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Merge pull request #1025 from Allofich/anim
Use loopfallback for idle animation groups
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commit
3ef9b3f44d
@ -1542,9 +1542,10 @@ void CharacterController::update(float duration)
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mAnimation->disable(mAnimQueue.front().mGroup);
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mAnimQueue.pop_front();
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bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
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MWRender::Animation::BlendMask_All, false,
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount);
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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}
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}
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}
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@ -1822,9 +1823,10 @@ void CharacterController::update(float duration)
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mAnimation->disable(mAnimQueue.front().mGroup);
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mAnimQueue.pop_front();
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bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
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MWRender::Animation::BlendMask_All, false,
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount);
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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}
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}
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@ -2023,9 +2025,10 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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mCurrentIdle.clear();
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(groupname, Priority_Default,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
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}
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else if(mode == 0)
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{
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