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https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
add AC_SET_FH bone command; rework bone frames; some skel cleanups
- bone frames are no longer separate quads. this is probably a leftover from when crossfading was planned, but this was never implemented. now it's a simple texture swap. - remove anim resetPassOnEnd attrib - instead, add resetOnEnd that applies to everything that was changed via bone command - resetOnEnd=true is the new default
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parent
cd91ee51ef
commit
cf2dc71a34
2 changed files with 46 additions and 72 deletions
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@ -137,51 +137,16 @@ void Bone::createStrip(bool vert, int num)
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}
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Quad* Bone::addFrame(const std::string &gfx)
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void Bone::addFrame(const std::string &gfx)
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{
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renderQuad = false;
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Quad *q = new Quad();
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q->setTexture(gfx);
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q->renderBeforeParent = 1;
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addChild(q, PM_POINTER);
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return q;
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framegfx.push_back(gfx);
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}
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void Bone::showFrame(int idx)
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{
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int c = 0;
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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RenderObject *r = (*i);
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if (idx == c)
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{
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if (r->alpha == 0)
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{
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r->alpha = 1;
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// add option to turn on alpha fading
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//r->alpha.interpolateTo(1, t);
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}
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else
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{
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r->alpha = 1;
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}
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}
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else
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{
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if (r->alpha == 1)
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{
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r->alpha = 0;
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//r->alpha.interpolateTo(0, t*2);
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}
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else
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{
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r->alpha = 0;
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}
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}
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c++;
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}
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size_t i = idx;
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if(i < framegfx.size())
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setTexture(framegfx[i]);
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}
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@ -391,6 +356,11 @@ bool BoneCommand::parse(Bone *b, SimpleIStringStream &is)
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}
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else if(type == "AC_RESET_PASS")
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command = AC_RESET_PASS;
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else if(type == "AC_SET_FH")
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{
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command = AC_SET_FH;
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is >> slot;
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}
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else // fail
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{
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std::ostringstream os;
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@ -445,6 +415,19 @@ void BoneCommand::run()
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case AC_RESET_PASS:
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b->setRenderPass(b->originalRenderPass);
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break;
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case AC_SET_FH:
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{
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bool should = false;
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switch(slot)
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{
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case 0: should = b->originalFH; break;
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case 1: should = !b->originalFH; break;
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case 2: should = true; break;
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default: should = false; break;
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}
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b->fhTo(should);
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break;
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}
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case AC_SEGS_START:
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case AC_SEGS_STOP:
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break;
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@ -605,7 +588,7 @@ void AnimationLayer::createTransitionAnimation(Animation& to, float time)
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void AnimationLayer::stopAnimation()
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{
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if(s->loaded && getCurrentAnimation()->resetPassOnEnd)
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if(s->loaded && getCurrentAnimation()->resetOnEnd)
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resetPass();
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animating = false;
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if (!enqueuedAnimation.empty())
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@ -627,7 +610,7 @@ float AnimationLayer::getAnimationLength()
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}
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Animation::Animation()
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: resetPassOnEnd(false)
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: resetOnEnd(true)
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{
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}
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@ -980,7 +963,7 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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bone->SetAttribute("gfx", this->bones[i]->gfx.c_str());
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bone->SetAttribute("pidx", this->bones[i]->pidx);
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bone->SetAttribute("name", this->bones[i]->name.c_str());
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bone->SetAttribute("fh", this->bones[i]->isfh());
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bone->SetAttribute("fh", this->bones[i]->originalFH);
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bone->SetAttribute("fv", this->bones[i]->isfv());
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bone->SetAttribute("gc", this->bones[i]->generateCollisionMask);
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bone->SetAttribute("cr", this->bones[i]->collideRadius);
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@ -1039,21 +1022,11 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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}
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for (Children::iterator j = this->bones[i]->children.begin(); j != this->bones[i]->children.end(); j++)
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for(size_t j = 0; j < this->bones[i]->framegfx.size(); ++j)
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{
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Bone *b = dynamic_cast<Bone*>(*j);
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Quad *q = dynamic_cast<Quad*>(*j);
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Particle *p = dynamic_cast<Particle*>(*j);
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if (q && !b && !p)
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{
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XMLElement *frame = xml->NewElement("Frame");
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frame->SetAttribute("gfx", q->texture->name.c_str());
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if (q->getRenderPass() != 0)
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{
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frame->SetAttribute("pass", q->getRenderPass());
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}
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bone->InsertEndChild(frame);
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}
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XMLElement *frame = xml->NewElement("Frame");
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frame->SetAttribute("gfx", this->bones[i]->framegfx[j].c_str());
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bone->InsertEndChild(frame);
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}
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bones->InsertEndChild(bone);
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}
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@ -1065,8 +1038,8 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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Animation *a = &this->animations[i];
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XMLElement *animation = xml->NewElement("Animation");
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animation->SetAttribute("name", a->name.c_str());
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if(a->resetPassOnEnd)
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animation->SetAttribute("resetPassOnEnd", a->resetPassOnEnd);
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if(!a->resetOnEnd)
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animation->SetAttribute("resetOnEnd", a->resetOnEnd);
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for (size_t j = 0; j < a->interpolators.size(); ++j)
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{
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@ -1205,6 +1178,7 @@ Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, bool rbp, std
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b->pidx = pidx;
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b->collideRadius = cr;
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b->name = name;
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b->originalFH = fh;
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if (fh)
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b->flipHorizontal();
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@ -1491,19 +1465,11 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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int frc=0;
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while(fr)
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{
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Quad *q=0;
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std::string gfx;
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if (fr->Attribute("gfx"))
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{
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gfx = fr->Attribute("gfx");
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q = newb->addFrame(gfx);
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}
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if (fr->Attribute("pass"))
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{
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if (q)
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{
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q->setRenderPass(atoi(fr->Attribute("pass")));
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}
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newb->addFrame(gfx);
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}
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fr = fr->NextSiblingElement("Frame");
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frc++;
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@ -1697,7 +1663,8 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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{
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Animation newAnimation;
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newAnimation.name = animation->Attribute("name");
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newAnimation.resetPassOnEnd = animation->BoolAttribute("resetPassOnEnd");
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if(animation->Attribute("resetOnEnd"))
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newAnimation.resetOnEnd = animation->BoolAttribute("resetOnEnd");
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stringToLower(newAnimation.name);
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XMLElement *key = animation->FirstChildElement("Key");
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@ -1951,7 +1918,10 @@ void AnimationLayer::resetPass()
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{
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Bone *b = s->bones[i];
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if (contains(b))
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{
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b->setRenderPass(b->originalRenderPass);
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b->fhTo(b->originalFH);
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}
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}
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}
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@ -37,7 +37,8 @@ enum AnimationCommand
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AC_SND_PLAY ,
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AC_SEGS_STOP,
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AC_SET_PASS,
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AC_RESET_PASS
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AC_RESET_PASS,
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AC_SET_FH
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};
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class ParticleEffect;
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@ -58,7 +59,7 @@ public:
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ANIM_ALL = ANIM_POS | ANIM_ROT
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};
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void createStrip(bool vert, int num);
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Quad* addFrame(const std::string &gfx);
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void addFrame(const std::string &gfx);
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void showFrame(int i);
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void destroy() OVERRIDE;
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std::string gfx;
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@ -93,6 +94,7 @@ public:
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bool fileRenderQuad;
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bool selectable;
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int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
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bool originalFH;
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void spawnParticlesFromCollisionMask(const char *p, unsigned intv, int layer, float rotz = 0);
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Vector getCollisionMaskNormal(Vector pos, float dist) const;
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@ -107,6 +109,8 @@ public:
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std::vector<Vector> collisionMask;
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std::vector<Vector> transformedCollisionMask;
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float collisionMaskRadius;
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std::vector<std::string> framegfx;
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};
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class BoneCommand
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@ -181,7 +185,7 @@ public:
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size_t getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
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size_t getNumKeyframes();
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void reverse();
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bool resetPassOnEnd;
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bool resetOnEnd;
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BoneGridInterpolator *getBoneGridInterpolator(size_t boneIdx);
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typedef std::vector <BoneGridInterpolator> Interpolators;
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