HL2: MDL sequence loop flag support
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60f804aa93
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bb3e6a3802
1 changed files with 3 additions and 3 deletions
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@ -123,7 +123,7 @@ typedef struct
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unsigned int _0;
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unsigned int name_ofs;
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float fps;
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unsigned int _12;
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unsigned int loop;
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unsigned int numframes;
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unsigned int _20;
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unsigned int _24;
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@ -942,7 +942,7 @@ qboolean QDECL Mod_LoadHL2Model (model_t *mod, void *buffer, size_t fsize)
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modfuncs->ConcatTransforms((const void*)(ctx.basepose+in[i].parent*12), (const void*)pose, (void*)(ctx.basepose+i*12));
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else
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memcpy(ctx.basepose+12*i, pose, sizeof(float)*12);
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modfuncs->M3x4_Invert(ctx.basepose+12*i, ctx.bones[i].inverse);
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memcpy(ctx.bones[i].inverse, in[i].inverse, sizeof(float)*12); //use the provided value, but should match modfuncs->M3x4_Invert(ctx.basepose+12*i, ctx.bones[i].inverse);
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}
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if (ctx.header->num_anims)
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@ -959,7 +959,7 @@ qboolean QDECL Mod_LoadHL2Model (model_t *mod, void *buffer, size_t fsize)
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a->GetRawBones = NULL; //FIXME: for delay loading the proper way...
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//FIXME: replace Alias_FindRawSkelData instead, to handle bone controllers etc.
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a->boneofs = plugfuncs->GMalloc(&mod->memgroup, sizeof(float)*a->numposes*12*ctx.header->num_bones);
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a->loop = true;
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a->loop = in->loop;
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a->rate = in->fps;
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a->action = -1;
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a->actionweight = 0;
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