forked from Mirrors/openclonk
Fix loading mesh animations in scenario saves
parent
4180382c77
commit
2de0a031c4
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@ -174,6 +174,18 @@ void C4ValueProviderLinear::CompileFunc(StdCompiler* pComp)
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pComp->Value(mkEnumAdaptT<uint8_t>(Ending, Endings));
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pComp->Separator();
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pComp->Value(LastTick);
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// When a scenario is saved as scenario the FrameCounter will be reset
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// upon scenario start. The LastTick variable is fixed here.
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// TODO: A nicer solution would be to always set LastTick to
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// Game.FrameCounter and to make sure that the Value is always up to
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// date (current frame) when saving by running Execute(). This could
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// even be done in the base class.
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if(pComp->isCompiler())
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if(LastTick > Game.FrameCounter)
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LastTick = 0;
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std::cout << Value.val << ", " << Begin.val << ", " << End.val << std::endl;
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}
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C4ValueProviderX::C4ValueProviderX(C4Object* object, C4Real pos, C4Real begin, C4Real end, int32_t length):
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