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https://github.com/AquariaOSE/Aquaria.git
synced 2025-07-03 22:44:32 +00:00
Remove commented-out code
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parent
0f39b825e1
commit
eb128e65a4
162 changed files with 2092 additions and 6594 deletions
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@ -81,13 +81,7 @@ Bone::Bone() : Quad()
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selectable = true;
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originalRenderPass = 0;
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}
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/*
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void Bone::createStrip(bool vert, int num)
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{
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Quad::createStrip(vert, num);
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changeStrip.resize(num);
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}
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*/
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void Bone::destroy()
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{
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@ -143,7 +137,7 @@ Quad* Bone::addFrame(const std::string &gfx)
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void Bone::showFrame(int idx)
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{
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//float t = 0.1;
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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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@ -181,11 +175,7 @@ void Bone::showFrame(int idx)
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void Bone::setAnimated(int b)
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{
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/*
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std::ostringstream os;
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os << "setting animated: " << b;
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debugLog(os.str());
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*/
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animated = b;
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}
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@ -200,10 +190,7 @@ void Bone::setSegmentProps(int minDist, int maxDist, bool reverse)
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void Bone::updateSegment(Bone *b, const Vector &diff)
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{
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/*
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int maxDist, minDist;
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maxDist = minDist = 128;
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*/
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float angle = -1;
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if (diff.getSquaredLength2D() > sqr(maxDist))
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@ -215,21 +202,17 @@ void Bone::updateSegment(Bone *b, const Vector &diff)
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MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
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}
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else if (diff.getSquaredLength2D() > sqr(minDist)) // 6.3
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else if (diff.getSquaredLength2D() > sqr(minDist))
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{
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b->position += diff*0.05f;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
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//b->rotation.interpolateTo(Vector(0,0,angle),0.2);
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}
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if (angle != -1)
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{
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/*
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std::ostringstream os;
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os << "rotz: " << b->rotation.z << " angle: " << angle;
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debugLog(os.str());
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*/
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if (b->rotation.z >= 270 && angle < 90)
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{
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@ -246,35 +229,15 @@ void Bone::updateSegment(Bone *b, const Vector &diff)
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b->rotation.interpolateTo(Vector(0,0,angle),0.2);
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}
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/*
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else
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{
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float angle;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
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b->rotation.interpolateTo(Vector(0,0,angle),0);
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}
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*/
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}
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void Bone::updateSegments()
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{
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if (segmentChain>0 && !segments.empty())
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{
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//bool reverse = true;
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/*
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std::vector<Bone*> segments;
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Bone *child = (Bone*)(this->children.front());
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while (child)
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{
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segments.push_back(child);
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if (child->children.empty())
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child = 0;
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else
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child = (Bone*)(child->children.front());
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}
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*/
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if (!reverse)
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{
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@ -336,25 +299,13 @@ bool BoneCommand::parse(Bone *b, SimpleIStringStream &is)
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{
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command = AC_PRT_START;
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is >> slot;
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/*
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Emitter *e = b->emitters[slot];
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if (e)
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{
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e->start();
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}
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*/
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}
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else if (type=="AC_PRT_STOP")
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{
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command = AC_PRT_STOP;
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is >> slot;
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/*
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Emitter *e = b->emitters[slot];
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if (e)
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{
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e->stop();
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}
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*/
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}
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else if (type=="AC_SEGS_START")
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command = AC_SEGS_START;
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@ -379,7 +330,7 @@ bool BoneCommand::parse(Bone *b, SimpleIStringStream &is)
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void BoneCommand::run()
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{
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//debugLog("running CMD");
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switch(command)
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{
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case AC_SND_PLAY:
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@ -429,7 +380,7 @@ AnimationLayer::AnimationLayer()
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{
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lastNewKey = 0;
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fallThru= 0;
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//index = -1;
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timer = 0;
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loop = 0;
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enqueuedAnimationLoop = 0;
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@ -482,7 +433,7 @@ void AnimationLayer::playAnimation(int idx, int loop)
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fallThruSpeed = 10;
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}
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timeMultiplier = 1;
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//currentKeyframe = 0;
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currentAnimation = idx;
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timer = 0;
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animating = true;
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@ -490,7 +441,7 @@ void AnimationLayer::playAnimation(int idx, int loop)
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this->loop = loop;
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animationLength = getCurrentAnimation()->getAnimationLength();
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//doNextKeyframe();
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}
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void AnimationLayer::enqueueAnimation(const std::string& anim, int loop)
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@ -547,7 +498,7 @@ Animation* AnimationLayer::getCurrentAnimation()
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bool AnimationLayer::createTransitionAnimation(const std::string& anim, float time)
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{
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//Animation *a = getCurrentAnimation();
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Animation *to = s->getAnimation(anim);
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if (!to) return false;
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blendAnimation.keyframes.clear();
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@ -653,10 +604,7 @@ SkeletalKeyframe *Animation::getFirstKeyframe()
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void Animation::reorderKeyframes()
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{
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/*
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std::vector<SkeletalKeyframe> copy = this->keyframes;
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keyframes.clear();
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*/
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for (int i = 0; i < keyframes.size(); i++)
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{
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for (int j = 0; j < keyframes.size()-1; j++)
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@ -747,7 +695,7 @@ SkeletalKeyframe *Animation::getNextKeyframe(float t)
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break;
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}
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}
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// kf++;
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if (kf == -1)
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return 0;
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if (kf >= keyframes.size())
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@ -831,17 +779,12 @@ void SkeletalSprite::onUpdate(float dt)
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}
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}
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/*
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for (int i = 0; i < bones.size(); i++)
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{
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bones[i]->update(dt);
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}
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*/
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for (i = 0; i < animLayers.size(); i++)
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{
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animLayers[i].update(dt);
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}
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//updateBones();
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}
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void AnimationLayer::update(float dt)
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@ -1004,14 +947,7 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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os << this->bones[i]->originalScale.x << " " << this->bones[i]->originalScale.y;
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bone->SetAttribute("sz", os.str().c_str());
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}
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/*
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if (this->bones[i]->color.x != 1 || this->bones[i]->color.y != 1 || this->bones[i]->color.z != 1)
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{
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std::ostringstream os;
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os << this->bones[i]->color.x << " " << this->bones[i]->color.y << " " << this->bones[i]->color.z;
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bone->SetAttribute("color", os.str().c_str());
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}
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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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{
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@ -1142,7 +1078,7 @@ Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std:
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b->collideRadius = cr;
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b->collidePosition = cp;
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b->name = name;
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//core->generateCollisionMask(b);
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if (fh)
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b->flipHorizontal();
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if (fv)
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@ -1273,25 +1209,8 @@ void SkeletalSprite::loadSkin(const std::string &fn)
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b->flipVertical();
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}
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/*
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if (boneXml->Attribute("a"))
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{
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float alpha = 0;
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boneXml->Attribute("a", &alpha);
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b->alpha = alpha;
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}
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*/
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/*
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// this is for SKINS
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if (boneXml->Attribute("sz"))
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{
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float v1, v2;
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SimpleIStringStream is(boneXml->Attribute("sz"));
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is >> v1 >> v2;
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b->scale = Vector(v1,v2);
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b->originalScale = b->scale;
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}
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*/
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}
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else
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{
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@ -1403,8 +1322,6 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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std::string gfx = bone->Attribute("gfx");
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Bone *newb = initBone(idx, gfx, pidx, rbp, name, cr, fh, fv, cp);
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if (bone->Attribute("offx"))
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@ -1660,7 +1577,7 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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for (int i = 0; i < b.strip.size(); i++)
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{
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is >> b.strip[i].x >> b.strip[i].y;
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//b.strip[i].y *= 10;
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}
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}
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if (key->Attribute("sz"))
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@ -1803,10 +1720,7 @@ void AnimationLayer::updateBones()
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float t1 = key1->t;
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float t2 = key2->t;
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/*
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if (key1 == key2)
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stopAnimation();
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*/
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float diff = t2-t1;
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float dt;
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@ -1914,16 +1828,7 @@ void SkeletalSprite::updateBones()
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animLayers[i].updateBones();
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}
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}
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/*
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for (int i = animLayers.size()-1; i >= 0; i--)
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{
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if (animLayers[i].animating)
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{
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animLayers[i].updateBones();
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return;
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}
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}
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*/
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}
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