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	additional animation refactor
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					 1 changed files with 14 additions and 15 deletions
				
			
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			@ -372,29 +372,28 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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            }
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        }
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        if(mJumpState == JumpState_InAir)
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        if (!mCurrentJump.empty())
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        {
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            mAnimation->disable(mCurrentJump);
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            mCurrentJump = jumpAnimName;
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            if (mAnimation->hasAnimation("jump"))
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                mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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            mCurrentJump.clear();
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        }
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        if(mJumpState == JumpState_InAir)
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        {
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            if (mAnimation->hasAnimation(jumpAnimName))
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            {
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                mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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                             1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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                mCurrentJump = jumpAnimName;
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            }
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        }
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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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            if (mAnimation->hasAnimation("jump"))
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             if (mAnimation->hasAnimation(jumpAnimName))
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             {
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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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                mCurrentJump = jumpAnimName;
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            }
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        }
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    }
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