mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-23 20:43:05 +00:00
85 lines
1.8 KiB
C++
85 lines
1.8 KiB
C++
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
|
|
const idEventDef EV_loopsetactive("loopsetactive", "d");
|
|
const idEventDef EV_loopdone( "<loopdone>" );
|
|
|
|
CLASS_DECLARATION( idAnimated, idAnimloop )
|
|
EVENT( EV_loopdone, idAnimloop::Loopdone )
|
|
EVENT( EV_loopsetactive, idAnimloop::loopsetactive )
|
|
END_CLASS
|
|
|
|
|
|
void idAnimloop::Save( idSaveGame *savefile ) const
|
|
{
|
|
savefile->WriteInt(blendFrames);
|
|
savefile->WriteFloat(randomtime);
|
|
savefile->WriteFloat(randomstart);
|
|
savefile->WriteString(animName.c_str());
|
|
savefile->WriteBool(active);
|
|
}
|
|
|
|
void idAnimloop::Restore( idRestoreGame *savefile )
|
|
{
|
|
savefile->ReadInt(blendFrames);
|
|
savefile->ReadFloat(randomtime);
|
|
savefile->ReadFloat(randomstart);
|
|
savefile->ReadString(animName);
|
|
savefile->ReadBool(active);
|
|
}
|
|
|
|
void idAnimloop::loopsetactive(int value)
|
|
{
|
|
active = value;
|
|
}
|
|
|
|
void idAnimloop::Loopdone( void )
|
|
{
|
|
if (!active)
|
|
return;
|
|
|
|
idAnimatedEntity::Event_PlayAnim(animName, blendFrames);
|
|
|
|
int len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength();
|
|
if (randomtime > 0)
|
|
{
|
|
len -= gameLocal.random.RandomFloat() * randomtime;
|
|
}
|
|
|
|
PostEventMS( &EV_loopdone, len );
|
|
}
|
|
|
|
void idAnimloop::Spawn( void )
|
|
{
|
|
active = true;
|
|
|
|
blendFrames = spawnArgs.GetInt("blendframes", "24");
|
|
randomtime = spawnArgs.GetFloat("randomtime", "0");
|
|
randomstart = spawnArgs.GetFloat("randomstart", "0");
|
|
animName = spawnArgs.GetString("anim");
|
|
|
|
if (randomstart > 0)
|
|
{
|
|
idAnimatedEntity::Event_PlayAnim(animName, blendFrames);
|
|
PostEventSec( &EV_loopdone, randomstart );
|
|
}
|
|
else if (randomstart < 0)
|
|
{
|
|
//choose a random value.
|
|
idAnimatedEntity::Event_PlayAnim(animName, blendFrames);
|
|
|
|
float randValue = gameLocal.random.RandomFloat() * 3.1f;
|
|
PostEventSec( &EV_loopdone, randValue );
|
|
}
|
|
else
|
|
{
|
|
Loopdone();
|
|
}
|
|
}
|
|
|
|
|
|
|