#include "Runtime/Weapon/CGSComboFire.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Character/CAnimData.hpp" #include "Runtime/Character/CPASAnimParmData.hpp" namespace urde { bool CGSComboFire::Update(CAnimData& data, float dt, CStateManager& mgr) { if (x8_cueAnimId != -1) { x0_delay -= dt; if (x0_delay <= 0.f) { data.EnableLooping(x4_loopState == 1); CAnimPlaybackParms aparms(x8_cueAnimId, -1, 1.f, true); data.SetAnimation(aparms, false); x0_delay = 0.f; x8_cueAnimId = -1; } } else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body")) { switch (x4_loopState) { case 0: SetAnim(data, xc_gunId, 1, mgr, 0.f); switch (xc_gunId) { case 4: case 0: case 1: x10_24_over = true; break; default: break; } break; case 2: x4_loopState = -1; return true; default: break; } } return false; } s32 CGSComboFire::SetAnim(CAnimData& data, s32 gunId, s32 loopState, CStateManager& mgr, float delay) { s32 useLoopState = 2; if (!x10_25_idle) useLoopState = loopState; x10_25_idle = false; const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase(); CPASAnimParmData parms(pas::EAnimationState::Death, CPASAnimParm::FromInt32(gunId), CPASAnimParm::FromEnum(useLoopState)); auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); x10_24_over = false; xc_gunId = gunId; x4_loopState = useLoopState; if (delay != 0.f) { x0_delay = delay; x8_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