3rd person animations idle bug fixed
This commit is contained in:
@@ -163,6 +163,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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@@ -172,6 +173,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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aeb.Reverse = true;
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m_EventBroker->Publish(aeb);
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@@ -211,10 +213,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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//Animation
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if (glm::length2(m_Movement) < 0.25f) {
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//Blend to Idle
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if (m_PlayerEntity.Valid()) {
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if (m_PlayerEntity.Valid()) {
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glm::vec2 movementXZ = glm::vec2(m_Movement.x, m_Movement.z);
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if (glm::length(movementXZ) < 0.1f) {
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//Blend to Idle
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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@@ -233,10 +235,8 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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}
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} else {
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//Blend to movement
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if (m_PlayerEntity.Valid()) {
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} else {
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//Blend to movement
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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@@ -248,8 +248,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (glm::length2(m_Movement) > 0) {
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if (glm::length(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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//Animation
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@@ -49,9 +49,7 @@ public:
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next = next->Child[0];
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}
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}
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return next;
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}
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};
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@@ -82,6 +80,7 @@ public:
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BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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std::vector<EntityWrapper> GetSubTreeRoots(std::string nodeName);
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std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
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std::vector<EntityWrapper> GetEntitesByName(std::string name);
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@@ -583,8 +583,8 @@
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<EntityFile>Schema/Entities/WeaponAssaultBlueWorld.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="0.128669754" Y="1.08486295" Z="-0.361068189"/>
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<Orientation X="-0.0353791788" Y="-0.0854677409" Z="0.133094966"/>
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<Position X="0.128669813" Y="1.08486295" Z="-0.361068189"/>
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<Orientation X="-0.0353792347" Y="-0.0854677409" Z="0.133094937"/>
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</c:Transform>
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<c:WeaponAttachment>
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<Weapon>AssaultWeapon</Weapon>
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@@ -604,8 +604,8 @@
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<EntityFile>Schema/Entities/SidearmWeaponBlueWorld.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="0.128669754" Y="1.08486295" Z="-0.361068189"/>
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<Orientation X="-0.0353791788" Y="-0.0854677409" Z="0.133094966"/>
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<Position X="0.128669813" Y="1.08486295" Z="-0.361068189"/>
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<Orientation X="-0.0353792347" Y="-0.0854677409" Z="0.133094937"/>
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</c:Transform>
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<c:WeaponAttachment>
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<Weapon>SidearmWeapon</Weapon>
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@@ -959,7 +959,7 @@
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<Entity name="WeaponBlend">
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<Components>
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<c:BlendAdditive>
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<Adder>MovementBlend</Adder>
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<Adder>IdleAssault</Adder>
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<Receiver>ActionBlend</Receiver>
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</c:BlendAdditive>
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<c:Transform/>
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@@ -998,41 +998,17 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="MovementBlend2">
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<Entity name="IdleAssault">
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<Components>
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<c:Blend>
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<Pose1>Idle</Pose1>
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<Pose2>Run</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>1.9871198993639698</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="Run">
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<Components>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>1.9871198993639698</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>1.9871198993639698</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -1063,44 +1039,12 @@
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<Entity name="WeaponBlend">
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<Components>
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<c:BlendAdditive>
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<Adder>MovementBlend2</Adder>
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<Adder>IdleSidearm</Adder>
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<Receiver>ActionBlend</Receiver>
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</c:BlendAdditive>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="MovementBlend2">
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<Components>
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<c:Blend>
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<Pose1>Idle</Pose1>
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<Pose2>Run</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Run">
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<Components>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="ActionBlend">
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<Components>
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<c:Blend>
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@@ -1133,6 +1077,16 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="IdleSidearm">
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<Components>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Aim">
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@@ -857,48 +857,12 @@
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<Entity name="WeaponBlend">
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<Components>
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<c:BlendAdditive>
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<Adder>MovementBlend2</Adder>
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<Adder>IdleDefender</Adder>
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<Receiver>FinalBlend</Receiver>
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</c:BlendAdditive>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="MovementBlend2">
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<Components>
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<c:Blend>
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<Pose1>Idle</Pose1>
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<Pose2>Run</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="Run">
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<Components>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>0.74083502154680936</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>0.74083502154680936</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="FinalBlend">
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<Components>
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<c:Blend>
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@@ -980,6 +944,18 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="IdleDefender">
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<Components>
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<c:Animation>
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<AnimationName>IdleAssaultRifleU</AnimationName>
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<Time>0.74083502154680936</Time>
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<Play>true</Play>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Aim">
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@@ -1007,7 +983,7 @@
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<Entity name="WeaponBlend">
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<Components>
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<c:BlendAdditive>
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<Adder>MovementBlend2</Adder>
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<Adder>IdleSidearm</Adder>
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<Receiver>ActionBlend</Receiver>
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</c:BlendAdditive>
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<c:Transform/>
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@@ -1044,36 +1020,15 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="MovementBlend2">
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<Entity name="IdleSidearm">
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<Components>
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<c:Blend>
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<Pose1>Idle</Pose1>
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<Pose2>Run</Pose2>
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</c:Blend>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Run">
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<Components>
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<c:Animation>
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<AnimationName>IdleSecWepU</AnimationName>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -127,8 +127,8 @@ void AnimationSystem::UpdateAnimations(double dt)
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void AnimationSystem::UpdateWeights(double dt)
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{
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for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
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/* LOG_INFO("%s", it->first.Name().c_str());
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it->second.PrintQueue();*/
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//LOG_INFO("%s", it->first.Name().c_str());
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//it->second.PrintQueue();
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if(it->second.HasActiveBlendJob()) {
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AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
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@@ -158,12 +158,13 @@ void AnimationSystem::UpdateWeights(double dt)
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bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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{
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if (!e.RootNode.Valid()) {
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LOG_ERROR("%s, RootNode invalid %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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}
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if (!e.RootNode.HasComponent("Model")) {
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LOG_ERROR("%s, RootNode has no model %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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}
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@@ -171,11 +172,13 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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try {
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model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
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} catch (const std::exception&) {
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LOG_ERROR("%s, RootNode model not finished loading %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if (skeleton == nullptr) {
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LOG_ERROR("%s, RootNode skeleton invalid %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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}
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@@ -183,6 +186,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
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blendTree = skeleton->BlendTrees.at(e.RootNode);
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} else {
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LOG_ERROR("%s, No blendtree was found invalid %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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}
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@@ -193,6 +197,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
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if (!subTreeRoot.Valid()) {
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LOG_ERROR("%s, subTreeRoot invalid", e.NodeName);
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return false;
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}
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@@ -237,6 +242,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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subTreeRoot = entity;
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if (!subTreeRoot.Valid()) {
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LOG_ERROR("%s, subTreeRoot invalid", e.NodeName);
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return false;
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}
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@@ -24,6 +24,8 @@ void PlayerMovementSystem::Update(double dt)
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if (LocalPlayer.Valid()){
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updateVelocity(LocalPlayer, dt);
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}
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m_SprintEffectTimer += dt;
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if (m_SprintEffectTimer < 0.016f) {
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return;
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@@ -74,7 +74,7 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
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EntityWrapper rootNode = wi.FirstPersonEntity;
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if (rootNode.Valid()) {
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlendAssault");
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if (blend.Valid()) {
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(double&)blend["Blend"]["Weight"] = animationWeight;
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}
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@@ -14,7 +14,6 @@ void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWra
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void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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CheckAmmo(cWeapon, wi);
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// Start reloading automatically if at 0 mag ammo
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@@ -64,7 +63,7 @@ void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
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EntityWrapper rootNode = wi.FirstPersonEntity;
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if (rootNode.Valid()) {
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlendSidearm");
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if (blend.Valid()) {
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(double&)blend["Blend"]["Weight"] = animationWeight;
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}
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