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@ -2043,13 +2043,13 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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}
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}
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else
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else
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{
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{
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// If the given animation is a looped animation, is already playing
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// and has not yet reached its Loop Stop key, make it the only animation
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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// in the queue, and retain the loop count from the animation that was
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// and remove any other animations that were queued.
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// already playing. This emulates observed behavior from the original
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// This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners correctly.
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// engine and allows banners to animate correctly.
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if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
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if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
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mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop start") >= 0)
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mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop start") >= 0 &&
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mAnimation->isPlaying(groupname))
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{
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{
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float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
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float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
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@ -2058,7 +2058,6 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
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if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
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{
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{
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mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, true);
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mAnimQueue.resize(1);
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mAnimQueue.resize(1);
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return true;
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return true;
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}
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}
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