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@ -561,6 +561,14 @@ void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterStat
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void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force)
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{
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// If the current animation is persistent, do not touch it
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if (!mAnimQueue.empty())
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{
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AnimationQueueEntry& first = mAnimQueue.front();
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if (first.mPersist)
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return;
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}
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if (mPtr.getClass().isActor())
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refreshHitRecoilAnims();
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@ -2135,6 +2143,14 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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if(!mAnimation || !mAnimation->hasAnimation(groupname))
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return false;
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// We should not interrupt persistent animations by non-persistent ones
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if (!mAnimQueue.empty())
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{
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AnimationQueueEntry& first = mAnimQueue.front();
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if (first.mPersist && !persist)
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return false;
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}
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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// and remove any other animations that were queued.
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@ -2199,9 +2215,21 @@ bool CharacterController::isAnimPlaying(const std::string &groupName)
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void CharacterController::clearAnimQueue()
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{
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if(!mAnimQueue.empty())
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mAnimation->disable(mAnimQueue.front().mGroup);
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mAnimQueue.clear();
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// Do not interrupt scripted animations
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if (!mAnimQueue.empty())
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{
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AnimationQueueEntry& first = mAnimQueue.front();
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if (!first.mPersist)
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mAnimation->disable(mAnimQueue.front().mGroup);
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}
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for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
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{
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if (!it->mPersist)
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it = mAnimQueue.erase(it);
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else
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++it;
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}
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}
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void CharacterController::forceStateUpdate()
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