# Updated unit animation code.

Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
This commit is contained in:
Ykkrosh
2007-02-10 03:09:52 +00:00
parent 54f381cc1b
commit bdbb2bcb16
24 changed files with 350 additions and 172 deletions
+5 -8
View File
@@ -9,6 +9,7 @@
#include "ps/XML/Xeromyces.h"
#include "ps/CLogger.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#define LOG_CATEGORY "graphics"
@@ -153,17 +154,13 @@ bool CObjectBase::Load(const char* filename)
}
else if (ae.Name == at_event)
{
anim.m_ActionPos = CStr(ae.Value).ToDouble();
if (anim.m_ActionPos < 0.0) anim.m_ActionPos = 0.0;
else if (anim.m_ActionPos > 100.0) anim.m_ActionPos = 1.0;
else if (anim.m_ActionPos > 1.0) anim.m_ActionPos /= 100.0;
float pos = CStr(ae.Value).ToFloat();
anim.m_ActionPos = clamp(pos, 0.f, 1.f);
}
else if (ae.Name == at_load)
{
anim.m_ActionPos2 = CStr(ae.Value).ToDouble();
if (anim.m_ActionPos2 < 0.0) anim.m_ActionPos2 = 0.0;
else if (anim.m_ActionPos2 > 100.0) anim.m_ActionPos2 = 1.0;
else if (anim.m_ActionPos2 > 1.0) anim.m_ActionPos2 /= 100.0;
float pos = CStr(ae.Value).ToFloat();
anim.m_ActionPos2 = clamp(pos, 0.f, 1.f);
}
else
; // unrecognised element