superFix
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@@ -54,12 +54,7 @@ namespace Ichni.RhythmGame
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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else if ((positionX.isSwitchingReturnType ||
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positionY.isSwitchingReturnType ||
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positionZ.isSwitchingReturnType) &&
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(positionX.returnType is not FlexibleReturnType.MiddleExecuting &&
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positionY.returnType is not FlexibleReturnType.MiddleExecuting &&
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positionZ.returnType is not FlexibleReturnType.MiddleExecuting))
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else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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@@ -54,12 +54,7 @@ namespace Ichni.RhythmGame
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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else if ((scaleX.isSwitchingReturnType ||
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scaleY.isSwitchingReturnType ||
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scaleZ.isSwitchingReturnType) &&
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(scaleX.returnType is not FlexibleReturnType.MiddleExecuting &&
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scaleY.returnType is not FlexibleReturnType.MiddleExecuting &&
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scaleZ.returnType is not FlexibleReturnType.MiddleExecuting))
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else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -53,12 +53,7 @@ namespace Ichni.RhythmGame
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else if ((eulerAngleX.isSwitchingReturnType ||
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eulerAngleY.isSwitchingReturnType ||
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eulerAngleZ.isSwitchingReturnType) &&
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(eulerAngleX.returnType is not FlexibleReturnType.MiddleExecuting &&
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eulerAngleY.returnType is not FlexibleReturnType.MiddleExecuting &&
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eulerAngleZ.returnType is not FlexibleReturnType.MiddleExecuting))
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else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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