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Refactored actor variation system, and added support for entity-level selections (controlled by the current animation).
Avoided tooltip error message. Avoided noisy warnings when textures fail to load. This was SVN commit r3653.
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@@ -70,7 +70,8 @@ CSkeletonAnimDef* CSkeletonAnimDef::Load(const char* filename)
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// unpack the data
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CSkeletonAnimDef* anim=new CSkeletonAnimDef;
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try {
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unpacker.UnpackString(anim->m_Name);
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CStr name; // unused - just here to maintain compatibility with the animation files
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unpacker.UnpackString(name);
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unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
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unpacker.UnpackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
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unpacker.UnpackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
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@@ -91,7 +92,7 @@ void CSkeletonAnimDef::Save(const char* filename,const CSkeletonAnimDef* anim)
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CFilePacker packer(FILE_VERSION, "PSSA");
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// pack up all the data
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packer.PackString(CStr(anim->m_Name));
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packer.PackString("");
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packer.PackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
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packer.PackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
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packer.PackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
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