Merge pull request #1025 from Allofich/anim

Use loopfallback for idle animation groups
coverity_scan^2
scrawl 8 years ago committed by GitHub
commit 3ef9b3f44d

@ -1542,9 +1542,10 @@ void CharacterController::update(float duration)
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount);
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
}
@ -1822,9 +1823,10 @@ void CharacterController::update(float duration)
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount);
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
@ -2023,9 +2025,10 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
mAnimation->play(groupname, Priority_Default,
MWRender::Animation::BlendMask_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
}
else if(mode == 0)
{

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