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