#include "Game.h"
#include "openal_wrapper.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
#include "Texture.h"
#include "Utils/Folders.h"
newscreenheight = screenheight;
LoadMenu();
+
+ Animation::loadAll();
}
firstload = 0;
- loadAllAnimations();
//Fix knife stab, too lazy to do it manually
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
- animation[knifesneakattackanim].position[i][j] += moveamount;
+ for (j = 0; j < Animation::animations[knifesneakattackanim].numframes; j++) {
+ Animation::animations[knifesneakattackanim].position[i][j] += moveamount;
}
}
LoadingScreen();
for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
- animation[knifesneakattackedanim].position[i][j] += moveamount;
+ for (j = 0; j < Animation::animations[knifesneakattackedanim].numframes; j++) {
+ Animation::animations[knifesneakattackedanim].position[i][j] += moveamount;
}
}
LoadingScreen();
for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0];
- animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0];
- animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0];
- animation[dead4anim].position[i][1] = animation[dead4anim].position[i][0];
+ Animation::animations[dead1anim].position[i][1] = Animation::animations[dead1anim].position[i][0];
+ Animation::animations[dead2anim].position[i][1] = Animation::animations[dead2anim].position[i][0];
+ Animation::animations[dead3anim].position[i][1] = Animation::animations[dead3anim].position[i][0];
+ Animation::animations[dead4anim].position[i][1] = Animation::animations[dead4anim].position[i][0];
}
- animation[dead1anim].speed[0] = 0.001;
- animation[dead2anim].speed[0] = 0.001;
- animation[dead3anim].speed[0] = 0.001;
- animation[dead4anim].speed[0] = 0.001;
+ Animation::animations[dead1anim].speed[0] = 0.001;
+ Animation::animations[dead2anim].speed[0] = 0.001;
+ Animation::animations[dead3anim].speed[0] = 0.001;
+ Animation::animations[dead4anim].speed[0] = 0.001;
- animation[dead1anim].speed[1] = 0.001;
- animation[dead2anim].speed[1] = 0.001;
- animation[dead3anim].speed[1] = 0.001;
- animation[dead4anim].speed[1] = 0.001;
+ Animation::animations[dead1anim].speed[1] = 0.001;
+ Animation::animations[dead2anim].speed[1] = 0.001;
+ Animation::animations[dead3anim].speed[1] = 0.001;
+ Animation::animations[dead4anim].speed[1] = 0.001;
for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
- animation[swordsneakattackanim].position[i][j] += moveamount;
+ for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
+ Animation::animations[swordsneakattackanim].position[i][j] += moveamount;
}
}
LoadingScreen();
- for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
- animation[swordsneakattackanim].weapontarget[j] += moveamount;
+ for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
+ Animation::animations[swordsneakattackanim].weapontarget[j] += moveamount;
}
LoadingScreen();
for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
- animation[swordsneakattackedanim].position[i][j] += moveamount;
+ for (j = 0; j < Animation::animations[swordsneakattackedanim].numframes; j++) {
+ Animation::animations[swordsneakattackedanim].position[i][j] += moveamount;
}
}