Chris Robinson
|
7cce44290e
|
Handle the animation queue in mwmechanics
|
2013-01-17 13:18:40 -08:00 |
|
Chris Robinson
|
47c157303a
|
Filter events that do not belong to the current group
|
2013-01-17 11:03:58 -08:00 |
|
Chris Robinson
|
da4f17859e
|
Recognize soundgen animation markers
|
2013-01-17 10:16:36 -08:00 |
|
Chris Robinson
|
7ee389f3b2
|
Handle animation skipping in the character controller
|
2013-01-16 21:25:50 -08:00 |
|
Chris Robinson
|
852aa214cc
|
Store the available animation names in the character controller
|
2013-01-16 21:16:22 -08:00 |
|
Chris Robinson
|
afbc9f3e41
|
Keep track of the animation group currently playing
|
2013-01-16 20:44:37 -08:00 |
|
Chris Robinson
|
685f219560
|
Return a movement vector from the character controller update
|
2013-01-16 18:56:13 -08:00 |
|
Chris Robinson
|
d2f5a886c7
|
Handle playgroup and skipanim through mwmechanics
|
2013-01-16 17:53:18 -08:00 |
|
Chris Robinson
|
46fc61a4c1
|
Run animations from the character controller
|
2013-01-16 16:31:09 -08:00 |
|
Chris Robinson
|
46728ab27f
|
Handle "sound:" animation events
|
2013-01-16 15:52:03 -08:00 |
|
Chris Robinson
|
3c32385e17
|
Avoid trying to animate things that don't have animations
|
2013-01-16 15:00:06 -08:00 |
|
Chris Robinson
|
94b93227d3
|
Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
|
2013-01-16 14:37:32 -08:00 |
|
Chris Robinson
|
d2fc3c7b33
|
Add a method to tell the character controller of new text keys
|
2013-01-16 13:09:21 -08:00 |
|
Chris Robinson
|
f46587c383
|
Store an character controller in the animation
|
2013-01-16 11:01:08 -08:00 |
|
Chris Robinson
|
3c487e6019
|
Play an animation when changing states
|
2013-01-16 10:45:18 -08:00 |
|
Chris Robinson
|
771a5f7316
|
Add the beginnings of a character controller
|
2013-01-10 08:35:24 -08:00 |
|