Bug idle animations of the creatures solved

These changes we join the idle animations with the walking animations
master
GustavoBlaze 7 years ago committed by GitHub
parent 15483a395f
commit 2927ed29d8

@ -271,6 +271,10 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations));
uint8 groupCount = hasFrameGroups ? fin->getU8() : 1;
m_animationPhases = 0;
int lastTotalSprites = 0;
for(int i = 0; i < groupCount; ++i) {
uint8 frameGroupType = FrameGroupDefault;
if(hasFrameGroups)
@ -293,21 +297,25 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
m_numPatternZ = fin->getU8();
else
m_numPatternZ = 1;
m_animationPhases = fin->getU8();
int n_phases = fin->getU8();
if(m_animationPhases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
m_animationPhases += n_phases;
if(n_phases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
m_animator = AnimatorPtr(new Animator);
m_animator->unserialize(m_animationPhases, fin);
m_animator->unserialize(n_phases, fin);
}
int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * m_animationPhases;
int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * n_phases;
if(totalSprites > 4096)
if((lastTotalSprites+totalSprites) > 4096)
stdext::throw_exception("a thing type has more than 4096 sprites");
m_spritesIndex.resize(totalSprites);
for(int i = 0; i < totalSprites; i++)
m_spritesIndex.resize((lastTotalSprites+totalSprites));
for(int i = lastTotalSprites; i < (lastTotalSprites+totalSprites); i++)
m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16();
lastTotalSprites += totalSprites;
}
m_textures.resize(m_animationPhases);

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