Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								ccff364b52 
								
							 
						 
						
							
							
								
								Use a map of active layers instead of an array  
							
							... 
							
							
							
							A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.
In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of). 
							
						 
						
							2013-05-10 03:08:07 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								90e29c83c0 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into animations  
							
							... 
							
							
							
							Conflicts:
	apps/openmw/mwmechanics/character.cpp 
							
						 
						
							2013-05-06 19:17:39 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									kpp 
								
							 
						 
						
							
							
							
							
								
							
							
								dcccfd9f22 
								
							 
						 
						
							
							
								
								Initialize values  
							
							
							
						 
						
							2013-05-02 22:43:21 +04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a120653c38 
								
							 
						 
						
							
							
								
								Implement handling weapon states  
							
							
							
						 
						
							2013-05-01 10:19:16 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Marc Zinnschlag 
								
							 
						 
						
							
							
							
							
								
							
							
								95eeea2a27 
								
							 
						 
						
							
							
								
								Revert "Merge remote-tracking branch 'glorf/acrobatics'"  
							
							... 
							
							
							
							This reverts commit 089ef7a2a067422c397c 
							
						 
						
							2013-05-01 16:56:16 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Glorf 
								
							 
						 
						
							
							
							
							
								
							
							
								b8630239d7 
								
							 
						 
						
							
							
								
								Code cleanup  
							
							
							
						 
						
							2013-05-01 12:25:02 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Glorf 
								
							 
						 
						
							
							
							
							
								
							
							
								236ec3409f 
								
							 
						 
						
							
							
								
								Finished acrobatics  
							
							
							
						 
						
							2013-05-01 12:21:59 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								4b15da076b 
								
							 
						 
						
							
							
								
								Move getStateInfo into the character controller  
							
							
							
						 
						
							2013-04-30 19:26:41 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Glorf 
								
							 
						 
						
							
							
							
							
								
							
							
								d30e43784a 
								
							 
						 
						
							
							
								
								Fatigue decrease when jumping, live decrease when falling  
							
							
							
						 
						
							2013-04-30 23:39:56 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Glorf 
								
							 
						 
						
							
							
							
							
								
							
							
								5a8c1661be 
								
							 
						 
						
							
							
								
								Jump acrobatics working, started falling acrobatics implementation  
							
							
							
						 
						
							2013-04-30 20:44:17 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Glorf 
								
							 
						 
						
							
							
							
							
								
							
							
								add3cd6456 
								
							 
						 
						
							
							
								
								Advance acrobatics on jump  
							
							
							
						 
						
							2013-04-30 18:22:59 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								05060e57ec 
								
							 
						 
						
							
							
								
								Add a weapon state to the character controller  
							
							
							
						 
						
							2013-04-29 13:07:49 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								07891fa213 
								
							 
						 
						
							
							
								
								Athletics skill increase  
							
							
							
						 
						
							2013-04-28 07:53:04 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								274f3c7b77 
								
							 
						 
						
							
							
								
								Force character state to update after switching view modes  
							
							
							
						 
						
							2013-04-25 07:08:11 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e4eb4b7e30 
								
							 
						 
						
							
							
								
								Keep track of the character looping state  
							
							
							
						 
						
							2013-04-25 06:29:17 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								9da2c9153e 
								
							 
						 
						
							
							
								
								Don't store the animation group string in the character controller  
							
							
							
						 
						
							2013-04-25 06:12:37 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								24f1eba902 
								
							 
						 
						
							
							
								
								Keep track of whether an animation supplies movement  
							
							... 
							
							
							
							Also handle it when it doesn't. 
							
						 
						
							2013-04-24 22:45:43 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								0817d59f23 
								
							 
						 
						
							
							
								
								Allow specifying where to start in an animation  
							
							
							
						 
						
							2013-04-24 19:09:36 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								333354fe62 
								
							 
						 
						
							
							
								
								Remove the character controller from the Animation class  
							
							
							
						 
						
							2013-04-24 07:10:41 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								b80891099e 
								
							 
						 
						
							
							
								
								Don't use the character controller to handle text keys  
							
							... 
							
							
							
							The Animation class has the Ptr and can call to whatever subsystem is needed. 
							
						 
						
							2013-04-24 06:48:34 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e8cabc9434 
								
							 
						 
						
							
							
								
								Pass the loop count from loopgroup to the play method  
							
							... 
							
							
							
							Instead of queueing each iteration separately. 
							
						 
						
							2013-04-24 06:32:11 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								c58dfbe921 
								
							 
						 
						
							
							
								
								Specify the loop count to Animation::play  
							
							
							
						 
						
							2013-04-24 04:56:39 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8782ae6976 
								
							 
						 
						
							
							
								
								Separate some Animation fields into a separate AnimLayer class  
							
							
							
						 
						
							2013-04-22 23:52:28 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								bb64efc18e 
								
							 
						 
						
							
							
								
								Improve looping behavior  
							
							
							
						 
						
							2013-04-22 05:08:52 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								6c85d6763a 
								
							 
						 
						
							
							
								
								Pass "loop stop" to the character controller  
							
							
							
						 
						
							2013-04-21 18:38:25 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								d0703efd69 
								
							 
						 
						
							
							
								
								Another place to check the class' isActor method  
							
							
							
						 
						
							2013-03-31 17:32:39 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								4836ba16f7 
								
							 
						 
						
							
							
								
								Implement turning states  
							
							
							
						 
						
							2013-03-31 03:50:20 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								7b02ec411b 
								
							 
						 
						
							
							
								
								Apply the rotation when updating the character controller  
							
							
							
						 
						
							2013-03-31 01:29:24 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								466c0086b8 
								
							 
						 
						
							
							
								
								Use a full Movement to hand off to the world physics update  
							
							
							
						 
						
							2013-03-31 00:13:56 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								0ce188b7cc 
								
							 
						 
						
							
							
								
								Store the position and rotation in MWMechanics::Movement  
							
							
							
						 
						
							2013-03-30 19:00:46 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								af65ecd841 
								
							 
						 
						
							
							
								
								Pass the movement vector in as a parameter to CharacterController::update  
							
							
							
						 
						
							2013-03-30 18:37:40 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								268bb23590 
								
							 
						 
						
							
							
								
								Implemented sneaking animation  
							
							
							
						 
						
							2013-03-06 16:58:56 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								48271e49ec 
								
							 
						 
						
							
							
								
								Properly update the Ptr object in the mechanics manager when moving across cells  
							
							
							
						 
						
							2013-02-25 09:57:34 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								89d4c245e9 
								
							 
						 
						
							
							
								
								Better calculate jump velocity  
							
							... 
							
							
							
							The fatigue term isn't currently used correctly 
							
						 
						
							2013-02-24 03:30:33 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								d77d035d3a 
								
							 
						 
						
							
							
								
								Handle the "sound" events in runAnimation  
							
							
							
						 
						
							2013-02-23 14:15:11 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e6da9dfae5 
								
							 
						 
						
							
							
								
								Specify the animation key to stop playing at  
							
							
							
						 
						
							2013-02-23 05:15:10 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								f841576bba 
								
							 
						 
						
							
							
								
								Don't override animations played with playgroup  
							
							
							
						 
						
							2013-02-23 01:54:46 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								7fcca180b6 
								
							 
						 
						
							
							
								
								Implement rudimentary jumping  
							
							
							
						 
						
							2013-02-20 20:08:04 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								1399a06c76 
								
							 
						 
						
							
							
								
								Update animation looping when setting the same state  
							
							
							
						 
						
							2013-02-19 04:01:33 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								17200cb226 
								
							 
						 
						
							
							
								
								Don't try to move when there's no speed  
							
							
							
						 
						
							2013-02-18 20:43:55 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								627b866744 
								
							 
						 
						
							
							
								
								Don't try to set a new state when dead  
							
							
							
						 
						
							2013-02-18 06:29:16 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								f2948ced23 
								
							 
						 
						
							
							
								
								Allow diagonal movement  
							
							
							
						 
						
							2013-02-18 03:07:31 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e4341525c8 
								
							 
						 
						
							
							
								
								Add a jump state  
							
							... 
							
							
							
							Currently unused 
							
						 
						
							2013-02-15 04:45:28 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								ff0099fa6e 
								
							 
						 
						
							
							
								
								Scale the animation speed based on the animation velocity and movement speed  
							
							... 
							
							
							
							This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now. 
							
						 
						
							2013-02-15 02:15:39 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								cbaf489eb6 
								
							 
						 
						
							
							
								
								Add running states  
							
							
							
						 
						
							2013-02-06 16:53:52 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								fc307e64b0 
								
							 
						 
						
							
							
								
								Add swimming states  
							
							
							
						 
						
							2013-02-05 19:05:07 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8c0bb1ff4d 
								
							 
						 
						
							
							
								
								Rotate movement in the movement solver  
							
							
							
						 
						
							2013-02-05 14:02:14 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								f7f1adfb9d 
								
							 
						 
						
							
							
								
								Don't accumulate animations with activators  
							
							
							
						 
						
							2013-02-05 12:55:06 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								2c39760bd5 
								
							 
						 
						
							
							
								
								Move the movement solver code to mwworld's physics system  
							
							
							
						 
						
							2013-02-05 12:45:10 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								82e4da4e64 
								
							 
						 
						
							
							
								
								Get the half-extents from the physicactor  
							
							
							
						 
						
							2013-02-05 07:41:57 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								39cf7b0b42 
								
							 
						 
						
							
							
								
								Pass the Ptr of the object being moved to the move method  
							
							... 
							
							
							
							This prevents having to store another copy of it, which risks getting out of
sync. 
							
						 
						
							2013-02-04 11:17:48 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								1a5cb8760d 
								
							 
						 
						
							
							
								
								Rotate movement vector to world space before passing to the movement solver  
							
							
							
						 
						
							2013-02-04 11:04:20 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								6b32fa7999 
								
							 
						 
						
							
							
								
								Use the correct position for the actor  
							
							
							
						 
						
							2013-02-04 09:48:21 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								1747c1e01a 
								
							 
						 
						
							
							
								
								Integrate a new movement solver to handle object movement and collisions  
							
							... 
							
							
							
							Temporary, and pretty breoken. Needs some serious integration fixes. 
							
						 
						
							2013-02-04 07:10:14 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								91513206a0 
								
							 
						 
						
							
							
								
								Don't use per-animation accumulation values  
							
							... 
							
							
							
							This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway). 
							
						 
						
							2013-02-03 12:02:51 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								51d5efeeb2 
								
							 
						 
						
							
							
								
								Work out the state in the character controller update method  
							
							
							
						 
						
							2013-02-03 07:15:34 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								7fe877d8ea 
								
							 
						 
						
							
							
								
								Add a couple more character states  
							
							
							
						 
						
							2013-02-03 00:19:22 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								007a5963de 
								
							 
						 
						
							
							
								
								Handle most state changes in the character controller when setting the movement vector  
							
							
							
						 
						
							2013-02-02 23:39:43 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								04d4c125ba 
								
							 
						 
						
							
							
								
								Print when an animation event is unhandled  
							
							
							
						 
						
							2013-01-29 02:00:42 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								37fe1bd3f0 
								
							 
						 
						
							
							
								
								Handle looping in the Animation object  
							
							
							
						 
						
							2013-01-21 22:51:13 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e956a1cbc0 
								
							 
						 
						
							
							
								
								Merge SpecialIdle character state into Idle  
							
							
							
						 
						
							2013-01-21 03:24:52 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								6905bd18ba 
								
							 
						 
						
							
							
								
								Filter out the group name from the text keys  
							
							... 
							
							
							
							It's already in the animation name, and the text keys are animation-specific
anyway. 
							
						 
						
							2013-01-21 02:59:12 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								85ca1e993f 
								
							 
						 
						
							
							
								
								Properly check if an animation exists before playing it  
							
							
							
						 
						
							2013-01-19 21:55:04 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								68779375b2 
								
							 
						 
						
							
							
								
								Implement WalkLeft and WalkRight character states  
							
							
							
						 
						
							2013-01-19 16:19:47 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a7b07ee5cf 
								
							 
						 
						
							
							
								
								Don't reset the animation when setting the same state  
							
							... 
							
							
							
							Unless looping is being toggled on. 
							
						 
						
							2013-01-19 15:46:22 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e0541b52c4 
								
							 
						 
						
							
							
								
								Use a list to store and get state information  
							
							
							
						 
						
							2013-01-19 14:56:24 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								de2d084e61 
								
							 
						 
						
							
							
								
								Add a looping property to handle if an animation should loop  
							
							
							
						 
						
							2013-01-19 14:22:15 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								0b68953f0d 
								
							 
						 
						
							
							
								
								Scale animation speed using the direction length  
							
							... 
							
							
							
							The direction length doesn't currently give a good speed, but it's something. 
							
						 
						
							2013-01-18 21:40:47 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								aecfc0829a 
								
							 
						 
						
							
							
								
								Implement WalkForward and WalkBack character states  
							
							
							
						 
						
							2013-01-18 18:04:00 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e33f59e0fe 
								
							 
						 
						
							
							
								
								Ensure the direction vector is initialized and copied properly  
							
							
							
						 
						
							2013-01-18 17:41:36 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								1cdd64cd9b 
								
							 
						 
						
							
							
								
								Return the animation movement from the character controller.  
							
							... 
							
							
							
							Consequently, dead actors don't move anymore. The doPhysics call apparently
isn't moving them. 
							
						 
						
							2013-01-18 17:05:58 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								9235fba770 
								
							 
						 
						
							
							
								
								Store the movement vector in the character controller  
							
							
							
						 
						
							2013-01-18 16:00:51 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								40f8e75763 
								
							 
						 
						
							
							
								
								Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations  
							
							... 
							
							
							
							Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished. 
							
						 
						
							2013-01-18 15:39:28 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a527cb8349 
								
							 
						 
						
							
							
								
								Loop the current animation when not dead  
							
							... 
							
							
							
							This should be better, but it's not perfect. It misses the case where
start < loop start == loop stop <= stop 
							
						 
						
							2013-01-18 15:22:14 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								c7684cb979 
								
							 
						 
						
							
							
								
								Pass the key time to markerEvent  
							
							
							
						 
						
							2013-01-18 14:50:55 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								3e9b0a333c 
								
							 
						 
						
							
							
								
								Allow specifying the accumulation for animations  
							
							... 
							
							
							
							Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual). 
							
						 
						
							2013-01-18 14:25:32 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								5cafc24ee2 
								
							 
						 
						
							
							
								
								Rename CharState_Alive back to CharState_Idle  
							
							
							
						 
						
							2013-01-18 13:43:45 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a94947029e 
								
							 
						 
						
							
							
								
								Check the marker name before deciding what to do with it  
							
							... 
							
							
							
							Also, don't force 'idle' after a playgroup 
							
						 
						
							2013-01-18 00:59:48 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								9d7ccfda1f 
								
							 
						 
						
							
							
								
								Rename CharState_Idle to CharState_Alive  
							
							
							
						 
						
							2013-01-17 21:07:36 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8720433fa9 
								
							 
						 
						
							
							
								
								Do not automatically loop animations  
							
							... 
							
							
							
							There are 0 length idle animations that break this 
							
						 
						
							2013-01-17 17:54:09 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8fa1b56efc 
								
							 
						 
						
							
							
								
								Loop the current animation if there's nothing more queued  
							
							
							
						 
						
							2013-01-17 16:34:26 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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