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Remove animation name compatibility mapping.
10 years should have given everyone enough time to move to the new naming scheme. This was SVN commit r16884.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -131,10 +131,8 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
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model->InitModel(modeldef);
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if (m_Samplers.size() == 0)
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{
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if (m_Samplers.empty())
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LOGERROR("Actor '%s' has no textures.", utf8_from_wstring(m_Base->m_ShortName));
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}
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for (const auto& samp : m_Samplers)
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{
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@@ -164,13 +162,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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{
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CStr name = it->first.LowerCase();
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// TODO: Use consistent names everywhere, then remove this translation section.
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// (It's just mapping the names used in actors onto the names used by code.)
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if (name == "attack") name = "melee";
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else if (name == "chop") name = "gather";
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else if (name == "decay") name = "corpse";
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if (! it->second.m_FileName.empty())
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if (!it->second.m_FileName.empty())
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{
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CSkeletonAnim* anim = model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2, it->second.m_SoundPos);
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if (anim)
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