#include "activatoranimation.hpp" #include <components/esm/loadacti.hpp> #include "../mwbase/world.hpp" #include "renderconst.hpp" namespace MWRender { ActivatorAnimation::~ActivatorAnimation() { } ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr) : Animation(ptr, ptr.getRefData().getBaseNode()) { MWWorld::LiveCellRef<ESM::Activator> *ref = mPtr.get<ESM::Activator>(); assert(ref->mBase != NULL); if(!ref->mBase->mModel.empty()) { const std::string name = "meshes\\"+ref->mBase->mModel; setObjectRoot(name, false); setRenderProperties(mObjectRoot, RV_Misc, RQG_Main, RQG_Alpha); addAnimSource(name); } } }