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Implement additive body states, rstl::binary_find
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@@ -7,30 +7,68 @@
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namespace urde
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{
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class CBodyController;
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class CStateManager;
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class CActor;
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class CAdditiveBodyState
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{
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public:
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virtual ~CAdditiveBodyState() = default;
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virtual bool ApplyHeadTracking() const { return true; }
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virtual bool CanShoot() const { return true; }
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virtual void Start(CBodyController& bc, CStateManager& mgr) = 0;
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virtual pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) = 0;
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virtual void Shutdown(CBodyController& bc) = 0;
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};
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class CABSAim : public CAdditiveBodyState
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{
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bool x4_needsIdle = false;
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s32 x8_anims[4];
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float x18_angles[4];
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float x28_hWeight = 0.f;
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float x2c_hWeightVel = 0.f;
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float x30_vWeight = 0.f;
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float x34_vWeightVel = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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};
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class CABSFlinch : public CAdditiveBodyState
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{
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float x4_weight = 1.f;
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u32 x8_anim = 0;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc) {}
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};
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class CABSIdle : public CAdditiveBodyState
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{
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr) {}
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc) {}
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};
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class CABSReaction : public CAdditiveBodyState
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{
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float x4_weight = 1.f;
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s32 x8_anim = -1;
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pas::EReactionType xc_type = pas::EReactionType::Invalid;
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bool x10_active = false;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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void StopAnimation(CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc) { StopAnimation(bc); }
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};
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}
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