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EMI: Implemented rest of animation component keys.
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@ -58,12 +58,50 @@ int EMIAnimComponent::update(uint time) {
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void EMIAnimComponent::setKey(int f) {
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switch (f) {
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case 1: // Play?
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case 0: // Stop
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_animState->stop();
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case 1: // Play
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_animState->play();
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break;
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case 3: // Looping?
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case 2: // Pause
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_animState->pause();
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break;
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case 3: // Loop
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_animState->setLooping(true);
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break;
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case 4: // No loop
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_animState->setLooping(false);
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break;
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case 5: // Fade in 1
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_animState->fade(Animation::FadeIn, 1000);
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break;
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case 6: // Fade in 3/4
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_animState->fade(Animation::FadeIn, 750);
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break;
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case 7: // Fade in 1/2
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_animState->fade(Animation::FadeIn, 500);
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break;
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case 8: // Fade in 1/4
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_animState->fade(Animation::FadeIn, 250);
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break;
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case 9: // Fade in 1/8
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_animState->fade(Animation::FadeIn, 125);
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break;
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case 10: // Fade out 1
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_animState->fade(Animation::FadeOut, 1000);
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break;
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case 11: // Fade out 3/4
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_animState->fade(Animation::FadeOut, 750);
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break;
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case 12: // Fade out 1/2
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_animState->fade(Animation::FadeOut, 500);
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break;
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case 13: // Fade out 1/4
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_animState->fade(Animation::FadeOut, 250);
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break;
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case 14: // Fade out 1/8
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_animState->fade(Animation::FadeOut, 125);
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break;
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default:
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Debug::warning(Debug::Costumes, "Unknown key %d for component %s", f, _name.c_str());
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break;
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