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Add Animation Table logic
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@@ -2,7 +2,7 @@
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#include "GeneralUtils.h"
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#include "Game.h"
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bool CDAnimationsTable::CacheData(CppSQLite3Statement queryToCache) {
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bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
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auto tableData = queryToCache.execQuery();
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// If we received a bad lookup, cache it anyways so we do not run the query again.
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if (tableData.eof()) return false;
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@@ -16,15 +16,15 @@ bool CDAnimationsTable::CacheData(CppSQLite3Statement queryToCache) {
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CDAnimation entry;
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entry.animation_name = tableData.getStringField("animation_name", "");
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entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
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entry.min_loops = tableData.getIntField("min_loops", 0);
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entry.max_loops = tableData.getIntField("max_loops", 0);
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UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
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UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
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entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
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entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;
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entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;
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entry.restartable = tableData.getIntField("restartable", 0) == 1;
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entry.face_animation_name = tableData.getStringField("face_animation_name", "");
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entry.priority = tableData.getFloatField("priority", 0.0f);
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entry.blendTime = tableData.getFloatField("blendTime", 0.0f);
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UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
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UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
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UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
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UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
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UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
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UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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tableData.nextRow();
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@@ -61,18 +61,17 @@ void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
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CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
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CDAnimationKey animationKey(animationType, animationGroupID);
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auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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auto animationEntryCached = this->animations.find(animationKey);
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if (animationEntryCached == this->animations.end()) {
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this->CacheAnimations(animationKey);
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}
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auto animationEntry = this->animations.find(animationKey);
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// If we have only one animation, return it regardless of the chance to play.
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if (animationEntry->second.size() == 1) {
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return CDAnimationLookupResult(animationEntry->second.front());
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}
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auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (auto& animationEntry : animationEntry->second) {
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randomAnimation -= animationEntry.chance_to_play;
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