- Blood: Fix handling of QAVs defined as loopable while interpolating.

This commit is contained in:
Mitchell Richters 2021-08-23 12:05:13 +10:00
parent 252a2387af
commit 62e1fdf709

View file

@ -42,7 +42,7 @@ extern void (*qavClientCallback[])(int, void *);
enum enum
{ {
kQAVIsLoopable, kQAVIsLoopable = 1 << 0,
}; };
static TMap<FString, QAVPrevTileFinder> qavPrevTileFinders; static TMap<FString, QAVPrevTileFinder> qavPrevTileFinders;
@ -92,7 +92,7 @@ bool GameInterface::IsQAVInterpTypeValid(const FString& type)
void GameInterface::AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap<int, TArray<int>>& ignoredata) void GameInterface::AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap<int, TArray<int>>& ignoredata)
{ {
qavInterpProps.Insert(res_id, { loopable << kQAVIsLoopable, qavGetInterpType(interptype), ignoredata }); qavInterpProps.Insert(res_id, { loopable ? kQAVIsLoopable : 0, qavGetInterpType(interptype), ignoredata });
} }
void GameInterface::RemoveQAVInterpProps(const int& res_id) void GameInterface::RemoveQAVInterpProps(const int& res_id)