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Better ones
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73e0cd6077
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15 changed files with 332 additions and 186 deletions
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@ -1,4 +1,5 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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using System.Collections.Generic;
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using UnityEngine;
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@ -8,11 +9,14 @@ namespace ml_amt
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class MotionTweaker : MonoBehaviour
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{
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static System.Reflection.FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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static System.Reflection.FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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enum ParameterType
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{
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Upright
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Upright,
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GroundedRaw
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}
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enum ParameterSyncType
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{
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Local,
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@ -41,18 +45,21 @@ namespace ml_amt
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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bool m_ikOverride = true;
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float m_currentUpright = 1f;
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float m_upright = 1f;
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PoseState m_poseState = PoseState.Standing;
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bool m_ikOverrideCrouch = true;
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float m_crouchLimit = 0.65f;
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bool m_customCrouchLimit = false;
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bool m_detectPose = true;
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bool m_ikOverrideProne = true;
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float m_proneLimit = 0.3f;
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bool m_customProneLimit = false;
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bool m_poseTransitions = true;
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bool m_adjustedMovement = true;
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bool m_ikOverrideFly = true;
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bool m_customLocomotionOffset = false;
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Vector3 m_locomotionOffset = Vector3.zero;
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@ -71,36 +78,51 @@ namespace ml_amt
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
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float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * PlayerSetup.Instance._avatar.transform.localScale.y, 0f, float.MaxValue);
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m_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
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PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
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m_upright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
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PoseState l_poseState = (m_upright <= m_proneLimit) ? PoseState.Proning : ((m_upright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
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if((m_vrIk != null) && m_vrIk.enabled)
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{
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if(m_ikOverride && (m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
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ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
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if(m_poseState != l_poseState)
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{
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// Weird fix of torso shaking
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if(m_ikOverrideCrouch && (l_poseState == PoseState.Standing))
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ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
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if(m_ikOverrideProne && !m_ikOverrideCrouch && (l_poseState == PoseState.Crouching))
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ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
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}
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if(m_detectPose && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
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if(m_poseTransitions && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
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{
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switch(l_poseState)
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{
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case PoseState.Standing:
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{
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PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
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PlayerSetup.Instance._movementSystem.ChangeProne(false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); // Forced to stop transitioning to standing locomotion
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Forced to stop transitioning to standing locomotion
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if(m_adjustedMovement)
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{
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MovementSystem.Instance.ChangeCrouch(false); //
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MovementSystem.Instance.ChangeProne(false); // Affects movement speed
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}
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); //
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Force to stop transitioning to standing locomotion while moving
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}
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break;
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case PoseState.Crouching:
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PlayerSetup.Instance._movementSystem.ChangeCrouch(true);
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{
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if(m_adjustedMovement)
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MovementSystem.Instance.ChangeCrouch(true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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break;
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}
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break;
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case PoseState.Proning:
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{
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PlayerSetup.Instance._movementSystem.ChangeProne(true);
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if(m_adjustedMovement)
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MovementSystem.Instance.ChangeProne(true);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", true);
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}
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@ -122,10 +144,24 @@ namespace ml_amt
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switch(l_param.m_sync)
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{
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case ParameterSyncType.Local:
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PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_currentUpright);
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PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_upright);
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break;
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case ParameterSyncType.Synced:
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PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, m_currentUpright);
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PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, m_upright);
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break;
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}
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}
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break;
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case ParameterType.GroundedRaw:
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{
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switch(l_param.m_sync)
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{
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case ParameterSyncType.Local:
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PlayerSetup.Instance._animator.SetBool(l_param.m_hash, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance));
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break;
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case ParameterSyncType.Synced:
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PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance) ? 1f : 0f);
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break;
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}
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}
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@ -207,45 +243,65 @@ namespace ml_amt
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void OnIKPreUpdate()
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{
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if(m_ikOverride)
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{
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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if(m_poseState != PoseState.Standing)
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m_vrIk.solver.locomotion.weight = 0f;
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}
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
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m_vrIk.solver.locomotion.weight = 0f;
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if(m_ikOverrideFly && MovementSystem.Instance.flying)
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m_vrIk.solver.locomotion.weight = 0f;
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}
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void OnIKPostUpdate()
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{
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if(m_ikOverride)
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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}
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public void SetIKOverride(bool p_state)
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public void SetIKOverrideCrouch(bool p_state)
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{
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m_ikOverride = p_state;
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m_ikOverrideCrouch = p_state;
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}
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public void SetCrouchLimit(float p_value)
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{
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if(!m_customCrouchLimit)
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m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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public void SetDetectPose(bool p_state)
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public void SetIKOverrideProne(bool p_state)
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{
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m_detectPose = p_state;
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if(!m_detectPose && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
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{
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PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
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PlayerSetup.Instance._movementSystem.ChangeProne(false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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m_ikOverrideProne = p_state;
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}
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public void SetProneLimit(float p_value)
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{
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if(!m_customProneLimit)
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m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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public void SetPoseTransitions(bool p_state)
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{
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m_poseTransitions = p_state;
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if(!m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
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{
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if(m_adjustedMovement)
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{
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MovementSystem.Instance.ChangeCrouch(false);
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MovementSystem.Instance.ChangeProne(false);
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}
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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}
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public void SetAdjustedMovement(bool p_state)
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{
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m_adjustedMovement = p_state;
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if(!m_adjustedMovement && m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
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{
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MovementSystem.Instance.ChangeCrouch(false);
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MovementSystem.Instance.ChangeProne(false);
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}
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}
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public void SetIKOverrideFly(bool p_state)
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{
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m_ikOverrideFly = p_state;
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}
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}
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}
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