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Store an character controller in the animation
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3c487e6019
commit
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@ -30,6 +30,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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if(!mAnimation)
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return;
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mAnimation->setController(this);
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switch(mState)
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{
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case CharState_Idle:
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@ -95,6 +95,12 @@ void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model
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}
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void Animation::setController(MWMechanics::CharacterController *controller)
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{
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mController = controller;
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}
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void Animation::updatePosition(float time)
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{
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mCurGroup.mAnimState->setTimePosition(time);
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@ -5,6 +5,11 @@
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#include "../mwworld/ptr.hpp"
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namespace MWMechanics
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{
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class CharacterController;
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}
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namespace MWRender
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{
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@ -26,8 +31,9 @@ class Animation
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protected:
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MWWorld::Ptr mPtr;
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Ogre::SceneNode* mInsert;
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MWMechanics::CharacterController *mController;
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Ogre::SceneNode* mInsert;
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NifOgre::EntityList mEntityList;
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std::map<std::string,NifOgre::TextKeyMap> mTextKeys;
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Ogre::Bone *mAccumRoot;
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@ -56,6 +62,7 @@ public:
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Animation(const MWWorld::Ptr &ptr);
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virtual ~Animation();
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void setController(MWMechanics::CharacterController *controller);
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void playGroup(std::string groupname, int mode, int loops);
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void skipAnim();
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virtual void runAnimation(float timepassed);
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