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Remove unused bones, don't crash when hardcoded bones are not found

This commit is contained in:
fgenesis 2016-04-24 19:28:30 +02:00
parent 6c56bc94a9
commit dff33b0530
2 changed files with 11 additions and 9 deletions

View file

@ -2260,7 +2260,8 @@ bool Avatar::fireAtNearestValidEntity(const std::string &shot)
Vector dir;
Vector p = position;
p = boneLeftArm->getWorldPosition();
if(boneLeftArm)
p = boneLeftArm->getWorldPosition();
//&& !dsq->game->isObstructed(TileVector(position))
/*
if (dsq->inputMode == INPUT_MOUSE && state.lockedToWall )
@ -4153,15 +4154,16 @@ void Avatar::refreshModel(std::string file, const std::string &skin, bool forceI
if (file == "naija")
{
bone_head = skeletalSprite.getBoneByIdx(1);
boneRightFoot = skeletalSprite.getBoneByName("RightFoot");
boneLeftFoot = skeletalSprite.getBoneByName("LeftFoot");
boneRightArm = skeletalSprite.getBoneByName("RightArm");
boneLeftArm = skeletalSprite.getBoneByName("LeftArm");
boneFish2 = skeletalSprite.getBoneByName("Fish2");
boneFish2->alpha = 0;
if(boneFish2)
boneFish2->alpha = 0;
bone_dualFormGlow = skeletalSprite.getBoneByName("DualFormGlow");
bone_dualFormGlow->scale = 0;
bone_dualFormGlow->setBlendType(BLEND_ADD);
if (bone_dualFormGlow)
{
bone_dualFormGlow->scale = 0;
bone_dualFormGlow->setBlendType(BLEND_ADD);
}
boneLeftHand = skeletalSprite.getBoneByName("LeftArm");
boneRightHand = skeletalSprite.getBoneByName("RightArm");
@ -4170,7 +4172,7 @@ void Avatar::refreshModel(std::string file, const std::string &skin, bool forceI
{
bone_dualFormGlow = 0;
bone_head = 0;
boneRightFoot = boneLeftFoot = boneRightArm = boneLeftArm = boneFish2 = skeletalSprite.getBoneByIdx(0);
boneLeftArm = boneFish2 = 0;
boneLeftHand = boneRightHand = 0;
}

View file

@ -303,7 +303,7 @@ public:
Vector getHeadPosition();
Bone *boneRightFoot, *boneLeftFoot, *boneRightArm, *boneLeftArm, *boneFish2, *bone_head;
Bone *boneLeftArm, *boneFish2, *bone_head;
Bone *boneLeftHand, *boneRightHand;
void startFlourish();