X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=705ae23154c4ef830bc2e2a000fcb7ef986e510c;hb=9bd0be2befdf81aa4b5d377eaf29656935044faf;hp=24a9de3e1bbdda9b83c79e5432d8945ef68a0cef;hpb=4d0ec1838440e55f24e8ec9501a62348cd9e2ec3;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 24a9de3..705ae23 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -825,53 +825,55 @@ void Game::LoadStuff() XYZ moveamount; moveamount = 0; moveamount.z = 2; + // FIXME - Why this uses skeleton.num_joints and not Animation::numjoints? (are they equal?) + // It seems skeleton.num_joints is 0 at this point, so this is useless. for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - for (j = 0; j < Animation::animations[knifesneakattackanim].numframes; j++) { - Animation::animations[knifesneakattackanim].position[i][j] += moveamount; + for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) { + Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount; } } LoadingScreen(); for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - for (j = 0; j < Animation::animations[knifesneakattackedanim].numframes; j++) { - Animation::animations[knifesneakattackedanim].position[i][j] += moveamount; + for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) { + Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount; } } LoadingScreen(); for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - 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::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position; + Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position; + Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position; + Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position; } - 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::animations[dead1anim].frames[0].speed = 0.001; + Animation::animations[dead2anim].frames[0].speed = 0.001; + Animation::animations[dead3anim].frames[0].speed = 0.001; + Animation::animations[dead4anim].frames[0].speed = 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; + Animation::animations[dead1anim].frames[1].speed = 0.001; + Animation::animations[dead2anim].frames[1].speed = 0.001; + Animation::animations[dead3anim].frames[1].speed = 0.001; + Animation::animations[dead4anim].frames[1].speed = 0.001; for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) { - Animation::animations[swordsneakattackanim].position[i][j] += moveamount; + for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) { + Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount; } } LoadingScreen(); - for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) { - Animation::animations[swordsneakattackanim].weapontarget[j] += moveamount; + for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) { + Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount; } LoadingScreen(); for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - for (j = 0; j < Animation::animations[swordsneakattackedanim].numframes; j++) { - Animation::animations[swordsneakattackedanim].position[i][j] += moveamount; + for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) { + Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount; } }