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