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fix Li's head missing. broke in cf2dc71a34

rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
This commit is contained in:
fgenesis 2023-12-29 22:43:05 +01:00
parent f641764765
commit 9faee6cf79

View file

@ -1461,24 +1461,6 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
e->load(pfile);
}
}
XMLElement *fr=0;
fr = bone->FirstChildElement("Frame");
int frc=0;
while(fr)
{
std::string gfx;
if (fr->Attribute("gfx"))
{
gfx = fr->Attribute("gfx");
newb->addFrame(gfx);
}
fr = fr->NextSiblingElement("Frame");
frc++;
}
if (frc)
{
newb->showFrame(0);
}
if (bone->Attribute("pass"))
{
int pass = atoi(bone->Attribute("pass"));
@ -1588,6 +1570,26 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
grid->setDrawOrder((GridDrawOrder)ord);
}
}
if(XMLElement *fr = bone->FirstChildElement("Frame"))
{
int frc = 0;
while(fr)
{
std::string gfx;
if (fr->Attribute("gfx"))
{
gfx = fr->Attribute("gfx");
newb->addFrame(gfx);
}
fr = fr->NextSiblingElement("Frame");
frc++;
}
if (frc)
{
newb->showFrame(0);
}
newb->renderQuad = true;
}
bone = bone->NextSiblingElement("Bone");
}
// attach bones