post-merge fix

This commit is contained in:
gus 2013-07-16 11:51:18 +01:00
parent ee47e99dad
commit 8fc6e73649

View file

@ -549,8 +549,9 @@ void CharacterController::update(float duration, Movement &movement)
std::string start; std::string start;
std::string stop; std::string stop;
float complete; float complete;
float speedMult;
//mAnimation-> //mAnimation->
if(mAnimation->getInfo(weapgroup,&complete,&start,&stop)) if(mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop))
{ {
std::cout << "BLABLABLA"; std::cout << "BLABLABLA";
mAnimation->disable(weapgroup); mAnimation->disable(weapgroup);
@ -572,9 +573,8 @@ void CharacterController::update(float duration, Movement &movement)
std::string start; std::string start;
std::string stop; std::string stop;
float complete; float complete;
bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop); float speedMult;
std::cout << "update"; bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
if(animPlaying) std::cout << "playing\n";
if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped; if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing; if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
if(animPlaying) if(animPlaying)
@ -584,7 +584,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup); mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon, mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false, MWRender::Animation::Group_UpperBody, false,
"chop min attack", "chop max attack",0, 0); 1.0f,"chop min attack", "chop max attack",0, 0);
mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack; mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
} }
else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1) else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
@ -592,7 +592,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup); mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon, mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false, MWRender::Animation::Group_UpperBody, false,
"chop min hit", "chop hit",0, 0); 1.0f,"chop min hit", "chop hit",0, 0);
mUpperBodyState = UpperCharState_ChopMinHitToHit; mUpperBodyState = UpperCharState_ChopMinHitToHit;
} }
else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1) else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
@ -600,7 +600,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup); mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon, mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false, MWRender::Animation::Group_UpperBody, false,
"chop large follow start", "chop large follow stop",0, 0); 1.0f,"chop large follow start", "chop large follow stop",0, 0);
mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop; mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
} }
else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1) else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)