Fix problem with animations not looping

Fixes #3804
0.6.1
Allofich 8 years ago
parent 631d79f1c8
commit dae19412f2

@ -2043,13 +2043,13 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
}
else
{
// If the given animation is a looped animation, is already playing
// and has not yet reached its Loop Stop key, make it the only animation
// in the queue, and retain the loop count from the animation that was
// already playing. This emulates observed behavior from the original
// engine and allows banners to animate correctly.
// If this animation is a looped animation (has a "loop start" key) that is already playing
// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
// and remove any other animations that were queued.
// This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners correctly.
if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop start") >= 0)
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop start") >= 0 &&
mAnimation->isPlaying(groupname))
{
float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
@ -2058,8 +2058,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
{
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, true);
mAnimQueue.resize(1);
mAnimQueue.resize(1);
return true;
}
}

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