forked from mirrors/0ad
Combat code, some scripting, broken network, and fixed some bugs.
This was SVN commit r1301.
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@@ -19,6 +19,7 @@ CObjectEntry::CObjectEntry(int type) : m_Model(0), m_Type(type)
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m_IdleAnim=0;
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m_WalkAnim=0;
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m_DeathAnim=0;
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m_CorpseAnim=0;
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m_MeleeAnim=0;
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m_RangedAnim=0;
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m_Properties.m_CastShadows=true;
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@@ -84,6 +85,12 @@ bool CObjectEntry::BuildModel()
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m_IdleAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "walk" ) )
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m_WalkAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "attack" ) )
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m_MeleeAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "death" ) )
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m_DeathAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "decay" ) )
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m_CorpseAnim = m_Animations[t].m_AnimData;
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}
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else
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{
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