X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=24a9de3e1bbdda9b83c79e5432d8945ef68a0cef;hb=4d0ec1838440e55f24e8ec9501a62348cd9e2ec3;hp=c12904d3726a6ca6b0e94ff3930ecd316f9d5203;hpb=4f4771bb67958d2e9180ba24d422141b9069e363;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index c12904d..24a9de3 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -20,7 +20,7 @@ along with Lugaru. If not, see . #include "Game.h" #include "openal_wrapper.h" -#include "Animation.h" +#include "Animation/Animation.h" #include "Texture.h" #include "Utils/Folders.h" @@ -628,6 +628,8 @@ void Game::InitGame() newscreenheight = screenheight; LoadMenu(); + + Animation::loadAll(); } @@ -819,58 +821,57 @@ void Game::LoadStuff() 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; } }