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Update player.h
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6e98dd6d03
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1 changed files with 3 additions and 6 deletions
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@ -62,7 +62,6 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
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typedef ShapeBaseData Parent;
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enum Constants {
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RecoverDelayBits = 7,
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ProneRecoverDelayBits = 7, //Skurps
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JumpDelayBits = 7,
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NumSpineNodes = 6,
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ImpactBits = 3,
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@ -319,7 +318,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
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NumExtraActionAnims = 512 - NumTableActionAnims,
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NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
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ActionAnimBits = 10, // Skurps changed from 9
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ActionAnimBits = 9,
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NullAnimation = (1 << ActionAnimBits) - 1
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};
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int mDynamicAnimsStart;
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@ -509,7 +508,7 @@ protected:
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MoveState,
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RecoverState,
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ProneRecoverState, // Skurps
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NumStateBits = 4 // Skurps
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NumStateBits = 3
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};
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ActionState mState; ///< What is the player doing? @see ActionState
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bool mFalling; ///< Falling in mid-air?
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@ -570,9 +569,7 @@ protected:
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U32 mReversePending;
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F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
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/// this is how long the player will be in the land sequence.
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F32 mProneRecoverDelay; ///< Set by proneInSequenceTime, proneOutSequenceTime, or proneDiveSequenceTime -Skurps
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/// this is how long the player will be in the land sequence. Also used by proneRecoverState. -Skurps
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bool mInWater; ///< Is true if WaterCoverage is greater than zero
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bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold
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