Simplify condition

pull/43/head
scrawl 8 years ago
parent bf9dc45b2b
commit 6450c9be27

@ -1533,8 +1533,8 @@ void CharacterController::update(float duration)
updateMagicEffects();
if(mAnimQueue.size() > 1 && (mAnimation->getLoopingEnabled(mAnimQueue.front().mGroup) == true))
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, false);
if(!mAnimQueue.empty())
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
if(!cls.isActor())
{

@ -1106,14 +1106,6 @@ namespace MWRender
state->second.mLoopingEnabled = enabled;
}
bool Animation::getLoopingEnabled(const std::string &groupname) const
{
AnimStateMap::const_iterator state(mStates.find(groupname));
if(state != mStates.end())
return state->second.mLoopingEnabled;
return false;
}
void Animation::setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature)
{
osg::ref_ptr<osg::StateSet> previousStateset;

@ -435,8 +435,6 @@ public:
void setLoopingEnabled(const std::string &groupname, bool enabled);
bool getLoopingEnabled(const std::string &groupname) const;
/// This is typically called as part of runAnimation, but may be called manually if needed.
void updateEffects(float duration);

Loading…
Cancel
Save