forked from Mirrors/openclonk
Give higher-numbered animation slots higher priority, not vice-versa
parent
1a77c180e8
commit
3b7344dbf7
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@ -797,12 +797,6 @@ StdMeshTransformation StdMeshTrack::GetTransformAt(float time) const
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// a) time > animation length
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// b) The track does not include a frame for the very end of the animation
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// Both is considered an error
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if(iter == Frames.end())
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{
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std::map<float, StdMeshKeyFrame>::const_iterator citer = iter; --citer;
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printf("Time: %f (%f-%f)\n", time, Frames.begin()->first, citer->first);
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if(time<=0.0) iter = Frames.begin();
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}
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assert(iter != Frames.end());
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if(iter == Frames.begin())
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@ -1637,7 +1631,7 @@ StdMeshInstance::AnimationNodeList::iterator StdMeshInstance::GetStackIterForSlo
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{
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return iter;
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}
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else if((*iter)->Slot < slot)
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else if((*iter)->Slot > slot)
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{
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if(!create)
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return AnimationStack.end();
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@ -1645,7 +1639,7 @@ StdMeshInstance::AnimationNodeList::iterator StdMeshInstance::GetStackIterForSlo
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return AnimationStack.insert(iter, NULL);
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}
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}
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if(!create)
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return AnimationStack.end();
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else
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