1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-19 22:23:51 +00:00

Support loading text keys for objects without a skeleton

This means we can no longer map them to bone IDs, but they are unused anyway.

Required to load text keys from the default head models (such as Talk: Start/Stop and Blink: Start/Stop)
This commit is contained in:
scrawl 2014-07-29 00:23:00 +02:00
parent 8455ed6279
commit 7dfb624ee2
2 changed files with 2 additions and 6 deletions

View file

@ -1038,11 +1038,7 @@ class NIFObjectLoader
{ {
const Nif::NiTextKeyExtraData *tk = static_cast<const Nif::NiTextKeyExtraData*>(e.getPtr()); const Nif::NiTextKeyExtraData *tk = static_cast<const Nif::NiTextKeyExtraData*>(e.getPtr());
if (scene->mSkelBase) extractTextKeys(tk, scene->mTextKeys);
{
int trgtid = NIFSkeletonLoader::lookupOgreBoneHandle(name, node->recIndex);
extractTextKeys(tk, scene->mTextKeys[trgtid]);
}
} }
else if(e->recType == Nif::RC_NiStringExtraData) else if(e->recType == Nif::RC_NiStringExtraData)
{ {

View file

@ -69,7 +69,7 @@ struct ObjectScene {
// The maximum length on any of the controllers. For animations with controllers, but no text keys, consider this the animation length. // The maximum length on any of the controllers. For animations with controllers, but no text keys, consider this the animation length.
float mMaxControllerLength; float mMaxControllerLength;
std::map<int,TextKeyMap> mTextKeys; TextKeyMap mTextKeys;
MaterialControllerManager mMaterialControllerMgr; MaterialControllerManager mMaterialControllerMgr;