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Add const version of World::getAnimation
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51c77c5045
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5 changed files with 11 additions and 4 deletions
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@ -430,6 +430,7 @@ namespace MWBase
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) = 0;
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virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const = 0;
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virtual void reattachPlayerCamera() = 0;
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/// \todo this does not belong here
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@ -2114,7 +2114,7 @@ void CharacterController::setActive(bool active)
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mAnimation->setActive(active);
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}
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void CharacterController::setHeadTrackTarget(const MWWorld::Ptr &target)
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void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
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{
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mHeadTrackTarget = target;
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}
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@ -2137,7 +2137,7 @@ void CharacterController::updateHeadTracking(float duration)
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osg::Vec3f headPos = mat.getTrans();
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osg::Vec3f direction;
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if (MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget))
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if (const MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget))
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{
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const osg::Node* node = anim->getNode("Head");
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if (node == NULL)
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@ -180,7 +180,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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MWWorld::Ptr mHeadTrackTarget;
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MWWorld::ConstPtr mHeadTrackTarget;
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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@ -255,7 +255,7 @@ public:
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void setActive(bool active);
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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void setHeadTrackTarget(const MWWorld::Ptr& target);
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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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};
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MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
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@ -2112,6 +2112,11 @@ namespace MWWorld
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return mRendering->getAnimation(ptr);
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}
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const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr &ptr) const
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{
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return mRendering->getAnimation(ptr);
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}
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void World::screenshot(osg::Image* image, int w, int h)
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{
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mRendering->screenshot(image, w, h);
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@ -534,6 +534,7 @@ namespace MWWorld
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const;
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virtual void reattachPlayerCamera();
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/// \todo this does not belong here
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