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Don't clear the last queued animation when it stops
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66f55b3178
commit
e069215583
@ -220,15 +220,16 @@ void CharacterController::update(float duration, Movement &movement)
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if(!cls.isActor())
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{
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if(mAnimQueue.size() > 0)
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if(mAnimQueue.size() > 1)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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}
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@ -322,16 +323,20 @@ void CharacterController::update(float duration, Movement &movement)
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}
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else if(mAnimQueue.size() > 0)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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if(mAnimQueue.size() > 1)
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{
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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}
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else if(getState() != CharState_SpecialIdle)
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else
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)));
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vec *= duration;
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@ -471,6 +476,8 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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count = std::max(count, 1);
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if(mode != 0 || mAnimQueue.size() == 0)
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{
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if(mAnimQueue.size() > 0)
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.clear();
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mAnimQueue.push_back(std::make_pair(groupname, count-1));
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@ -506,6 +513,8 @@ void CharacterController::forceStateUpdate()
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{
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if(!mAnimation)
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return;
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if(mAnimQueue.size() > 0)
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.clear();
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std::string group;
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