Clonk: Don't play idle animations if Menu is open

At least, in theory. I only removed the plain GetMenu() call because the
engine GetMenu is going away.
objectmenu
Günther Brammer 2016-01-29 22:43:27 +01:00
parent d3428003a8
commit 9741c1e853
2 changed files with 1 additions and 9 deletions

View File

@ -496,7 +496,7 @@ func FxIntWalkTimer(pTarget, effect)
effect.animation_id = PlayAnimation(anim, CLONK_ANIM_SLOT_Movement, GetWalkAnimationPosition(anim, 0), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
}
// The clonk has to stand, not making a pause animation yet and not doing other actions with the hands (e.g. loading the bow)
else if(anim == Clonk_WalkStand && !GetHandAction() && GetMenu() == nil)
else if(anim == Clonk_WalkStand && !GetHandAction() && !pTarget->~GetMenu())
{
if (effect.footstop_time) effect.footstep_time = 0;
if(!effect.idle_animation_time)

View File

@ -1088,14 +1088,6 @@ If you want to remove the menu, the suggested method is clonk->TryCancelMenu() t
*/
func GetMenu()
{
// No new-style menu set? Return the classic menu ID. This is deprecated and should be removed in some future.
// This function must return a proplist, but clashes with the engine-defined "GetMenu".
// This workaround here at least allows developers to reach the Clonk's menu ID.
if (this.control.menu == nil)
{
var menu_id = inherited(...);
if (menu_id) return {ID = menu_id};
}
return this.control.menu;
}