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94b93227d3
Kinda hacky, but it's the only way to get animated activators (flags, silt striders, etc) to work properly.
24 lines
399 B
C++
24 lines
399 B
C++
#ifndef _GAME_RENDER_ACTIVATORANIMATION_H
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#define _GAME_RENDER_ACTIVATORANIMATION_H
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#include "animation.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWRender
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{
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class ActivatorAnimation : public Animation
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{
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public:
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ActivatorAnimation(const MWWorld::Ptr& ptr);
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virtual ~ActivatorAnimation();
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virtual void runAnimation(float timepassed);
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};
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}
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#endif
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