forked from Mirrors/openclonk
removed unnamed effect variables in clonks animationscript
parent
3b0edd304f
commit
e347b543ac
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@ -443,7 +443,7 @@ func FxIntWalkTimer(pTarget, effect)
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effect.animation_name = nil;
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}
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var anim = GetCurrentWalkAnimation();
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if(anim != effect.animation_name && !effect.var4)
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if(anim != effect.animation_name)
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{
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effect.animation_name = anim;
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effect.idle_time = 0;
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@ -561,7 +561,6 @@ func FxIntScaleTimer(target, number, time)
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{
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number.animation_id = PlayAnimation("ScaleTop", 5, Anim_Const(GetAnimationLength("ScaleTop")*dist/1000), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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number.animation_mode = 1;
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number.var2 = COMD_Up;
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}
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this.dist = dist;
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SetAnimationPosition(number.animation_id, Anim_Const(GetAnimationLength("ScaleTop")*dist/1000));
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@ -590,10 +589,10 @@ func FxIntScaleTimer(target, number, time)
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// If not play the normal scale animation
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else if(number.animation_mode != 0)
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{
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if(number.var3)
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if(number.ScheduleStop)
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{
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SetComDir(COMD_Stop);
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number.var3 = 0;
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number.ScheduleStop = 0;
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}
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var pos = 0;
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if(number.animation_mode == 2) pos = GetAnimationPosition(number.animation_id);
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@ -656,7 +655,7 @@ func FxIntScaleStop(target, number, reason, tmp)
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// Set the animation to stand without blending! That's cause the animation of Scale moves the clonkmesh wich would result in a stange blend moving the clonk around while blending
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/* if(number.animation_mode == 1) PlayAnimation(Clonk_WalkStand, 5, GetWalkAnimationPosition(Clonk_WalkStand), Anim_Const(1000));
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// Finally stop if the user has scheduled a stop
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if(number.var3) SetComDir(COMD_Stop);*/
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if(number.ScheduleStop) SetComDir(COMD_Stop);*/
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// and reset the transform
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SetScaleRotation(0);
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// SetObjDrawTransform(1000, 0, 0, 0, 1000, 0);
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@ -1073,7 +1072,7 @@ func StopDigging()
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func FxIntDigStart(pTarget, effect, fTmp)
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{
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if(fTmp) return;
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effect.var1 = PlayAnimation("Dig", 5, Anim_Linear(0, 0, GetAnimationLength("Dig"), 36, ANIM_Loop), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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PlayAnimation("Dig", 5, Anim_Linear(0, 0, GetAnimationLength("Dig"), 36, ANIM_Loop), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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// Update carried items
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UpdateAttach();
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