Some code changed with Clang-Tidy
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5c66771e3e
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175 changed files with 467 additions and 674 deletions
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@ -178,11 +178,11 @@ float AnimationNodeStateMachinePlayback::get_current_length() const {
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return len_current;
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}
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bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *sm, const StringName &p_travel) {
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bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) {
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ERR_FAIL_COND_V(!playing, false);
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ERR_FAIL_COND_V(!sm->states.has(p_travel), false);
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ERR_FAIL_COND_V(!sm->states.has(current), false);
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ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false);
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ERR_FAIL_COND_V(!p_state_machine->states.has(current), false);
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path.clear(); //a new one will be needed
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@ -191,25 +191,25 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *sm, c
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loops_current = 0; // reset loops, so fade does not happen immediately
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Vector2 current_pos = sm->states[current].position;
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Vector2 target_pos = sm->states[p_travel].position;
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Vector2 current_pos = p_state_machine->states[current].position;
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Vector2 target_pos = p_state_machine->states[p_travel].position;
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Map<StringName, AStarCost> cost_map;
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List<int> open_list;
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//build open list
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for (int i = 0; i < sm->transitions.size(); i++) {
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if (sm->transitions[i].from == current) {
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from == current) {
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open_list.push_back(i);
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float cost = sm->states[sm->transitions[i].to].position.distance_to(current_pos);
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cost *= sm->transitions[i].transition->get_priority();
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float cost = p_state_machine->states[p_state_machine->transitions[i].to].position.distance_to(current_pos);
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cost *= p_state_machine->transitions[i].transition->get_priority();
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AStarCost ap;
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ap.prev = current;
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ap.distance = cost;
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cost_map[sm->transitions[i].to] = ap;
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cost_map[p_state_machine->transitions[i].to] = ap;
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if (sm->transitions[i].to == p_travel) { //prematurely found it! :D
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if (p_state_machine->transitions[i].to == p_travel) { //prematurely found it! :D
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path.push_back(p_travel);
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return true;
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}
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@ -230,42 +230,42 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *sm, c
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for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
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float cost = cost_map[sm->transitions[E->get()].to].distance;
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cost += sm->states[sm->transitions[E->get()].to].position.distance_to(target_pos);
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float cost = cost_map[p_state_machine->transitions[E->get()].to].distance;
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cost += p_state_machine->states[p_state_machine->transitions[E->get()].to].position.distance_to(target_pos);
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if (cost < least_cost) {
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least_cost_transition = E;
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}
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}
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StringName transition_prev = sm->transitions[least_cost_transition->get()].from;
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StringName transition = sm->transitions[least_cost_transition->get()].to;
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StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].from;
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StringName transition = p_state_machine->transitions[least_cost_transition->get()].to;
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for (int i = 0; i < sm->transitions.size(); i++) {
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if (sm->transitions[i].from != transition || sm->transitions[i].to == transition_prev) {
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
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continue; //not interested on those
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}
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float distance = sm->states[sm->transitions[i].from].position.distance_to(sm->states[sm->transitions[i].to].position);
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distance *= sm->transitions[i].transition->get_priority();
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distance += cost_map[sm->transitions[i].from].distance;
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float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position);
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distance *= p_state_machine->transitions[i].transition->get_priority();
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distance += cost_map[p_state_machine->transitions[i].from].distance;
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if (cost_map.has(sm->transitions[i].to)) {
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if (cost_map.has(p_state_machine->transitions[i].to)) {
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//oh this was visited already, can we win the cost?
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if (distance < cost_map[sm->transitions[i].to].distance) {
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cost_map[sm->transitions[i].to].distance = distance;
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cost_map[sm->transitions[i].to].prev = sm->transitions[i].from;
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if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
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cost_map[p_state_machine->transitions[i].to].distance = distance;
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cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
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}
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} else {
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//add to open list
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AStarCost ac;
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ac.prev = sm->transitions[i].from;
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ac.prev = p_state_machine->transitions[i].from;
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ac.distance = distance;
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cost_map[sm->transitions[i].to] = ac;
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cost_map[p_state_machine->transitions[i].to] = ac;
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open_list.push_back(i);
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if (sm->transitions[i].to == p_travel) {
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if (p_state_machine->transitions[i].to == p_travel) {
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found_route = true;
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break;
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}
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@ -291,12 +291,12 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *sm, c
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return true;
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}
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float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm, float p_time, bool p_seek) {
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float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) {
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//if not playing and it can restart, then restart
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if (!playing && start_request == StringName()) {
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if (!stop_request && sm->start_node) {
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start(sm->start_node);
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if (!stop_request && p_state_machine->start_node) {
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start(p_state_machine->start_node);
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} else {
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return 0;
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}
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@ -320,7 +320,7 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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ERR_FAIL_V(0);
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}
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if (!_travel(sm, start_request)) {
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if (!_travel(p_state_machine, start_request)) {
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//can't travel, then teleport
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path.clear();
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current = start_request;
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@ -339,16 +339,16 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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if (do_start) {
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if (sm->start_node != StringName() && p_seek && p_time == 0) {
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current = sm->start_node;
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if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) {
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current = p_state_machine->start_node;
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}
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len_current = sm->blend_node(current, sm->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
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pos_current = 0;
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loops_current = 0;
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}
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if (!sm->states.has(current)) {
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if (!p_state_machine->states.has(current)) {
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playing = false; //current does not exist
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current = StringName();
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return 0;
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@ -357,7 +357,7 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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if (fading_from != StringName()) {
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if (!sm->states.has(fading_from)) {
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if (!p_state_machine->states.has(fading_from)) {
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fading_from = StringName();
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} else {
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if (!p_seek) {
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@ -370,11 +370,11 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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}
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}
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float rem = sm->blend_node(current, sm->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false);
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float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false);
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if (fading_from != StringName()) {
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sm->blend_node(fading_from, sm->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
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p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
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}
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//guess playback position
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@ -399,40 +399,40 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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if (path.size()) {
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for (int i = 0; i < sm->transitions.size(); i++) {
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if (sm->transitions[i].from == current && sm->transitions[i].to == path[0]) {
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next_xfade = sm->transitions[i].transition->get_xfade_time();
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switch_mode = sm->transitions[i].transition->get_switch_mode();
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) {
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next_xfade = p_state_machine->transitions[i].transition->get_xfade_time();
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switch_mode = p_state_machine->transitions[i].transition->get_switch_mode();
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next = path[0];
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}
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}
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} else {
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float priority_best = 1e20;
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int auto_advance_to = -1;
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for (int i = 0; i < sm->transitions.size(); i++) {
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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bool auto_advance = false;
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if (sm->transitions[i].transition->has_auto_advance()) {
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if (p_state_machine->transitions[i].transition->has_auto_advance()) {
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auto_advance = true;
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}
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StringName advance_condition_name = sm->transitions[i].transition->get_advance_condition_name();
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if (advance_condition_name != StringName() && bool(sm->get_parameter(advance_condition_name))) {
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StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name();
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if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) {
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auto_advance = true;
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}
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if (sm->transitions[i].from == current && auto_advance) {
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if (p_state_machine->transitions[i].from == current && auto_advance) {
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if (sm->transitions[i].transition->get_priority() <= priority_best) {
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priority_best = sm->transitions[i].transition->get_priority();
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if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) {
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priority_best = p_state_machine->transitions[i].transition->get_priority();
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auto_advance_to = i;
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}
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}
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}
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if (auto_advance_to != -1) {
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next = sm->transitions[auto_advance_to].to;
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next_xfade = sm->transitions[auto_advance_to].transition->get_xfade_time();
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switch_mode = sm->transitions[auto_advance_to].transition->get_switch_mode();
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next = p_state_machine->transitions[auto_advance_to].to;
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next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time();
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switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode();
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}
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}
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@ -467,12 +467,12 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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}
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current = next;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
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len_current = sm->blend_node(current, sm->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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pos_current = MIN(pos_current, len_current);
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sm->blend_node(current, sm->states[current].node, pos_current, true, 0, AnimationNode::FILTER_IGNORE, false);
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p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, 0, AnimationNode::FILTER_IGNORE, false);
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} else {
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len_current = sm->blend_node(current, sm->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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pos_current = 0;
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}
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@ -482,9 +482,9 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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}
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//compute time left for transitions by using the end node
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if (sm->end_node != StringName() && sm->end_node != current) {
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if (p_state_machine->end_node != StringName() && p_state_machine->end_node != current) {
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rem = sm->blend_node(sm->end_node, sm->states[sm->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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rem = p_state_machine->blend_node(p_state_machine->end_node, p_state_machine->states[p_state_machine->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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}
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return rem;
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