mirror of https://github.com/AxioDL/metaforce.git
282 lines
9.7 KiB
C++
282 lines
9.7 KiB
C++
#include "CBodyController.hpp"
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#include "World/CActor.hpp"
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#include "TCastTo.hpp" // Generated file, do not modify include path
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#include "World/CPhysicsActor.hpp"
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#include "World/CActorModelParticles.hpp"
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#include "Character/CPASAnimParm.hpp"
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#include "Character/CPASAnimParmData.hpp"
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#include "CStateManager.hpp"
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namespace urde {
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CBodyController::CBodyController(CActor& actor, float turnSpeed, EBodyType bodyType)
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: x0_actor(actor), x2a4_bodyStateInfo(actor, bodyType), x2f4_bodyType(bodyType), x2fc_turnSpeed(turnSpeed) {
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x300_28_playDeathAnims = true;
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x2a4_bodyStateInfo.x18_bodyController = this;
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}
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void CBodyController::EnableAnimation(bool e) { x0_actor.GetModelData()->GetAnimationData()->EnableAnimation(e); }
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void CBodyController::Activate(CStateManager& mgr) {
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x300_25_active = true;
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x2a4_bodyStateInfo.SetState(pas::EAnimationState(GetPASDatabase().GetDefaultState()));
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x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
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}
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void CBodyController::UpdateBody(float dt, CStateManager& mgr) {
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UpdateFrozenInfo(dt, mgr);
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if (x320_fireDur > 0.f) {
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if (x328_timeOnFire > x320_fireDur) {
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x328_timeOnFire = 0.f;
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x320_fireDur = 0.f;
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} else {
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x328_timeOnFire += dt;
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}
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} else if (x324_electrocutionDur > 0.f) {
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if (x32c_timeElectrocuting > x324_electrocutionDur) {
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x32c_timeElectrocuting = 0.f;
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x324_electrocutionDur = 0.f;
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} else {
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x32c_timeElectrocuting += dt;
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}
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}
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if (GetPercentageFrozen() < 1.f && x300_28_playDeathAnims) {
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pas::EAnimationState nextState = x2a4_bodyStateInfo.GetCurrentState()->UpdateBody(dt, *this, mgr);
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if (nextState != pas::EAnimationState::Invalid) {
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x2a4_bodyStateInfo.GetCurrentState()->Shutdown(*this);
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x2a4_bodyStateInfo.SetState(nextState);
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x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
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}
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nextState = x2a4_bodyStateInfo.GetCurrentAdditiveState()->UpdateBody(dt, *this, mgr);
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if (nextState != pas::EAnimationState::Invalid) {
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Shutdown(*this);
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x2a4_bodyStateInfo.SetAdditiveState(nextState);
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
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}
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}
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}
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void CBodyController::SetTurnSpeed(float s) { x2fc_turnSpeed = std::max(0.f, s); }
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void CBodyController::Update(float dt, CStateManager& mgr) {
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SetPlaybackRate(1.f);
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if (x300_25_active) {
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x300_24_animationOver = !x0_actor.GetModelData()->GetAnimationData()->IsAnimTimeRemaining(dt, "Whole Body"sv);
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x4_cmdMgr.BlendSteeringCmds();
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x2dc_rot = zeus::CQuaternion();
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UpdateBody(dt, mgr);
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if (TCastToPtr<CPhysicsActor> act = x0_actor)
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act->RotateInOneFrameOR(x2dc_rot, dt);
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x4_cmdMgr.Reset();
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}
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}
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bool CBodyController::HasBodyState(pas::EAnimationState s) const { return GetPASDatabase().HasState(s32(s)); }
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void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans) {
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x0_actor.GetModelData()->GetAnimationData()->SetAnimation(parms, noTrans);
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x0_actor.GetModelData()->EnableLooping(loop);
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x2f8_curAnim = parms.GetAnimationId();
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}
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float CBodyController::GetAnimTimeRemaining() const {
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return x0_actor.GetModelData()->GetAnimationData()->GetAnimTimeRemaining("Whole Body");
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}
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void CBodyController::SetPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->SetPlaybackRate(r); }
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// GX uses a HW approximation of 3/8 + 5/8 instead of 1/3 + 2/3.
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const CPASDatabase& CBodyController::GetPASDatabase() const {
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return x0_actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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}
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void CBodyController::MultiplyPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->MultiplyPlaybackRate(r); }
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void CBodyController::FaceDirection(const zeus::CVector3f& v0, float dt) {
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if (x300_26_frozen)
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return;
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zeus::CVector3f noZ = v0;
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noZ.z() = 0.f;
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if (noZ.canBeNormalized()) {
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if (TCastToPtr<CPhysicsActor> act = x0_actor) {
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zeus::CQuaternion rot = zeus::CQuaternion::lookAt(act->GetTransform().basis[1], noZ.normalized(),
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zeus::degToRad(dt * x2fc_turnSpeed));
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rot.setImaginary(act->GetTransform().transposeRotate(rot.getImaginary()));
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act->RotateInOneFrameOR(rot, dt);
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}
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}
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}
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void CBodyController::FaceDirection3D(const zeus::CVector3f& v0, const zeus::CVector3f& v1, float dt) {
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if (x300_26_frozen)
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return;
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if (v0.canBeNormalized() && v1.canBeNormalized()) {
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if (TCastToPtr<CPhysicsActor> act = x0_actor) {
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zeus::CUnitVector3f uv0 = v0;
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zeus::CUnitVector3f uv1 = v1;
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float dot = uv0.dot(uv1);
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if (!zeus::close_enough(dot, 1.f)) {
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if (dot < -0.9999f) {
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zeus::CQuaternion rot =
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zeus::CQuaternion::fromAxisAngle(act->GetTransform().basis[2], zeus::degToRad(dt * x2fc_turnSpeed));
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rot.setImaginary(act->GetTransform().transposeRotate(rot.getImaginary()));
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act->RotateInOneFrameOR(rot, dt);
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} else {
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zeus::CQuaternion rot = zeus::CQuaternion::clampedRotateTo(uv1, uv0, zeus::degToRad(dt * x2fc_turnSpeed));
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rot.setImaginary(x0_actor.GetTransform().transposeRotate(rot.getImaginary()));
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act->RotateInOneFrameOR(rot, dt);
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}
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}
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}
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}
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}
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bool CBodyController::HasBodyInfo(CActor& act) {
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return act.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().GetNumAnimStates() != 0;
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}
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void CBodyController::PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r) {
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std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, r, -1);
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CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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SetCurrentAnimation(playParms, false, false);
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}
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void CBodyController::LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r) {
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std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, r, -1);
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CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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SetCurrentAnimation(playParms, true, false);
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}
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void CBodyController::Freeze(float intoFreezeDur, float frozenDur, float breakoutDur) {
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x304_intoFreezeDur = intoFreezeDur;
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x308_frozenDur = frozenDur;
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x30c_breakoutDur = breakoutDur;
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x300_26_frozen = true;
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x300_27_hasBeenFrozen = true;
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if (TCastToPtr<CPhysicsActor> act = x0_actor) {
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x314_backedUpForce = act->GetConstantForce();
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act->SetConstantForce(zeus::skZero3f);
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act->SetMomentumWR(zeus::skZero3f);
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}
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x320_fireDur = 0.f;
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x328_timeOnFire = 0.f;
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x310_timeFrozen = 0.f;
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}
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void CBodyController::UnFreeze() {
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SetPlaybackRate(1.f);
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x300_26_frozen = false;
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x304_intoFreezeDur = 0.f;
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x308_frozenDur = 0.f;
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x30c_breakoutDur = 0.f;
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x310_timeFrozen = 0.f;
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x0_actor.SetVolume(1.f);
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if (TCastToPtr<CPhysicsActor> act = x0_actor) {
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act->SetConstantForce(x314_backedUpForce);
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act->SetVelocityWR(x314_backedUpForce * (1.f / act->GetMass()));
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}
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}
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float CBodyController::GetPercentageFrozen() const {
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float sum = x304_intoFreezeDur + x308_frozenDur + x30c_breakoutDur;
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if (x310_timeFrozen == 0.f || sum == 0.f)
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return 0.f;
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if (x310_timeFrozen <= x304_intoFreezeDur && x304_intoFreezeDur > 0.f)
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return x310_timeFrozen / x304_intoFreezeDur;
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if (x310_timeFrozen < sum - x30c_breakoutDur)
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return 1.f;
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if (x30c_breakoutDur <= 0.f)
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return 1.f;
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return 1.f - (x310_timeFrozen - (x308_frozenDur + x304_intoFreezeDur)) / x30c_breakoutDur;
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}
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void CBodyController::SetOnFire(float dur) {
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x320_fireDur = dur;
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x328_timeOnFire = 0.f;
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if (IsFrozen())
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UnFreeze();
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}
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void CBodyController::DouseFlames() {
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if (x320_fireDur <= 0.f)
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return;
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x320_fireDur = 0.f;
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x328_timeOnFire = 0.f;
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}
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void CBodyController::SetElectrocuting(float dur) {
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if (!IsElectrocuting()) {
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CBCAdditiveReactionCmd reaction(pas::EAdditiveReactionType::Electrocution, 1.f, true);
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x4_cmdMgr.DeliverCmd(reaction);
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}
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x324_electrocutionDur = dur;
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x32c_timeElectrocuting = 0.f;
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if (IsFrozen())
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UnFreeze();
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else if (IsOnFire())
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DouseFlames();
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}
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void CBodyController::DouseElectrocuting() {
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x324_electrocutionDur = 0.f;
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x32c_timeElectrocuting = 0.f;
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CBodyStateCmd cmd(EBodyStateCmd::StopReaction);
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x4_cmdMgr.DeliverCmd(cmd);
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}
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void CBodyController::UpdateFrozenInfo(float dt, CStateManager& mgr) {
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if (x300_26_frozen) {
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float totalTime = x304_intoFreezeDur + x308_frozenDur + x30c_breakoutDur;
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if (x310_timeFrozen > totalTime &&
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x2a4_bodyStateInfo.GetCurrentAdditiveStateId() != pas::EAnimationState::AdditiveReaction) {
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UnFreeze();
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x0_actor.SendScriptMsgs(EScriptObjectState::UnFrozen, mgr, EScriptObjectMessage::None);
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mgr.GetActorModelParticles()->StartIce(x0_actor);
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return;
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}
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if (x310_timeFrozen <= totalTime) {
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float percUnfrozen = 1.f;
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if (x310_timeFrozen < totalTime - x30c_breakoutDur)
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percUnfrozen = 1.f - GetPercentageFrozen();
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MultiplyPlaybackRate(percUnfrozen);
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x310_timeFrozen += dt;
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x0_actor.SetVolume(percUnfrozen);
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if (x310_timeFrozen > totalTime && HasIceBreakoutState()) {
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CBCAdditiveReactionCmd cmd(pas::EAdditiveReactionType::IceBreakout, 1.f, false);
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x4_cmdMgr.DeliverCmd(cmd);
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}
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}
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}
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}
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bool CBodyController::HasIceBreakoutState() const {
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CPASAnimParmData parms(24, CPASAnimParm::FromEnum(3));
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std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, -1);
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return best.first > 0.f;
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}
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void CBodyController::StopElectrocution() {
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x324_electrocutionDur = 0.f;
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x32c_timeElectrocuting = 0.f;
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x4_cmdMgr.DeliverCmd(CBodyStateCmd(EBodyStateCmd::StopReaction));
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}
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void CBodyController::FrozenBreakout() {
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if (x300_26_frozen) {
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float timeToBreakout = x304_intoFreezeDur + x308_frozenDur;
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if (x310_timeFrozen < timeToBreakout)
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x310_timeFrozen = timeToBreakout;
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}
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}
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} // namespace urde
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