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@ -278,38 +278,38 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
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new SetNewAnimationData(16, 0, AnimationDistributionParams::ProcessAnimationPending, 0, 9), |
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0), |
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new RenderingData(0.0f, 11), |
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new RenderingData(0.3f, 11), |
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new RenderingData(0.6f, 12), |
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new RenderingData(0.8f, 12), |
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new GameTickData(3, 0), |
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new RenderingData(0.0f, 13), |
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new RenderingData(0.3f, 13), |
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new RenderingData(0.6f, 14), |
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new RenderingData(0.8f, 14), |
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new GameTickData(4, 0), |
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new RenderingData(0.0f, 15), |
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new RenderingData(0.3f, 15), |
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new RenderingData(0.6f, 16), |
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new RenderingData(0.8f, 16), |
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new GameTickData(5, 0), |
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new RenderingData(0.0f, 1), |
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new RenderingData(0.3f, 1), |
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new RenderingData(0.6f, 1), |
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new RenderingData(0.8f, 1), |
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new GameTickData(3, 0), |
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new RenderingData(0.0f, 2), |
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new RenderingData(0.3f, 2), |
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new RenderingData(0.6f, 2), |
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new RenderingData(0.8f, 3), |
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new GameTickData(4, 0), |
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new RenderingData(0.8f, 2), |
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new GameTickData(6, 0), |
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new RenderingData(0.0f, 3), |
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new RenderingData(0.3f, 3), |
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new RenderingData(0.6f, 3), |
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new RenderingData(0.6f, 4), |
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new RenderingData(0.8f, 4), |
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new GameTickData(5, 0), |
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new RenderingData(0.0f, 4), |
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new RenderingData(0.3f, 4), |
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new RenderingData(0.6f, 5), |
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new RenderingData(0.8f, 5), |
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new GameTickData(6, 0), |
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new GameTickData(7, 0), |
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new RenderingData(0.0f, 5), |
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new RenderingData(0.3f, 5), |
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new RenderingData(0.6f, 6), |
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new RenderingData(0.8f, 6), |
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new GameTickData(7, 0), |
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new RenderingData(0.0f, 6), |
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new RenderingData(0.3f, 7), |
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new RenderingData(0.6f, 7), |
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new RenderingData(0.8f, 7), |
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new GameTickData(8, 0), |
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new RenderingData(0.0f, 7), |
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new RenderingData(0.3f, 8), |
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new RenderingData(0.3f, 7), |
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new RenderingData(0.6f, 8), |
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new RenderingData(0.8f, 8), |
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