added animation system (with skin support for now)
This commit is contained in:
228
src/animation/FrameUpdate.cpp
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228
src/animation/FrameUpdate.cpp
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#include "common.h"
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#include "patcher.h"
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#include "NodeName.h"
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#include "VisibilityPlugins.h"
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#include "AnimBlendClumpData.h"
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#include "AnimBlendAssociation.h"
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#include "RpAnimBlend.h"
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CAnimBlendClumpData *&gpAnimBlendClump = *(CAnimBlendClumpData**)0x621000;
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void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void
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FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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RwMatrix *mat = RwFrameGetMatrix(frame->frame);
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->pedPosition){
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
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FrameUpdateCallBackWith3dVelocityExtraction(frame, arg);
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else
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FrameUpdateCallBackWithVelocityExtraction(frame, arg);
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return;
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}
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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(*node)->Update(vec, q, 1.0f-totalBlendAmount);
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if((*node)->sequence->HasTranslation())
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pos += vec;
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rot += q;
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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float norm = rot.MagnitudeSqr();
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if(norm == 0.0f)
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rot.w = 1.0f;
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else
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rot *= 1.0f/sqrt(norm);
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rot.Get(mat);
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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mat->pos.x = pos.x;
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mat->pos.y = pos.y;
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mat->pos.z = pos.z;
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mat->pos.x += frame->resetPos.x;
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mat->pos.y += frame->resetPos.y;
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mat->pos.z += frame->resetPos.z;
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}
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RwMatrixUpdate(mat);
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}
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void
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FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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float transx = 0.0f, transy = 0.0f;
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float curx = 0.0f, cury = 0.0f;
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float endx = 0.0f, endy = 0.0f;
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bool looped = false;
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RwMatrix *mat = RwFrameGetMatrix(frame->frame);
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->sequence->HasTranslation()){
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if((*node)->association->HasTranslation()){
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(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
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cury += vec.y;
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if((*node)->association->HasXTranslation())
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curx += vec.x;
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}
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}
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
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rot += q;
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if((*node)->sequence->HasTranslation()){
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pos += vec;
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if((*node)->association->HasTranslation()){
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transy += vec.y;
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if((*node)->association->HasXTranslation())
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transx += vec.x;
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looped |= nodelooped;
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if(nodelooped){
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(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
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endy += vec.y;
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if((*node)->association->HasXTranslation())
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endx += vec.x;
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}
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}
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}
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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float norm = rot.MagnitudeSqr();
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if(norm == 0.0f)
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rot.w = 1.0f;
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else
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rot *= 1.0f/sqrt(norm);
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rot.Get(mat);
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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gpAnimBlendClump->pedPosition->x = transx - curx;
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gpAnimBlendClump->pedPosition->y = transy - cury;
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if(looped){
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gpAnimBlendClump->pedPosition->x += endx;
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gpAnimBlendClump->pedPosition->y += endy;
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}
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mat->pos.x = pos.x - transx;
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mat->pos.y = pos.y - transy;
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mat->pos.z = pos.z;
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if(mat->pos.z >= -0.8f)
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if(mat->pos.z < -0.4f)
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mat->pos.z += (2.5f * mat->pos.z + 2.0f) * frame->resetPos.z;
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else
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mat->pos.z += frame->resetPos.z;
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mat->pos.x += frame->resetPos.x;
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mat->pos.y += frame->resetPos.y;
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}
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RwMatrixUpdate(mat);
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}
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// original code uses do loops?
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void
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FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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CVector trans(0.0f, 0.0f, 0.0f);
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CVector cur(0.0f, 0.0f, 0.0f);
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CVector end(0.0f, 0.0f, 0.0f);
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bool looped = false;
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RwMatrix *mat = RwFrameGetMatrix(frame->frame);
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->sequence->HasTranslation()){
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if((*node)->association->HasTranslation()){
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(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
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cur += vec;
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}
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}
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
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rot += q;
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if((*node)->sequence->HasTranslation()){
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pos += vec;
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if((*node)->association->HasTranslation()){
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trans += vec;
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looped |= nodelooped;
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if(nodelooped){
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(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
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end += vec;
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}
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}
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}
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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float norm = rot.MagnitudeSqr();
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if(norm == 0.0f)
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rot.w = 1.0f;
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else
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rot *= 1.0f/sqrt(norm);
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rot.Get(mat);
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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*gpAnimBlendClump->pedPosition = trans - cur;
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if(looped)
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*gpAnimBlendClump->pedPosition += end;
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mat->pos.x = (pos - trans).x + frame->resetPos.x;
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mat->pos.y = (pos - trans).y + frame->resetPos.y;
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mat->pos.z = (pos - trans).z + frame->resetPos.z;
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}
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RwMatrixUpdate(mat);
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}
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STARTPATCHES
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InjectHook(0x4025F0, FrameUpdateCallBack, PATCH_JUMP);
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InjectHook(0x4028B0, FrameUpdateCallBackWithVelocityExtraction, PATCH_JUMP);
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InjectHook(0x402D40, FrameUpdateCallBackWith3dVelocityExtraction, PATCH_JUMP);
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ENDPATCHES
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