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refactor jump animation
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7bc512974f
commit
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@ -380,7 +380,7 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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}
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else
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else if (mJumpState == JumpState_Landing)
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{
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if (startAtLoop)
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mAnimation->disable(mCurrentJump);
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@ -389,6 +389,14 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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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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}
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else // JumpState_None
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{
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if (mCurrentJump.length() > 0)
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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}
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}
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}
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}
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@ -1693,7 +1701,6 @@ void CharacterController::update(float duration)
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mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
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isrunning = isrunning && mHasMovedInXY;
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// advance athletics
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if(mHasMovedInXY && mPtr == getPlayer())
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{
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@ -1848,7 +1855,8 @@ void CharacterController::update(float duration)
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}
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else
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{
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jumpstate = JumpState_None;
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jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
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vec.z() = 0.0f;
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inJump = false;
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