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@ -1607,35 +1607,6 @@ bool CharacterController::updateWeaponState()
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}
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}
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mAnimation->setPitchFactor(0.f);
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if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
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{
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switch (mUpperBodyState)
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{
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case UpperBodyState::AttackPreWindUp:
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mAnimation->setPitchFactor(complete);
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break;
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case UpperBodyState::AttackWindUp:
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case UpperBodyState::AttackRelease:
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case UpperBodyState::AttackHit:
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mAnimation->setPitchFactor(1.f);
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break;
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case UpperBodyState::AttackEnd:
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if (animPlaying)
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{
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// technically we do not need a pitch for crossbow reload animation,
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// but we should avoid abrupt repositioning
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if (mWeaponType == ESM::Weapon::MarksmanCrossbow)
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mAnimation->setPitchFactor(std::max(0.f, 1.f-complete*10.f));
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else
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mAnimation->setPitchFactor(1.f-complete);
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}
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break;
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default:
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break;
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}
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}
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if(!animPlaying)
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{
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if (mUpperBodyState == UpperBodyState::Equipping ||
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@ -1725,6 +1696,27 @@ bool CharacterController::updateWeaponState()
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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}
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mAnimation->getInfo(mCurrentWeapon, &complete);
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mAnimation->setPitchFactor(0.f);
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if (mUpperBodyState > UpperBodyState::WeaponEquipped && (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown))
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{
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mAnimation->setPitchFactor(1.f);
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// A smooth transition can be provided if a pre-wind-up section is defined. Random attack animations never have one.
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if (mUpperBodyState == UpperBodyState::AttackPreWindUp && !isRandomAttackAnimation(mCurrentWeapon))
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mAnimation->setPitchFactor(complete);
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else if (mUpperBodyState == UpperBodyState::AttackEnd)
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{
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// technically we do not need a pitch for crossbow reload animation,
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// but we should avoid abrupt repositioning
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if (mWeaponType == ESM::Weapon::MarksmanCrossbow)
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mAnimation->setPitchFactor(std::max(0.f, 1.f-complete*10.f));
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else
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mAnimation->setPitchFactor(1.f-complete);
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}
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}
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mAnimation->setAccurateAiming(mUpperBodyState > UpperBodyState::WeaponEquipped);
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return forcestateupdate;
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