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Use a separate method to handle animation events
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@ -346,6 +346,54 @@ void Animation::reset(const std::string &start, const std::string &stop)
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}
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bool Animation::handleEvent(float time, const std::string &evt)
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{
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if(evt == "start" || evt == "loop start")
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{
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/* Do nothing */
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return true;
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}
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if(evt.compare(0, 7, "sound: ") == 0)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
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return true;
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}
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if(evt.compare(0, 10, "soundgen: ") == 0)
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{
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// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
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// to this actor type
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return true;
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}
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if(evt == "loop stop")
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{
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if(mLooping)
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{
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reset("loop start", "");
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if(mCurrentTime >= time)
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return false;
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}
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return true;
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}
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if(evt == "stop")
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{
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if(mLooping)
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{
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reset("loop start", "");
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if(mCurrentTime >= time)
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return false;
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return true;
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}
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// fall-through
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}
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if(mController)
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mController->markerEvent(time, evt);
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return true;
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}
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void Animation::play(const std::string &groupname, const std::string &start, const std::string &stop, bool loop)
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{
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try {
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@ -402,48 +450,8 @@ Ogre::Vector3 Animation::runAnimation(float timepassed)
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timepassed = targetTime - time;
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if(evt == "start" || evt == "loop start")
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{
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/* Do nothing */
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continue;
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}
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if(evt.compare(0, 7, "sound: ") == 0)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
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continue;
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}
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if(evt.compare(0, 10, "soundgen: ") == 0)
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{
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// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
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// to this actor type
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continue;
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}
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if(evt == "loop stop")
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{
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if(mLooping)
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{
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reset("loop start", "");
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if(mCurrentTime >= time)
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break;
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}
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continue;
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}
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if(evt == "stop")
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{
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if(mLooping)
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{
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reset("loop start", "");
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if(mCurrentTime >= time)
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break;
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continue;
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}
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// fall-through
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}
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if(mController)
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mController->markerEvent(time, evt);
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if(!handleEvent(time, evt))
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break;
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}
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return movement;
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@ -59,6 +59,8 @@ protected:
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*/
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void reset(const std::string &start, const std::string &stop);
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bool handleEvent(float time, const std::string &evt);
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/* Specifies a list of skeleton names to use as animation sources. */
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void setAnimationSources(const std::vector<std::string> &names);
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