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Made ScEd output entities into an XML file.
Added CStrW::utf8() (used by XMLWriter). This was SVN commit r1716.
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@@ -80,16 +80,24 @@ bool CObjectEntry::BuildModel()
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const char* animfilename = m_Animations[t].m_FileName.c_str();
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m_Animations[t].m_AnimData = m_Model->BuildAnimation(animfilename,m_Animations[t].m_Speed);
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if( m_Animations[t].m_AnimName.LowerCase() == "idle" )
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CStr AnimNameLC = m_Animations[t].m_AnimName.LowerCase();
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if( AnimNameLC == "idle" )
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m_IdleAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == "walk" )
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else
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if( AnimNameLC == "walk" )
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m_WalkAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == "attack" )
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else
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if( AnimNameLC == "attack" )
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m_MeleeAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == "death" )
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else
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if( AnimNameLC == "death" )
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m_DeathAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == "decay" )
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else
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if( AnimNameLC == "decay" )
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m_CorpseAnim = m_Animations[t].m_AnimData;
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//else
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// debug_out("Invalid animation name '%s'\n", (const char*)AnimNameLC);
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}
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else
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{
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