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Get the new animation framework properly working
Store start and end frames as v2f Also move bone animations to their own function instead of object properties
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ba4d93027f
commit
118285e6ba
10 changed files with 139 additions and 135 deletions
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@ -644,6 +644,22 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
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{
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std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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{
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return &m_prop;
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@ -706,14 +722,6 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
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m_messages_out.push_back(aom);
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}
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void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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std::string LuaEntitySAO::getName()
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{
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return m_init_name;
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@ -1085,6 +1093,22 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
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{
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std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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ObjectProperties* PlayerSAO::accessObjectProperties()
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{
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return &m_prop;
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