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Merge branch 'yourclonesareveryimpressive' into 'master'
Make the character controller less miserable, round 3: code duplication and knockout interruption See merge request OpenMW/openmw!2008
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@ -190,18 +190,24 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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bool mCastingManualSpell{false};
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float mTimeUntilWake{0.f};
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bool mIsMovingBackward{false};
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osg::Vec2f mSmoothedSpeed;
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std::string getMovementBasedAttackType() const;
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void clearStateAnimation(std::string &anim) const;
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void resetCurrentJumpState();
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void resetCurrentMovementState();
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void resetCurrentIdleState();
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void resetCurrentHitState();
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void resetCurrentWeaponState();
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void resetCurrentDeathState();
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims(CharacterState& idle);
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void refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force=false);
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void refreshMovementAnims(const std::string& weapShortGroup, CharacterState movement, CharacterState& idle, bool force=false);
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void refreshIdleAnims(const std::string& weapShortGroup, CharacterState idle, bool force=false);
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void refreshJumpAnims(JumpingState jump, CharacterState& idle, bool force=false);
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void refreshMovementAnims(CharacterState movement, CharacterState& idle, bool force=false);
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void refreshIdleAnims(CharacterState idle, bool force=false);
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void clearAnimQueue(bool clearPersistAnims = false);
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@ -232,6 +238,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const;
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std::string getWeaponAnimation(int weaponType) const;
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std::string getWeaponShortGroup(int weaponType) const;
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bool getAttackingOrSpell() const;
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void setAttackingOrSpell(bool attackingOrSpell) const;
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