Bug idle animations of the creatures solved
These changes we join the idle animations with the walking animations
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15483a395f
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2927ed29d8
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@ -271,6 +271,10 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
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bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations));
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bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations));
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uint8 groupCount = hasFrameGroups ? fin->getU8() : 1;
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uint8 groupCount = hasFrameGroups ? fin->getU8() : 1;
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m_animationPhases = 0;
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int lastTotalSprites = 0;
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for(int i = 0; i < groupCount; ++i) {
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for(int i = 0; i < groupCount; ++i) {
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uint8 frameGroupType = FrameGroupDefault;
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uint8 frameGroupType = FrameGroupDefault;
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if(hasFrameGroups)
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if(hasFrameGroups)
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@ -293,21 +297,25 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
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m_numPatternZ = fin->getU8();
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m_numPatternZ = fin->getU8();
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else
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else
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m_numPatternZ = 1;
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m_numPatternZ = 1;
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m_animationPhases = fin->getU8();
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int n_phases = fin->getU8();
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if(m_animationPhases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
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m_animationPhases += n_phases;
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if(n_phases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
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m_animator = AnimatorPtr(new Animator);
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m_animator = AnimatorPtr(new Animator);
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m_animator->unserialize(m_animationPhases, fin);
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m_animator->unserialize(n_phases, fin);
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}
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}
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int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * m_animationPhases;
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int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * n_phases;
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if(totalSprites > 4096)
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if((lastTotalSprites+totalSprites) > 4096)
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stdext::throw_exception("a thing type has more than 4096 sprites");
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stdext::throw_exception("a thing type has more than 4096 sprites");
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m_spritesIndex.resize(totalSprites);
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m_spritesIndex.resize((lastTotalSprites+totalSprites));
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for(int i = 0; i < totalSprites; i++)
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for(int i = lastTotalSprites; i < (lastTotalSprites+totalSprites); i++)
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m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16();
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m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16();
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lastTotalSprites += totalSprites;
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}
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}
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m_textures.resize(m_animationPhases);
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m_textures.resize(m_animationPhases);
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