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Fix bug with loop key assignment
Animations with time of "loop start" == time of "loop stop" were not getting their loop times assigned correctly. This fixes incorrect playing of the jump animation, one aspect of Bug #2286.
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1 changed files with 12 additions and 15 deletions
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@ -598,23 +598,20 @@ namespace MWRender
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state.setTime(state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint));
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state.setTime(state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint));
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// mLoopStartTime and mLoopStopTime normally get assigned when encountering these keys while playing the animation
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// mLoopStartTime and mLoopStopTime normally get assigned when encountering these keys while playing the animation
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// (see handleTextKey). But if startpoint is already past these keys, we need to assign them now.
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// (see handleTextKey). But if startpoint is already past these keys, or start time is == stop time, we need to assign them now.
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if(state.getTime() > state.mStartTime)
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const std::string loopstarttag = groupname+": loop start";
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const std::string loopstoptag = groupname+": loop stop";
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NifOsg::TextKeyMap::const_reverse_iterator key(groupend);
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for (; key != startkey && key != keys.rend(); ++key)
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{
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{
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const std::string loopstarttag = groupname+": loop start";
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if (key->first > state.getTime())
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const std::string loopstoptag = groupname+": loop stop";
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continue;
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NifOsg::TextKeyMap::const_reverse_iterator key(groupend);
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if (key->second == loopstarttag)
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for (; key != startkey && key != keys.rend(); ++key)
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state.mLoopStartTime = key->first;
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{
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else if (key->second == loopstoptag)
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if (key->first > state.getTime())
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state.mLoopStopTime = key->first;
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continue;
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if (key->second == loopstarttag)
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state.mLoopStartTime = key->first;
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else if (key->second == loopstoptag)
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state.mLoopStopTime = key->first;
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}
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}
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}
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return true;
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return true;
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