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unlocking change and stop change
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@ -40,6 +40,7 @@ namespace MWRender{
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shapeNumber = 0;
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std::vector<Nif::NiTriShapeCopy>::iterator allshapesiter;
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for(allshapesiter = allshapes->begin(); allshapesiter != allshapes->end(); allshapesiter++)
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{
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Nif::NiTriShapeCopy& copy = *allshapesiter;
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@ -261,22 +262,10 @@ namespace MWRender{
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}
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}
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}
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for(allshapesiter = allshapes->begin(); allshapesiter != allshapes->end(); allshapesiter++)
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{
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Nif::NiTriShapeCopy copy = *allshapesiter;
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Ogre::HardwareVertexBufferSharedPtr vbuf = creaturemodel->getMesh()->getSubMesh(copy.sname)->vertexData->vertexBufferBinding->getBuffer(0);
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Ogre::HardwareVertexBufferSharedPtr vbufNormal = creaturemodel->getMesh()->getSubMesh(copy.sname)->vertexData->vertexBufferBinding->getBuffer(1);
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vbuf->unlock();
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vbufNormal->unlock();
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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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int count;
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@ -49,6 +49,11 @@ void CreatureAnimation::runAnimation(float timepassed){
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//Handle the shapes dependent on animation transforms
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time += timepassed;
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if(time > transformations->begin()->getStopTime()){
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animate = false;
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std::cout << "Stopping the animation\n";
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return;
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}
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handleAnimationTransforms();
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handleShapes(shapes, base, base->getSkeleton());
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