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Almost match CGSFreeLook::SetAnim
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@@ -1,4 +1,63 @@
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#include "MetroidPrime/Weapons/GunController/CGSFreeLook.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimPlaybackParms.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "Kyoto/Animation/CPASAnimParmData.hpp"
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CGSFreeLook::CGSFreeLook()
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: x0_delay(0.f), x4_cueAnimId(-1), x8_loopState(-1), xc_gunId(0), x10_setId(-1), x14_idle(false) {}
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bool CGSFreeLook::Update(CAnimData& data, float dt, CStateManager& mgr) {
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if (x4_cueAnimId != -1) {
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x0_delay -= dt;
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if (x0_delay <= 0.f) {
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data.EnableLooping(x8_loopState == 1);
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CAnimPlaybackParms aparms(x4_cueAnimId, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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x0_delay = 0.f;
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x4_cueAnimId = -1;
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}
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} else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body")) {
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switch (x8_loopState) {
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case 0:
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SetAnim(data, xc_gunId, x10_setId, 1, mgr, 0.f);
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break;
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case 2:
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x8_loopState = -1;
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return true;
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default:
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break;
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}
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}
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return false;
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}
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int CGSFreeLook::SetAnim(CAnimData& data, int gunId, int setId, int loopState, CStateManager& mgr,
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float delay) {
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int useLoopState = 1;
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if (!x14_idle)
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useLoopState = loopState;
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x14_idle = false;
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const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
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rstl::pair< float, int > anim = pas.FindBestAnimation(
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CPASAnimParmData(pas::kAS_Step, CPASAnimParm::FromInt32(gunId),
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CPASAnimParm::FromInt32(setId), CPASAnimParm::FromEnum(useLoopState)),
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*mgr.GetActiveRandom(), -1);
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CPASAnimParm animParm = pas.GetAnimState(pas::kAS_Step)->GetAnimParmData(anim.second, 1);
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xc_gunId = gunId;
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x10_setId = animParm.GetInt32Value();
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x8_loopState = useLoopState;
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if (delay != 0.f) {
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x0_delay = delay;
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x4_cueAnimId = anim.second;
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} else {
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data.EnableLooping(loopState == 1);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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data.SetAnimation(aparms, false);
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}
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return anim.second;
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}
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