Made ScEd output entities into an XML file.

Added CStrW::utf8() (used by XMLWriter).

This was SVN commit r1716.
This commit is contained in:
Ykkrosh
2005-01-12 14:31:47 +00:00
parent 570e3c46d7
commit 4720a00f98
21 changed files with 407 additions and 76 deletions
+13 -5
View File
@@ -80,16 +80,24 @@ bool CObjectEntry::BuildModel()
const char* animfilename = m_Animations[t].m_FileName.c_str();
m_Animations[t].m_AnimData = m_Model->BuildAnimation(animfilename,m_Animations[t].m_Speed);
if( m_Animations[t].m_AnimName.LowerCase() == "idle" )
CStr AnimNameLC = m_Animations[t].m_AnimName.LowerCase();
if( AnimNameLC == "idle" )
m_IdleAnim = m_Animations[t].m_AnimData;
if( m_Animations[t].m_AnimName.LowerCase() == "walk" )
else
if( AnimNameLC == "walk" )
m_WalkAnim = m_Animations[t].m_AnimData;
if( m_Animations[t].m_AnimName.LowerCase() == "attack" )
else
if( AnimNameLC == "attack" )
m_MeleeAnim = m_Animations[t].m_AnimData;
if( m_Animations[t].m_AnimName.LowerCase() == "death" )
else
if( AnimNameLC == "death" )
m_DeathAnim = m_Animations[t].m_AnimData;
if( m_Animations[t].m_AnimName.LowerCase() == "decay" )
else
if( AnimNameLC == "decay" )
m_CorpseAnim = m_Animations[t].m_AnimData;
//else
// debug_out("Invalid animation name '%s'\n", (const char*)AnimNameLC);
}
else
{