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Some fixes (...)

- Get colliding hair segment
- drop AnimatedSprite & Interpolator classes
- repair entity_setAutoSkeletalUpdate()
- remove some old code
This commit is contained in:
fgenesis 2012-12-13 18:45:07 +01:00
parent 5d74665323
commit b242d80c75
10 changed files with 38 additions and 129 deletions

View file

@ -501,9 +501,9 @@ void Entity::followPath(Path *p, int speedType, int dir, bool deleteOnEnd)
position.data->path.addPathNode(pn.position, float(i/float(p->nodes.size())));
}
}
debugLog("Calculating Time");
//debugLog("Calculating Time");
float time = position.data->path.getLength()/(float)dsq->continuity.getSpeedType(speedType);
debugLog("Starting");
//debugLog("Starting");
position.data->path.getPathNode(0)->value = position;
position.startPath(time);//, 1.0f/2.0f);
}
@ -1266,7 +1266,7 @@ void Entity::update(float dt)
//skeletalSprite.setFreeze(true);
if (frozenTimer == 0 || getState() == STATE_PUSH)
AnimatedSprite::update(dt);
Quad::update(dt);
onAlwaysUpdate(dt);
// always, always update:
@ -1873,7 +1873,7 @@ void Entity::onUpdate(float dt)
}
}
AnimatedSprite::onUpdate(dt);
Quad::onUpdate(dt);
Vector v = position - lastPos;
lastMove = v;
@ -2971,7 +2971,7 @@ void Entity::render()
blurShader.bind();
set = true;
}
AnimatedSprite::render();
Quad::render();
//if (beautyFlip && blurShader.isLoaded() && flipScale.isInterpolating())
if (set)
blurShader.unbind();