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Add convenience operator [] to AnimPriority
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@ -278,7 +278,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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mHitState = CharState_Block;
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mHitState = CharState_Block;
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mCurrentHit = "shield";
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mCurrentHit = "shield";
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MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
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MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
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priorityBlock.mPriority[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
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mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
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}
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}
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@ -1063,7 +1063,7 @@ bool CharacterController::updateWeaponState()
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}
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}
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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priorityWeapon.mPriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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@ -680,7 +680,7 @@ namespace MWRender
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if(!(state->second.mBlendMask&(1<<blendMask)))
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if(!(state->second.mBlendMask&(1<<blendMask)))
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continue;
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continue;
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if(active == mStates.end() || active->second.mPriority.mPriority[blendMask] < state->second.mPriority.mPriority[blendMask])
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if(active == mStates.end() || active->second.mPriority[blendMask] < state->second.mPriority[blendMask])
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active = state;
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active = state;
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}
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}
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@ -105,6 +105,16 @@ public:
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return true;
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return true;
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}
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}
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int& operator[] (int n)
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{
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return mPriority[n];
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}
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const int& operator[] (int n) const
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{
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return mPriority[n];
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}
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bool contains(int priority) const
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bool contains(int priority) const
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{
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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