||||
{
|
||||
if (i < 0 || i > 4)
|
||||
return;
|
||||
x24_[i] = std::make_pair(f1, f2);
|
||||
}
|
||||
|
||||
void CKnockBackController::SetAutoResetImpulse(bool b)
|
||||
{
|
||||
x81_24_autoResetImpulse = b;
|
||||
if (!b)
|
||||
{
|
||||
x5c_impulseMag = 0.f;
|
||||
x60_impulseRemTime = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
void CKnockBackController::Update(float dt, CStateManager& mgr, CPatterned& parent)
|
||||
{
|
||||
ApplyImpulse(dt, parent);
|
||||
x64_flinchRemTime -= dt;
|
||||
if (TickDeferredTimer(dt))
|
||||
DoDeferredKnockBack(mgr, parent);
|
||||
if (x82_26_locomotionDuringElectrocution && parent.BodyController()->IsElectrocuting())
|
||||
parent.BodyController()->GetCommandMgr().DeliverCmd(CBodyStateCmd(EBodyStateCmd::Locomotion));
|
||||
void CKnockBackController::Update(float dt, CStateManager& mgr, CPatterned& parent) {
|
||||
ApplyImpulse(dt, parent);
|
||||
x64_flinchRemTime -= dt;
|
||||
if (TickDeferredTimer(dt))
|
||||
DoDeferredKnockBack(mgr, parent);
|
||||
if (x82_26_locomotionDuringElectrocution && parent.BodyController()->IsElectrocuting())
|
||||
parent.BodyController()->GetCommandMgr().DeliverCmd(CBodyStateCmd(EBodyStateCmd::Locomotion));
|
||||
}
|
||||
|
||||
EKnockBackWeaponType CKnockBackController::GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
|
||||
EKnockBackType type)
|
||||
{
|
||||
int stacking = 0;
|
||||
if (info.GetWeaponMode().IsCharged())
|
||||
stacking = 1;
|
||||
else if (info.GetWeaponMode().IsComboed())
|
||||
stacking = 2;
|
||||
if (wType > EWeaponType::Phazon)
|
||||
return EKnockBackWeaponType::Invalid;
|
||||
switch (wType)
|
||||
{
|
||||
case EWeaponType::Power:
|
||||
return EKnockBackWeaponType(type != EKnockBackType::Direct ? stacking : stacking + 1);
|
||||
case EWeaponType::Ice:
|
||||
return EKnockBackWeaponType(type != EKnockBackType::Direct ? stacking + 8 : stacking + 9);
|
||||
case EWeaponType::Wave:
|
||||
return EKnockBackWeaponType(stacking + 4);
|
||||
case EWeaponType::Plasma:
|
||||
return EKnockBackWeaponType(stacking + 12);
|
||||
case EWeaponType::Bomb:
|
||||
return EKnockBackWeaponType::Bomb;
|
||||
case EWeaponType::PowerBomb:
|
||||
return EKnockBackWeaponType::PowerBomb;
|
||||
case EWeaponType::Missile:
|
||||
return EKnockBackWeaponType::Missile;
|
||||
case EWeaponType::Phazon:
|
||||
return EKnockBackWeaponType::Phazon;
|
||||
default:
|
||||
return EKnockBackWeaponType::Invalid;
|
||||
}
|
||||
EKnockBackType type) {
|
||||
int stacking = 0;
|
||||
if (info.GetWeaponMode().IsCharged())
|
||||
stacking = 1;
|
||||
else if (info.GetWeaponMode().IsComboed())
|
||||
stacking = 2;
|
||||
if (wType > EWeaponType::Phazon)
|
||||
return EKnockBackWeaponType::Invalid;
|
||||
switch (wType) {
|
||||
case EWeaponType::Power:
|
||||
return EKnockBackWeaponType(type != EKnockBackType::Direct ? stacking : stacking + 1);
|
||||
case EWeaponType::Ice:
|
||||
return EKnockBackWeaponType(type != EKnockBackType::Direct ? stacking + 8 : stacking + 9);
|
||||
case EWeaponType::Wave:
|
||||
return EKnockBackWeaponType(stacking + 4);
|
||||
case EWeaponType::Plasma:
|
||||
return EKnockBackWeaponType(stacking + 12);
|
||||
case EWeaponType::Bomb:
|
||||
return EKnockBackWeaponType::Bomb;
|
||||
case EWeaponType::PowerBomb:
|
||||
return EKnockBackWeaponType::PowerBomb;
|
||||
case EWeaponType::Missile:
|
||||
return EKnockBackWeaponType::Missile;
|
||||
case EWeaponType::Phazon:
|
||||
return EKnockBackWeaponType::Phazon;
|
||||
default:
|
||||
return EKnockBackWeaponType::Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
void CKnockBackController::SelectDamageState(CPatterned& parent, const CDamageInfo& info,
|
||||
EWeaponType wType, EKnockBackType type)
|
||||
{
|
||||
EKnockBackWeaponType weaponType = GetKnockBackWeaponType(info, wType, type);
|
||||
if (weaponType != EKnockBackWeaponType::Invalid)
|
||||
{
|
||||
x4_activeParms = KnockBackParmsTable[int(x0_variant)][int(weaponType)]
|
||||
[int(GetKnockBackCharacterState(parent))];
|
||||
ValidateState(parent);
|
||||
}
|
||||
void CKnockBackController::SelectDamageState(CPatterned& parent, const CDamageInfo& info, EWeaponType wType,
|
||||
EKnockBackType type) {
|
||||
EKnockBackWeaponType weaponType = GetKnockBackWeaponType(info, wType, type);
|
||||
if (weaponType != EKnockBackWeaponType::Invalid) {
|
||||
x4_activeParms = KnockBackParmsTable[int(x0_variant)][int(weaponType)][int(GetKnockBackCharacterState(parent))];
|
||||
ValidateState(parent);
|
||||
}
|
||||
}
|
||||
|
||||
void CKnockBackController::KnockBack(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
|
||||
const CDamageInfo& info, EKnockBackType type, float magnitude)
|
||||
{
|
||||
if (!x82_25_inDeferredKnockBack)
|
||||
{
|
||||
zeus::CVector3f vec(backVec.toVec2f());
|
||||
if (!vec.isMagnitudeSafe())
|
||||
vec = -parent.GetTransform().basis[1];
|
||||
SelectDamageState(parent, info, info.GetWeaponMode().GetType(), type);
|
||||
DoKnockBackAnimation(vec, mgr, parent, magnitude);
|
||||
ResetKnockBackImpulse(parent, vec, 2.f);
|
||||
}
|
||||
const CDamageInfo& info, EKnockBackType type, float magnitude) {
|
||||
if (!x82_25_inDeferredKnockBack) {
|
||||
zeus::CVector3f vec(backVec.toVec2f());
|
||||
if (!vec.isMagnitudeSafe())
|
||||
vec = -parent.GetTransform().basis[1];
|
||||
SelectDamageState(parent, info, info.GetWeaponMode().GetType(), type);
|
||||
DoKnockBackAnimation(vec, mgr, parent, magnitude);
|
||||
ResetKnockBackImpulse(parent, vec, 2.f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
} // namespace urde
|
||||
|
||||
Reference in New Issue
Block a user