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https://github.com/TES3MP/openmw-tes3mp.git
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PlayGroup: Don't loop animations with no loop keys (Fixes #2223)
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parent
9e5dfb6e98
commit
8bc7eb5530
4 changed files with 22 additions and 11 deletions
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@ -325,7 +325,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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mCurrentIdle = idle;
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if(!mCurrentIdle.empty())
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mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
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1.0f, "start", "stop", 0.0f, ~0ul);
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1.0f, "start", "stop", 0.0f, ~0ul, true);
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}
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updateIdleStormState();
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@ -1289,7 +1289,7 @@ bool CharacterController::updateWeaponState()
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{
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mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm,
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false, 1.0f, "start", "stop", 0.0f, (~(size_t)0));
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false, 1.0f, "start", "stop", 0.0f, (~(size_t)0), true);
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}
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else if (mAnimation->isPlaying("torch"))
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{
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@ -613,7 +613,7 @@ void Animation::updatePosition(float oldtime, float newtime, Ogre::Vector3 &posi
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mAccumRoot->setPosition(-off);
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}
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bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint)
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bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback)
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{
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// Look for text keys in reverse. This normally wouldn't matter, but for some reason undeadwolf_2.nif has two
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// separate walkforward keys, and the last one is supposed to be used.
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@ -654,8 +654,16 @@ bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const s
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return false;
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state.mStartTime = startkey->first;
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state.mLoopStartTime = startkey->first;
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state.mLoopStopTime = stopkey->first;
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if (loopfallback)
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{
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state.mLoopStartTime = startkey->first;
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state.mLoopStopTime = stopkey->first;
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}
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else
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{
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state.mLoopStartTime = startkey->first;
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state.mLoopStopTime = std::numeric_limits<float>::max();
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}
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state.mStopTime = stopkey->first;
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state.mTime = state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint);
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@ -850,7 +858,7 @@ void Animation::stopLooping(const std::string& groupname)
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}
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}
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void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops)
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void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback)
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{
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if(!mSkelBase || mAnimSources.empty())
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return;
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@ -886,7 +894,7 @@ void Animation::play(const std::string &groupname, int priority, int groups, boo
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for(;iter != mAnimSources.rend();++iter)
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{
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const NifOgre::TextKeyMap &textkeys = (*iter)->mTextKeys;
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if(reset(state, textkeys, groupname, start, stop, startpoint))
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if(reset(state, textkeys, groupname, start, stop, startpoint, loopfallback))
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{
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state.mSource = *iter;
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state.mSpeedMult = speedmult;
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@ -173,7 +173,7 @@ protected:
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*/
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bool reset(AnimState &state, const NifOgre::TextKeyMap &keys,
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const std::string &groupname, const std::string &start, const std::string &stop,
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float startpoint);
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float startpoint, bool loopfallback);
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void handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key,
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const NifOgre::TextKeyMap& map);
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@ -255,11 +255,14 @@ public:
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* at the start marker, 1 starts at the stop marker.
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* \param loops How many times to loop the animation. This will use the
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* "loop start" and "loop stop" markers if they exist,
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* otherwise it will use "start" and "stop".
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* otherwise it may fall back to "start" and "stop", but only if
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* the \a loopFallback parameter is true.
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* \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use
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* the "start" and "stop" keys for looping?
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*/
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void play(const std::string &groupname, int priority, int groups, bool autodisable,
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float speedmult, const std::string &start, const std::string &stop,
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float startpoint, size_t loops);
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float startpoint, size_t loops, bool loopfallback=false);
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/** If the given animation group is currently playing, set its remaining loop count to '0'.
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*/
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@ -242,7 +242,7 @@ namespace MWRender
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{
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if(!mAnimation->getInfo("torch"))
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mAnimation->play("torch", 2, MWRender::Animation::Group_LeftArm, false,
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1.0f, "start", "stop", 0.0f, ~0ul);
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1.0f, "start", "stop", 0.0f, ~0ul, true);
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}
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else if(mAnimation->getInfo("torch"))
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mAnimation->disable("torch");
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