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Fixing errors
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a81ecb5f65
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9848b67174
@ -331,7 +331,7 @@ namespace MWRender{
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}
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}
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bool Animation::timeIndex( float time, std::vector<float>& times, int & i, int & j, float & x ){
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bool Animation::timeIndex( float time, std::vector<float> & times, int & i, int & j, float & x ){
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int count;
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if ( (count = times.size()) > 0 )
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{
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@ -427,19 +427,19 @@ namespace MWRender{
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float x;
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float x2;
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std::vector<Ogre::Quaternion>& quats = iter->getQuat();
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std::vector<Ogre::Quaternion> & quats = iter->getQuat();
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std::vector<float>& ttime = iter->gettTime();
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std::vector<float> & ttime = iter->gettTime();
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std::vector<float>& rtime = iter->getrTime();
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std::vector<float> & rtime = iter->getrTime();
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int rindexJ = rindexI[slot];
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timeIndex(time, rtime, rindexI[slot], rindexJ, x2);
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int tindexJ = tindexI[slot];
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std::vector<Ogre::Vector3>& translist1 = iter->getTranslist1();
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std::vector<Ogre::Vector3> & translist1 = iter->getTranslist1();
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timeIndex(time, ttime, tindexI[slot], tindexJ, x);
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@ -28,8 +28,7 @@ class Animation{
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MWWorld::Environment& mEnvironment;
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std::map<Nif::NiSkinData::BoneInfoCopy*, PosAndRot> vecRotPos;
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static std::map<std::string, int> mUniqueIDs;
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float oldHund;
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bool samePlace;
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std::vector<std::vector<Nif::NiTriShapeCopy>* > shapeparts; //All the NiTriShape data that we need for animating an npc
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@ -57,11 +56,11 @@ class Animation{
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Ogre::Entity* base;
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void handleShapes(std::vector<Nif::NiTriShapeCopy>* allshapes, Ogre::Entity* creaturemodel, Ogre::SkeletonInstance *skel);
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void handleAnimationTransforms();
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bool timeIndex( float time, std::vector<float>& times, int & i, int & j, float & x );
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bool timeIndex( float time, std::vector<float> & times, int & i, int & j, float & x );
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std::string getUniqueID(std::string mesh);
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public:
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Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend): mRend(_rend), mEnvironment(_env), animate(0), oldHund(0){};
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Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend): mRend(_rend), mEnvironment(_env), animate(0){};
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virtual void runAnimation(float timepassed) = 0;
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void startScript(std::string groupname, int mode, int loops);
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void stopScript();
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@ -1328,6 +1328,8 @@ void NIFLoader::loadResource(Resource *resource)
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(*iter)->addBoneAssignment(vba);
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}
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//Don't link on npc parts to eliminate redundant skeletons
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//Will have to be changed later slightly for robes/skirts
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if(triname == "")
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mesh->_notifySkeleton(mSkel);
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}
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