2020-04-09 00:43:01 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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using RimWorld;
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using rjw;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace Rimworld_Animations {
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class CompBodyAnimator : ThingComp
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{
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public Pawn pawn => base.parent as Pawn;
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public PawnGraphicSet Graphics;
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public CompProperties_BodyAnimator Props => (CompProperties_BodyAnimator)(object)base.props;
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public bool isAnimating {
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get {
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return Animating;
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}
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set {
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Animating = value;
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if(value == true) {
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xxx.DrawNude(pawn);
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} else {
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pawn.Drawer.renderer.graphics.ResolveAllGraphics();
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}
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PortraitsCache.SetDirty(pawn);
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}
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}
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private bool Animating;
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private bool mirror = false;
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private int actor;
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private int animTicks = 0, stageTicks = 0, clipTicks = 0;
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private int curStage = 0;
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private float clipPercent = 0;
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public Vector3 anchor, deltaPos, headBob;
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public float bodyAngle, headAngle;
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public Rot4 headFacing, bodyFacing;
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private AnimationDef anim;
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private AnimationStage stage => anim.animationStages[curStage];
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private PawnAnimationClip clip => (PawnAnimationClip)stage.animationClips[actor];
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public void setAnchor(IntVec3 pos)
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{
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2020-04-12 19:22:35 +00:00
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anchor = pos.ToVector3Shifted();
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2020-04-09 00:43:01 +00:00
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}
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public void setAnchor(Thing thing) {
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2020-04-12 19:22:35 +00:00
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2020-04-09 00:43:01 +00:00
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//center on bed
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if(thing is Building_Bed) {
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2020-04-12 19:22:35 +00:00
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anchor = thing.Position.ToVector3();
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if (((Building_Bed)thing).SleepingSlotsCount == 2) {
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2020-04-09 00:43:01 +00:00
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if (thing.Rotation.AsInt == 0) {
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anchor.x += 1;
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anchor.z += 1;
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}
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else if (thing.Rotation.AsInt == 1) {
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anchor.x += 1;
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}
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else if(thing.Rotation.AsInt == 3) {
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anchor.z += 1;
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}
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}
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else {
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if(thing.Rotation.AsInt == 0) {
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anchor.x += 0.5f;
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anchor.z += 1f;
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}
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else if(thing.Rotation.AsInt == 1) {
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anchor.x += 1f;
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anchor.z += 0.5f;
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}
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else if(thing.Rotation.AsInt == 2) {
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anchor.x += 0.5f;
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} else {
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anchor.z += 0.5f;
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}
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}
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}
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2020-04-12 19:22:35 +00:00
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else {
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anchor = thing.Position.ToVector3Shifted();
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}
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2020-04-09 00:43:01 +00:00
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}
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public void StartAnimation(AnimationDef anim, int actor, bool mirror = false) {
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isAnimating = true;
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2020-04-18 16:49:03 +00:00
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AlienRaceOffset offset = anim?.actors[actor]?.raceOffsets?.Find(x => x.defName == pawn.def.defName);
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if (offset != null) {
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2020-04-18 17:22:05 +00:00
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anchor.x += mirror ? offset.x * -1f : offset.x;
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2020-04-18 16:49:03 +00:00
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anchor.z += offset.z;
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}
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2020-04-09 00:43:01 +00:00
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pawn.jobs.posture = PawnPosture.Standing;
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this.actor = actor;
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this.anim = anim;
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this.mirror = mirror;
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curStage = 0;
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animTicks = 0;
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stageTicks = 0;
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clipTicks = 0;
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//tick once for initialization
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tickAnim();
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}
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public override void CompTick() {
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2020-04-19 01:52:59 +00:00
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2020-04-09 00:43:01 +00:00
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base.CompTick();
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2020-04-20 02:23:36 +00:00
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if(isAnimating) {
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2020-04-09 00:43:01 +00:00
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if (pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) {
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2020-04-10 00:03:56 +00:00
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isAnimating = false;
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2020-04-09 00:43:01 +00:00
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}
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2020-04-19 18:16:49 +00:00
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else {
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tickAnim();
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}
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2020-04-09 00:43:01 +00:00
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}
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}
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public void animatePawn(ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing) {
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2020-04-20 02:23:36 +00:00
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if(!isAnimating) {
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2020-04-09 00:43:01 +00:00
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return;
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}
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rootLoc = anchor + deltaPos;
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angle = bodyAngle;
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bodyFacing = this.bodyFacing;
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headFacing = this.headFacing;
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}
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public void tickGraphics(PawnGraphicSet graphics) {
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this.Graphics = graphics;
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}
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public void tickAnim() {
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2020-04-20 02:23:36 +00:00
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if (!isAnimating) return;
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2020-04-09 00:43:01 +00:00
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animTicks++;
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if (animTicks < anim.animationTimeTicks) {
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tickStage();
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} else {
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2020-04-20 02:23:36 +00:00
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isAnimating = false;
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2020-04-09 00:43:01 +00:00
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}
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}
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public void tickStage()
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{
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stageTicks++;
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if(stageTicks >= stage.playTimeTicks) {
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2020-04-20 02:23:36 +00:00
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2020-04-09 00:43:01 +00:00
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curStage++;
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2020-04-20 02:23:36 +00:00
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2020-04-09 00:43:01 +00:00
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stageTicks = 0;
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clipTicks = 0;
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clipPercent = 0;
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}
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tickClip();
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}
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public void tickClip() {
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clipTicks++;
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//play sound effect
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if(rjw.RJWSettings.sounds_enabled && clip.SoundEffects.ContainsKey(clipTicks)) {
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SoundDef.Named(clip.SoundEffects[clipTicks]).PlayOneShot(new TargetInfo(pawn.Position, pawn.Map));
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}
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//loop animation if possible
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if (clipPercent >= 1 && stage.isLooping) {
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clipTicks = 1;//warning: don't set to zero or else calculations go wrong
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}
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clipPercent = (float)clipTicks / (float)clip.duration;
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calculateDrawValues();
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}
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public void calculateDrawValues() {
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deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent) * (mirror ? -1 : 1), clip.layer.AltitudeFor(), clip.BodyOffsetZ.Evaluate(clipPercent));
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bodyAngle = clip.BodyAngle.Evaluate(clipPercent) * (mirror ? -1 : 1);
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headAngle = clip.HeadAngle.Evaluate(clipPercent) * (mirror ? -1 : 1);
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bodyFacing = mirror ? new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)).Opposite : new Rot4((int)clip.BodyFacing.Evaluate(clipPercent));
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bodyFacing = new Rot4((int)clip.BodyFacing.Evaluate(clipPercent));
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if(bodyFacing.IsHorizontal && mirror) {
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bodyFacing = bodyFacing.Opposite;
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}
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headFacing = new Rot4((int)clip.HeadFacing.Evaluate(clipPercent));
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if(headFacing.IsHorizontal && mirror) {
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headFacing = headFacing.Opposite;
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}
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headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent));
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}
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public Vector3 getPawnHeadPosition() {
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return anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob);
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}
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public override void PostExposeData() {
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base.PostExposeData();
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Scribe_Defs.Look(ref anim, "anim");
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Scribe_Values.Look(ref animTicks, "animTicks", 1);
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Scribe_Values.Look(ref stageTicks, "stageTicks", 1);
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Scribe_Values.Look(ref clipTicks, "clipTicks", 1);
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Scribe_Values.Look(ref clipPercent, "clipPercent", 1);
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Scribe_Values.Look(ref mirror, "mirror");
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Scribe_Values.Look(ref curStage, "curStage", 0);
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Scribe_Values.Look(ref actor, "actor");
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Scribe_Values.Look(ref Animating, "Animating");
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Scribe_Values.Look(ref anchor, "anchor");
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Scribe_Values.Look(ref deltaPos, "deltaPos");
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Scribe_Values.Look(ref headBob, "headBob");
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Scribe_Values.Look(ref bodyAngle, "bodyAngle");
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Scribe_Values.Look(ref headAngle, "headAngle");
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Scribe_Values.Look(ref headFacing, "headFacing");
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Scribe_Values.Look(ref headFacing, "bodyFacing");
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}
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}
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}
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