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Avoid trying to animate things that don't have animations
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parent
94b93227d3
commit
3c32385e17
3 changed files with 24 additions and 2 deletions
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@ -29,7 +29,7 @@ namespace MWMechanics
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state)
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: mPtr(ptr), mAnimation(anim), mState(state)
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{
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if(!mAnimation)
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if(!mAnimation || mAnimation->getAnimationCount() == 0)
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return;
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mAnimation->setController(this);
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@ -47,7 +47,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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CharacterController::CharacterController(const CharacterController &rhs)
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: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mState(rhs.mState)
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{
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if(!mAnimation)
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if(!mAnimation || mAnimation->getAnimationCount() == 0)
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return;
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/* We've been copied. Update the animation with the new controller. */
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mAnimation->setController(this);
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@ -68,6 +68,9 @@ void CharacterController::markerEvent(const std::string &evt)
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void CharacterController::setState(CharacterState state)
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{
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mState = state;
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if(!mAnimation || mAnimation->getAnimationCount() == 0)
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return;
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switch(mState)
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{
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case CharState_Idle:
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@ -98,6 +98,23 @@ void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model
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}
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int Animation::getAnimationCount()
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{
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int num = 0;
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if(mEntityList.mSkelBase)
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{
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Ogre::AnimationStateSet *as = mEntityList.mSkelBase->getAllAnimationStates();
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Ogre::AnimationStateIterator ai = as->getAnimationStateIterator();
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while(ai.hasMoreElements())
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{
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num++;
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ai.moveNext();
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}
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}
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return num;
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}
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void Animation::setController(MWMechanics::CharacterController *controller)
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{
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mController = controller;
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@ -66,6 +66,8 @@ public:
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virtual ~Animation();
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void setController(MWMechanics::CharacterController *controller);
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int getAnimationCount();
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void playGroup(std::string groupname, int mode, int loops);
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void skipAnim();
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virtual void runAnimation(float timepassed);
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