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.
This commit is contained in:
leper
2015-07-27 01:08:29 +00:00
parent be36bec6df
commit 851e863892
+3 -11
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -131,10 +131,8 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
model->InitModel(modeldef);
if (m_Samplers.size() == 0)
{
if (m_Samplers.empty())
LOGERROR("Actor '%s' has no textures.", utf8_from_wstring(m_Base->m_ShortName));
}
for (const auto& samp : m_Samplers)
{
@@ -164,13 +162,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
{
CStr name = it->first.LowerCase();
// TODO: Use consistent names everywhere, then remove this translation section.
// (It's just mapping the names used in actors onto the names used by code.)
if (name == "attack") name = "melee";
else if (name == "chop") name = "gather";
else if (name == "decay") name = "corpse";
if (! it->second.m_FileName.empty())
if (!it->second.m_FileName.empty())
{
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);
if (anim)