Small fix for laser animation curve outputs#6858
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Makes sense to me, but will also wait to merge until @BMagnu has had a time to check these 2 new lines over!
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LGTM.
For posterity:
Eventually we want stuff like "state add" to just be part of "state" and have the user say "this curve is added, this one is multiplied", but that's explicitly for a future upgrade of the modular curve system itself.
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When a weapon is using a laser animation state curve, this overrides the default animation behavior. However, the bool governing this had failed to check for the auxiliary "animation state add" output, which meant that when anim-state-add was used in the absence of regular anim-state it did nothing. I fix this by making sure we override if either output has a curve, and also make sure that both values have a default of 0, since that is the intuitive behavior in this case.