fix work stand and character animation
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@@ -2614,7 +2614,7 @@ MonoBehaviour:
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_ActionOnDisable: 0
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_PlayAutomatically: 1
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_Animations:
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- {fileID: 7400000, guid: 16c4120b526772648a6013449da43c6f, type: 2}
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- {fileID: 7400000, guid: 29895f3687b86a24ba1bff2318b1d817, type: 2}
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- {fileID: 7400000, guid: 572732ebc115fe640bf0a67cf30da27d, type: 2}
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- {fileID: 7400000, guid: ffcef81a910e6a844b5314822f3ee320, type: 2}
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- {fileID: 7400000, guid: 9a02c621d8aebac478a8077bc629301f, type: 2}
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@@ -12,6 +12,7 @@ namespace BrewMonster.Scripts
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protected bool m_bMoving; // moving flag
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protected bool m_bStopSlide; // stop sliding flag
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protected int m_iCurAction; // current playing action
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protected int m_oldAction; // cache old played action
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public CECHPWorkStand(CECHPWorkMan pWorkMan) : base(Host_work_ID.WORK_STAND, pWorkMan)
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{
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@@ -169,10 +170,11 @@ namespace BrewMonster.Scripts
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Tick_FlySwim(fDeltaTime);*/
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}
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if (m_iPoseAction == (int)CECPlayer.PLAYER_ACTION_TYPE.ACT_STAND)
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if (m_iPoseAction == (int)CECPlayer.PLAYER_ACTION_TYPE.ACT_STAND && m_oldAction != m_iCurAction)
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{
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// Chariot war special case omitted for now
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m_pHost.PlayAction(m_iCurAction, false, 300);
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m_oldAction = m_iCurAction;
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}
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// Force to update object's direction and up
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@@ -1358,7 +1358,7 @@ namespace BrewMonster
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m_CDRInfo.vExtent = EC_Utility.ToVector3(m_aabbServer.Extents);
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// Create work manager
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m_pWorkMan = new CECHPWorkMan(this);
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// m_pWorkMan.StartWork_p0(m_pWorkMan.CreateWork(CECHPWork.Host_work_ID.WORK_STAND));
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m_pWorkMan.StartWork_p0(m_pWorkMan.CreateWork(Host_work_ID.WORK_STAND));
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/*if (IsDead())
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{
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CECHPWorkDead pWork = (CECHPWorkDead*)m_pWorkMan->CreateWork(CECHPWork.Host_work_ID.WORK_DEAD);
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@@ -83,7 +83,7 @@ public class PlayerVisual : MonoBehaviour
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ApplyDamage();
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}
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//todo: this is dummy to force change to idle state
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EventBus.PublishChannel(_playerInfo.cid, new PlayActionEvent("站立_通用"));
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// EventBus.PublishChannel(_playerInfo.cid, new PlayActionEvent("站立_通用"));
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}
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private void QueueActionEventHandler(QueueActionEvent @event)
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