Rename getWeaponPart() function

pull/541/head
Andrei Kortunov 5 years ago
parent 64fde2d7c2
commit c059bf04cc

@ -64,7 +64,7 @@ ActorAnimation::~ActorAnimation()
mScabbard.reset(); mScabbard.reset();
} }
PartHolderPtr ActorAnimation::getWeaponPart(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor) PartHolderPtr ActorAnimation::attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor)
{ {
osg::Group* parent = getBoneByName(bonename); osg::Group* parent = getBoneByName(bonename);
if (!parent) if (!parent)
@ -160,7 +160,7 @@ void ActorAnimation::updateHolsteredWeapon(bool showHolsteredWeapons)
if (showHolsteredWeapons) if (showHolsteredWeapons)
{ {
osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon); osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
mScabbard = getWeaponPart(mesh, boneName, isEnchanted, &glowColor); mScabbard = attachMesh(mesh, boneName, isEnchanted, &glowColor);
if (mScabbard) if (mScabbard)
resetControllers(mScabbard->getNode()); resetControllers(mScabbard->getNode());
} }
@ -168,7 +168,7 @@ void ActorAnimation::updateHolsteredWeapon(bool showHolsteredWeapons)
return; return;
} }
mScabbard = getWeaponPart(scabbardName, boneName); mScabbard = attachMesh(scabbardName, boneName);
osg::Group* weaponNode = getBoneByName("Bip01 Weapon"); osg::Group* weaponNode = getBoneByName("Bip01 Weapon");
if (!weaponNode) if (!weaponNode)

@ -44,11 +44,11 @@ class ActorAnimation : public Animation, public MWWorld::ContainerStoreListener
virtual void updateHolsteredWeapon(bool showHolsteredWeapons); virtual void updateHolsteredWeapon(bool showHolsteredWeapons);
virtual void updateQuiver(); virtual void updateQuiver();
virtual std::string getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon); virtual std::string getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon);
virtual PartHolderPtr getWeaponPart(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor); virtual PartHolderPtr attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor);
virtual PartHolderPtr getWeaponPart(const std::string& model, const std::string& bonename) virtual PartHolderPtr attachMesh(const std::string& model, const std::string& bonename)
{ {
osg::Vec4f stubColor = osg::Vec4f(0,0,0,0); osg::Vec4f stubColor = osg::Vec4f(0,0,0,0);
return getWeaponPart(model, bonename, false, &stubColor); return attachMesh(model, bonename, false, &stubColor);
}; };
PartHolderPtr mScabbard; PartHolderPtr mScabbard;

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