void CFirstPersonHandIKContext::Initialize(ICharacterInstance* pCharacterInstance) { ++m_instanceCount; if (m_pCharacterInstance != 0) return; m_pCharacterInstance = pCharacterInstance; CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier); m_params = SParams(m_pCharacterInstance->GetIDefaultSkeleton()); }
void CProceduralWeaponAnimationContext::Initialize(IScope* pScope) { ++m_instanceCount; if (m_pScope != 0) return; m_pScope = pScope; ICharacterInstance* pCharacter = m_pScope->GetCharInst(); if (pCharacter) { CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier); m_params = SParams(pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()); } }