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use mcurrentjump instead of custom attrib
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5c8f491441
commit
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@ -372,9 +372,6 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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}
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if (jumpAnimName.length() > 0)
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mJumpAnimName = jumpAnimName;
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if(mJumpState == JumpState_InAir)
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{
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mAnimation->disable(mCurrentJump);
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@ -385,8 +382,9 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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else
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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if (startAtLoop)
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mAnimation->disable(mCurrentJump);
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if (mAnimation->hasAnimation("jump"))
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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1.0f, "loop stop", "stop", 0.0f, 0);
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@ -1882,12 +1880,12 @@ void CharacterController::update(float duration)
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if(rot.z() > 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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mAnimation->disable(mJumpAnimName);
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mAnimation->disable(mCurrentJump);
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}
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else if(rot.z() < 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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mAnimation->disable(mJumpAnimName);
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mAnimation->disable(mCurrentJump);
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}
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}
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}
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@ -184,7 +184,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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JumpingState mJumpState;
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std::string mCurrentJump;
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std::string mJumpAnimName;
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WeaponType mWeaponType;
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std::string mCurrentWeapon;
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