#include "Runtime/Weapon/CGSFidget.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Character/CPASAnimParmData.hpp" #include "Runtime/Character/CAnimData.hpp" #include "Runtime/Weapon/WeaponCommon.hpp" namespace urde { bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr) { return !data.IsAnimTimeRemaining(0.001f, "Whole Body"); } s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 gunId, s32 animSet, CStateManager& mgr) { const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase(); CPASAnimParmData parms(pas::EAnimationState::Getup, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId), CPASAnimParm::FromInt32(animSet)); auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); bool loop = pas.GetAnimState(pas::EAnimationState::Getup)->GetAnimParmData(anim.second, 3).GetBoolValue(); x14_gunId = gunId; x18_animSet = animSet; if (anim.second != -1) { data.EnableLooping(loop); CAnimPlaybackParms aParms(anim.second, -1, 1.f, true); data.SetAnimation(aParms, false); UnLoadAnim(); } return anim.second; } void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 animSet, CStateManager& mgr) { CPASAnimParmData parms(pas::EAnimationState::Getup, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId), CPASAnimParm::FromInt32(animSet)); auto anim = data.GetCharacterInfo().GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); if (anim.second != -1) NWeaponTypes::get_token_vector(data, anim.second, x0_anims, true); } void CGSFidget::UnLoadAnim() { x0_anims.clear(); } bool CGSFidget::IsAnimLoaded() const { return NWeaponTypes::are_tokens_ready(x0_anims); } } // namespace urde