added animation system (with skin support for now)
This commit is contained in:
227
src/animation/AnimBlendAssociation.cpp
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227
src/animation/AnimBlendAssociation.cpp
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#include "common.h"
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#include "patcher.h"
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#include "AnimBlendHierarchy.h"
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#include "AnimBlendClumpData.h"
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#include "RpAnimBlend.h"
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#include "AnimManager.h"
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#include "AnimBlendAssociation.h"
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// TODO: implement those
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#define RwFreeAlign RwFree
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#define RwMallocAlign(sz, algn) RwMalloc(sz)
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CAnimBlendAssociation::CAnimBlendAssociation(void)
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{
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nodes = nil;
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blendAmount = 1.0f;
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blendDelta = 0.0f;
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currentTime = 0.0f;
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speed = 1.0f;
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timeStep = 0.0f;
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animId = -1;
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flags = 0;
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callbackType = CB_NONE;
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link.Init();
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}
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CAnimBlendAssociation::CAnimBlendAssociation(CAnimBlendAssociation &other)
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{
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nodes = nil;
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blendAmount = 1.0f;
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blendDelta = 0.0f;
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currentTime = 0.0f;
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speed = 1.0f;
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timeStep = 0.0f;
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callbackType = CB_NONE;
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link.Init();
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Init(other);
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}
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CAnimBlendAssociation::~CAnimBlendAssociation(void)
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{
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FreeAnimBlendNodeArray();
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link.Remove();
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}
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void
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CAnimBlendAssociation::AllocateAnimBlendNodeArray(int n)
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{
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int i;
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nodes = (CAnimBlendNode*)RwMallocAlign(n*sizeof(CAnimBlendNode), 64);
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for(i = 0; i < n; i++)
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nodes[i].Init();
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}
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void
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CAnimBlendAssociation::FreeAnimBlendNodeArray(void)
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{
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RwFreeAlign(nodes);
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}
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void
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CAnimBlendAssociation::Init(RpClump *clump, CAnimBlendHierarchy *hier)
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{
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int i;
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AnimBlendFrameData *frame;
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CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
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numNodes = clumpData->numFrames;
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AllocateAnimBlendNodeArray(numNodes);
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for(i = 0; i < numNodes; i++)
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nodes[i].association = this;
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hierarchy = hier;
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// Init every node from a sequence and a Clump frame
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// NB: This is where the order of nodes is defined
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for(i = 0; i < hier->numSequences; i++){
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CAnimBlendSequence *seq = &hier->sequences[i];
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frame = RpAnimBlendClumpFindFrame(clump, seq->name);
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if(frame && seq->numFrames > 0)
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nodes[frame - clumpData->frames].sequence = seq;
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}
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}
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void
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CAnimBlendAssociation::Init(CAnimBlendAssociation &assoc)
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{
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int i;
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hierarchy = assoc.hierarchy;
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numNodes = assoc.numNodes;
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flags = assoc.flags;
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animId = assoc.animId;
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AllocateAnimBlendNodeArray(numNodes);
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for(i = 0; i < numNodes; i++){
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nodes[i] = assoc.nodes[i];
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nodes[i].association = this;
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}
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}
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void
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CAnimBlendAssociation::SetBlend(float amount, float delta)
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{
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blendAmount = amount;
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blendDelta = delta;
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}
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void
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CAnimBlendAssociation::SetFinishCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
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{
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callbackType = CB_FINISH;
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callback = cb;
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callbackArg = arg;
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}
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void
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CAnimBlendAssociation::SetDeleteCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
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{
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callbackType = CB_DELETE;
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callback = cb;
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callbackArg = arg;
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}
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void
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CAnimBlendAssociation::SetCurrentTime(float time)
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{
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int i;
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for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
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if(!IsRepeating())
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return;
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CAnimManager::UncompressAnimation(hierarchy);
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for(i = 0; i < numNodes; i++)
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if(nodes[i].sequence)
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nodes[i].FindKeyFrame(currentTime);
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}
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void
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CAnimBlendAssociation::SyncAnimation(CAnimBlendAssociation *other)
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{
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SetCurrentTime(other->currentTime/other->hierarchy->totalLength * hierarchy->totalLength);
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}
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void
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CAnimBlendAssociation::Start(float time)
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{
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flags |= ASSOC_RUNNING;
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SetCurrentTime(time);
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}
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void
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CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
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{
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if(!IsRunning())
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return;
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timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
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currentTime += timeStep;
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if(currentTime >= hierarchy->totalLength){
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// Ran past end
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if(IsRepeating())
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currentTime -= hierarchy->totalLength;
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else{
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currentTime = hierarchy->totalLength;
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flags &= ~ASSOC_RUNNING;
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if(flags & ASSOC_FADEOUTWHENDONE){
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flags |= ASSOC_DELETEFADEDOUT;
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blendDelta = -4.0f;
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}
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if(callbackType == CB_FINISH){
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callbackType = CB_NONE;
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callback(this, callbackArg);
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}
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}
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}
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}
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// return whether we still exist after this function
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bool
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CAnimBlendAssociation::UpdateBlend(float timeDelta)
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{
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blendAmount += blendDelta * timeDelta;
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if(blendAmount <= 0.0f && blendDelta < 0.0f){
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// We're faded out and are not fading in
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blendAmount = 0.0f;
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blendDelta = max(0.0, blendDelta);
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if(flags & ASSOC_DELETEFADEDOUT){
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if(callbackType == CB_FINISH || callbackType == CB_DELETE)
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callback(this, callbackArg);
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delete this;
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return false;
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}
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}
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if(blendAmount > 1.0f){
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// Maximally faded in, clamp values
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blendAmount = 1.0f;
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blendDelta = min(0.0, blendDelta);
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}
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return true;
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}
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STARTPATCHES
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InjectHook(0x4016A0, &CAnimBlendAssociation::AllocateAnimBlendNodeArray, PATCH_JUMP);
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InjectHook(0x4016F0, &CAnimBlendAssociation::FreeAnimBlendNodeArray, PATCH_JUMP);
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InjectHook(0x4017B0, &CAnimBlendAssociation::GetNode, PATCH_JUMP);
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InjectHook(0x401560, (void (CAnimBlendAssociation::*)(RpClump*, CAnimBlendHierarchy*))&CAnimBlendAssociation::Init, PATCH_JUMP);
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InjectHook(0x401620, (void (CAnimBlendAssociation::*)(CAnimBlendAssociation&))&CAnimBlendAssociation::Init, PATCH_JUMP);
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InjectHook(0x4017E0, &CAnimBlendAssociation::SetBlend, PATCH_JUMP);
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InjectHook(0x401820, &CAnimBlendAssociation::SetFinishCallback, PATCH_JUMP);
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InjectHook(0x401800, &CAnimBlendAssociation::SetDeleteCallback, PATCH_JUMP);
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InjectHook(0x401700, &CAnimBlendAssociation::SetCurrentTime, PATCH_JUMP);
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InjectHook(0x401780, &CAnimBlendAssociation::SyncAnimation, PATCH_JUMP);
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InjectHook(0x4017D0, &CAnimBlendAssociation::Start, PATCH_JUMP);
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InjectHook(0x4031F0, &CAnimBlendAssociation::UpdateTime, PATCH_JUMP);
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InjectHook(0x4032B0, &CAnimBlendAssociation::UpdateBlend, PATCH_JUMP);
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InjectHook(0x401460, &CAnimBlendAssociation::ctor1, PATCH_JUMP);
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InjectHook(0x4014C0, &CAnimBlendAssociation::ctor2, PATCH_JUMP);
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InjectHook(0x401520, &CAnimBlendAssociation::dtor, PATCH_JUMP);
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ENDPATCHES
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