Changeset 426
- Timestamp:
- 11/19/11 18:50:54 (6 months ago)
- Location:
- cafu/trunk
- Files:
-
- 8 modified
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Games/DeathMatch/Code/HumanPlayer.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_357.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_9mmAR.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_CrossBow.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_FaceHugger.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_Grenade.cpp (modified) (1 diff)
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Games/DeathMatch/Code/cw_RPG.cpp (modified) (1 diff)
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Libs/Models/AnimPose.cpp (modified) (2 diffs)
Legend:
- Unmodified
- Added
- Removed
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cafu/trunk/Games/DeathMatch/Code/HumanPlayer.cpp
r423 r426 467 467 468 468 const float NewFrameNr=Pose->GetFrameNr(); 469 const bool AnimSequenceWrap=NewFrameNr <State.ActiveWeaponFrameNr;469 const bool AnimSequenceWrap=NewFrameNr < State.ActiveWeaponFrameNr || NewFrameNr > WeaponModel->GetAnims()[State.ActiveWeaponSequNr].Frames.Size()-1; 470 470 471 471 State.ActiveWeaponFrameNr=NewFrameNr; -
cafu/trunk/Games/DeathMatch/Code/cw_357.cpp
r423 r426 175 175 else if (RandomNumber<224) State.ActiveWeaponSequNr=7; // Idle 3 176 176 else State.ActiveWeaponSequNr=1; // Fidget 1 177 178 State.ActiveWeaponFrameNr=0.0; 177 179 } 178 180 break; -
cafu/trunk/Games/DeathMatch/Code/cw_9mmAR.cpp
r423 r426 229 229 } 230 230 else State.ActiveWeaponSequNr=0; // Don't play the "Idle1" sequence repeatedly. 231 232 State.ActiveWeaponFrameNr=0.0; 231 233 } 232 234 break; -
cafu/trunk/Games/DeathMatch/Code/cw_CrossBow.cpp
r423 r426 105 105 } 106 106 else State.ActiveWeaponSequNr=2; // Idle3 is the "best-looking" sequence. 107 108 State.ActiveWeaponFrameNr=0.0; 107 109 } 108 110 break; -
cafu/trunk/Games/DeathMatch/Code/cw_FaceHugger.cpp
r423 r426 130 130 } 131 131 else State.ActiveWeaponSequNr=0; // Always play "Idle1" after "Idle2" or "Idle3"! 132 133 State.ActiveWeaponFrameNr=0.0; 132 134 } 133 135 break; -
cafu/trunk/Games/DeathMatch/Code/cw_Grenade.cpp
r423 r426 94 94 } 95 95 else State.ActiveWeaponSequNr=0; // Don't play the "Fidget" sequence repeatedly. 96 97 State.ActiveWeaponFrameNr=0.0; 96 98 } 97 99 break; -
cafu/trunk/Games/DeathMatch/Code/cw_RPG.cpp
r423 r426 118 118 } 119 119 else State.ActiveWeaponSequNr=0; // Don't play the "Fidget" sequence repeatedly. 120 121 State.ActiveWeaponFrameNr=0.0; 120 122 } 121 123 break; -
cafu/trunk/Libs/Models/AnimPose.cpp
r425 r426 463 463 if (m_SequNr >= int(Anims.Size())) m_SequNr = -1; 464 464 if (m_SequNr != -1 && (Anims[m_SequNr].FPS<0.0 || Anims[m_SequNr].Frames.Size()==0)) m_SequNr = -1; 465 if (m_SequNr == -1) m_FrameNr = 0.0f; 465 466 m_FrameNr=std::max(m_FrameNr, 0.0f); 467 m_FrameNr=(m_SequNr==-1) ? 0.0f : fmod(m_FrameNr, float(Anims[m_SequNr].Frames.Size())); 466 468 } 467 469 … … 511 513 { 512 514 // TODO: Beachte korrekte Wrap-Regeln für mit loopen und ohne. 513 // TODO: Sollte in NormalizeInput() die m_FrameNr gegen das jeweilige Maximum begrenzt werden?514 515 // TODO: Loops (next vs. ForceLoop) richtig behandeln 515 516 const ArrayT<CafuModelT::AnimT>& Anims=m_Model.GetAnims();
