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Rename getWeaponPart() function

This commit is contained in:
Andrei Kortunov 2019-08-27 09:55:02 +04:00
parent 64fde2d7c2
commit c059bf04cc
2 changed files with 6 additions and 6 deletions

View file

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

View file

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