mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 11:51:52 +00:00
EMI: Chore fading fixes.
Fading out chores remain in playing state until they have completely faded out. Also using StopChore on a fading out chore will actually stop the chore, unlike in Grim where the chore will keep fading out.
This commit is contained in:
parent
4acfb933e9
commit
a180b3b562
@ -2294,18 +2294,20 @@ Actor::ActionChore::ActionChore(Costume *cost, int chore, Chore::ChoreType chore
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void Actor::ActionChore::play(bool fade, unsigned int time) {
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if (isValid()) {
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_costume->playChore(_chore);
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if (fade) {
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_costume->fadeChoreIn(_chore, time);
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_costume->playChore(_chore, time);
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} else {
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_costume->playChore(_chore);
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}
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}
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}
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void Actor::ActionChore::playLooping(bool fade, unsigned int time) {
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if (isValid()) {
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_costume->playChoreLooping(_chore);
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if (fade) {
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_costume->fadeChoreIn(_chore, time);
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_costume->playChoreLooping(_chore, time);
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} else {
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_costume->playChoreLooping(_chore);
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}
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}
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}
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@ -2313,9 +2315,10 @@ void Actor::ActionChore::playLooping(bool fade, unsigned int time) {
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void Actor::ActionChore::stop(bool fade, unsigned int time) {
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if (isValid()) {
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if (fade) {
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_costume->fadeChoreOut(_chore, time);
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_costume->stopChore(_chore, time);
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} else {
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_costume->stopChore(_chore);
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}
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_costume->stopChore(_chore);
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}
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}
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@ -292,10 +292,10 @@ void Costume::setChoreType(int num, Chore::ChoreType choreType) {
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_chores[num]->setChoreType(choreType);
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}
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void Costume::playChoreLooping(const char *name) {
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void Costume::playChoreLooping(const char *name, uint msecs) {
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for (int i = 0; i < _numChores; ++i) {
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if (strcmp(_chores[i]->getName(), name) == 0) {
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playChoreLooping(i);
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playChoreLooping(i, msecs);
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return;
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}
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}
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@ -303,12 +303,12 @@ void Costume::playChoreLooping(const char *name) {
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return;
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}
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void Costume::playChoreLooping(int num) {
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void Costume::playChoreLooping(int num, uint msecs) {
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if (num < 0 || num >= _numChores) {
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Debug::warning(Debug::Chores, "Requested chore number %d is outside the range of chores (0-%d)", num, _numChores);
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return;
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}
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_chores[num]->playLooping();
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_chores[num]->playLooping(msecs);
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if (Common::find(_playingChores.begin(), _playingChores.end(), _chores[num]) == _playingChores.end()) {
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_playingChores.push_back(_chores[num]);
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sortPlayingChores();
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@ -336,10 +336,10 @@ int Costume::getChoreId(const char *name) {
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return -1;
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}
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void Costume::playChore(const char *name) {
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void Costume::playChore(const char *name, uint msecs) {
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for (int i = 0; i < _numChores; ++i) {
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if (strcmp(_chores[i]->getName(), name) == 0) {
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playChore(i);
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playChore(i, msecs);
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return;
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}
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}
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@ -347,25 +347,24 @@ void Costume::playChore(const char *name) {
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return;
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}
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void Costume::playChore(int num) {
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void Costume::playChore(int num, uint msecs) {
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if (num < 0 || num >= _numChores) {
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Debug::warning(Debug::Chores, "Requested chore number %d is outside the range of chores (0-%d)", num, _numChores);
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return;
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}
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_chores[num]->play();
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_chores[num]->play(msecs);
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if (Common::find(_playingChores.begin(), _playingChores.end(), _chores[num]) == _playingChores.end()) {
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_playingChores.push_back(_chores[num]);
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sortPlayingChores();
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}
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}
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void Costume::stopChore(int num) {
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void Costume::stopChore(int num, uint msecs) {
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if (num < 0 || num >= _numChores) {
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Debug::warning(Debug::Chores, "Requested chore number %d is outside the range of chores (0-%d)", num, _numChores);
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return;
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}
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_chores[num]->stop();
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_playingChores.remove(_chores[num]);
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_chores[num]->stop(msecs);
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}
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void Costume::setColormap(const Common::String &map) {
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@ -379,17 +378,16 @@ void Costume::setColormap(const Common::String &map) {
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_components[i]->setColormap(NULL);
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}
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void Costume::stopChores(bool ignoreLoopingChores) {
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void Costume::stopChores(bool ignoreLoopingChores, int msecs) {
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for (int i = 0; i < _numChores; i++) {
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if (ignoreLoopingChores && _chores[i]->isLooping()) {
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continue;
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}
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_chores[i]->stop();
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_playingChores.remove(_chores[i]);
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_chores[i]->stop(msecs);
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}
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}
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void Costume::fadeChoreIn(int chore, int msecs) {
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void Costume::fadeChoreIn(int chore, uint msecs) {
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if (chore < 0 || chore >= _numChores) {
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Debug::warning(Debug::Chores, "Requested chore number %d is outside the range of chores (0-%d)", chore, _numChores);
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return;
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@ -401,7 +399,7 @@ void Costume::fadeChoreIn(int chore, int msecs) {
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}
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}
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void Costume::fadeChoreOut(int chore, int msecs) {
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void Costume::fadeChoreOut(int chore, uint msecs) {
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if (chore < 0 || chore >= _numChores) {
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Debug::warning(Debug::Chores, "Requested chore number %d is outside the range of chores (0-%d)", chore, _numChores);
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return;
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@ -51,20 +51,20 @@ public:
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virtual void load(Common::SeekableReadStream *data);
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const Common::String &getFilename() const { return _fname; }
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void playChore(const char *name);
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virtual void playChore(int num);
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void playChoreLooping(const char *name);
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virtual void playChoreLooping(int num);
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void playChore(const char *name, uint msecs = 0);
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virtual void playChore(int num, uint msecs = 0);
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void playChoreLooping(const char *name, uint msecs = 0);
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virtual void playChoreLooping(int num, uint msecs = 0);
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void setChoreType(int num, Chore::ChoreType choreType);
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void setChoreLastFrame(int num);
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void setChoreLooping(int num, bool val);
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void stopChore(int num);
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void fadeChoreIn(int chore, int msecs);
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void fadeChoreOut(int chore, int msecs);
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void stopChore(int num, uint msecs = 0);
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void fadeChoreIn(int chore, uint msecs);
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void fadeChoreOut(int chore, uint msecs);
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ModelNode *getModelNodes();
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Model *getModel();
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void setColormap(const Common::String &map);
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void stopChores(bool ignoreLoopingChores = false);
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void stopChores(bool ignoreLoopingChores = false, int msecs = 0);
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int isChoring(const char *name, bool excludeLooping);
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int isChoring(int num, bool excludeLooping);
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int isChoring(bool excludeLooping);
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@ -64,22 +64,28 @@ void Chore::load(TextSplitter &ts) {
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}
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}
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void Chore::play() {
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void Chore::play(uint msecs) {
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_playing = true;
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_hasPlayed = true;
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_looping = false;
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_currTime = -1;
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fade(Animation::None, 0);
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if (msecs > 0)
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fade(Animation::FadeIn, msecs);
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else
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fade(Animation::None, 0);
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}
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void Chore::playLooping() {
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void Chore::playLooping(uint msecs) {
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_playing = true;
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_hasPlayed = true;
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_looping = true;
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_currTime = -1;
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fade(Animation::None, 0);
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if (msecs > 0)
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fade(Animation::FadeIn, msecs);
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else
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fade(Animation::None, 0);
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}
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Component *Chore::getComponentForTrack(int i) const {
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@ -89,7 +95,10 @@ Component *Chore::getComponentForTrack(int i) const {
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return _owner->_components[_tracks[i].compID];
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}
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void Chore::stop() {
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void Chore::stop(uint msecs) {
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if (msecs > 0)
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fade(Animation::FadeOut, msecs);
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_playing = false;
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_hasPlayed = false;
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@ -165,6 +174,17 @@ void Chore::update(uint time) {
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}
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void Chore::fade(Animation::FadeMode mode, uint msecs) {
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if (mode == Animation::FadeIn) {
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if (!_playing) {
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_playing = true;
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_hasPlayed = true;
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_currTime = -1;
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}
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} else if (mode == Animation::FadeOut) {
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// Stop the chore, but do not alter the components state.
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_playing = false;
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}
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = getComponentForTrack(i);
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if (comp) {
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@ -174,12 +194,6 @@ void Chore::fade(Animation::FadeMode mode, uint msecs) {
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}
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void Chore::fadeIn(uint msecs) {
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if (!_playing) {
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_playing = true;
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_hasPlayed = true;
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_currTime = -1;
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}
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fade(Animation::FadeIn, msecs);
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}
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@ -187,9 +201,6 @@ void Chore::fadeOut(uint msecs) {
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// Note: It doesn't matter whether the chore is playing or not. The keyframe
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// components should fade out in either case.
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fade(Animation::FadeOut, msecs);
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// Stop the chore, but do not alter the components state.
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_playing = false;
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}
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void Chore::saveState(SaveGame *state) const {
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virtual ~Chore();
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void load(TextSplitter &ts);
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void play();
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void playLooping();
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virtual void play(uint msecs);
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virtual void playLooping(uint msecs);
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void setLooping(bool val) { _looping = val; }
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void stop();
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void update(uint time);
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virtual void stop(uint msecs);
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virtual void update(uint time);
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void setLastFrame();
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void fadeIn(uint msecs);
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void fadeOut(uint msecs);
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@ -81,9 +81,9 @@ public:
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void restoreState(SaveGame *state);
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ChoreType getChoreType() const { return _choreType; };
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void setChoreType(ChoreType choreType) { _choreType = choreType; };
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private:
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protected:
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void setKeys(int startTime, int stopTime);
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void fade(Animation::FadeMode, uint msecs);
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virtual void fade(Animation::FadeMode, uint msecs);
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Component *getComponentForTrack(int i) const;
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Costume *_owner;
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@ -210,8 +210,8 @@ Bone::~Bone() {
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}
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AnimationStateEmi::AnimationStateEmi(const Common::String &anim) :
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_skel(NULL), _looping(false), _active(false),
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_fadeMode(Animation::None), _fade(1.0f), _fadeLength(0), _time(0.0f) {
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_skel(NULL), _looping(false), _active(false),
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_fadeMode(Animation::None), _fade(1.0f), _fadeLength(0), _time(0.0f), _startFade(1.0f) {
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_anim = g_resourceloader->getAnimationEmi(anim);
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}
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@ -258,13 +258,13 @@ void AnimationStateEmi::update(uint time) {
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if (_fadeMode != Animation::None) {
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if (_fadeMode == Animation::FadeIn) {
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_fade += (float)time / _fadeLength;
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_fade += (float)time * (1.0f - _startFade) / _fadeLength;
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if (_fade >= 1.f) {
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_fade = 1.f;
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_fadeMode = Animation::None;
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}
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} else {
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_fade -= (float)time / _fadeLength;
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_fade -= (float)time * _startFade / _fadeLength;
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if (_fade <= 0.f) {
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_fade = 0.f;
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// Don't reset the _fadeMode here. This way if fadeOut() was called
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@ -275,9 +275,6 @@ void AnimationStateEmi::update(uint time) {
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}
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}
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}
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else {
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_fade = 1.f;
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}
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}
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void AnimationStateEmi::play() {
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@ -285,18 +282,16 @@ void AnimationStateEmi::play() {
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_time = 0.f;
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if (_fadeMode == Animation::FadeOut)
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_fadeMode = Animation::None;
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activate();
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if (_fadeMode == Animation::FadeIn || _fade > 0.f)
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activate();
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}
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_paused = false;
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}
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void AnimationStateEmi::stop() {
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if (_fadeMode != Animation::FadeOut) {
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_fadeMode = Animation::None;
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_time = 0.f;
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_fade = 1.f;
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deactivate();
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}
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_fadeMode = Animation::None;
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_time = 0.f;
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deactivate();
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}
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void AnimationStateEmi::pause() {
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@ -318,12 +313,12 @@ void AnimationStateEmi::setSkeleton(Skeleton *skel) {
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}
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void AnimationStateEmi::fade(Animation::FadeMode mode, int fadeLength) {
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if (!_active) {
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if (mode == Animation::FadeIn) {
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_fade = 0.f;
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}
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if (mode == Animation::None) {
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_fade = 1.f;
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} else if (_fadeMode != Animation::FadeOut && mode == Animation::FadeIn) {
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_fade = 0.f;
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}
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_startFade = _fade;
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_fadeMode = mode;
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_fadeLength = fadeLength;
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}
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@ -97,6 +97,7 @@ private:
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bool _paused;
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float _time;
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float _fade;
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float _startFade;
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Animation::FadeMode _fadeMode;
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int _fadeLength;
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};
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@ -26,7 +26,8 @@
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namespace Grim {
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EMIChore::EMIChore(char name[32], int id, Costume *owner, int length, int numTracks) :
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Chore(name, id, owner, length, numTracks), _mesh(NULL), _skeleton(NULL) {
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Chore(name, id, owner, length, numTracks), _mesh(NULL), _skeleton(NULL),
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_fadeMode(Animation::None), _fade(1.f), _fadeLength(0), _startFade(1.0f) {
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}
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void EMIChore::addComponent(Component *component) {
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@ -40,4 +41,78 @@ void EMIChore::addComponent(Component *component) {
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}
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}
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void EMIChore::update(uint time) {
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if (!_playing)
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return;
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if (_fadeMode != Animation::None) {
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if (_fadeMode == Animation::FadeIn) {
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_fade += (float)time * (1.0f - _startFade) / _fadeLength;
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if (_fade >= 1.f) {
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_fade = 1.f;
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_fadeMode = Animation::None;
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}
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} else {
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_fade -= (float)time * _startFade / _fadeLength;
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if (_fade <= 0.f) {
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_fade = 0.f;
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stop(0);
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return;
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}
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}
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}
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int newTime;
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if (_currTime < 0)
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newTime = 0; // For first time through
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else
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newTime = _currTime + time;
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setKeys(_currTime, newTime);
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if (newTime > _length) {
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if (!_looping && _fadeMode != Animation::FadeOut) {
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stop(0);
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}
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else {
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do {
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newTime -= _length;
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setKeys(-1, newTime);
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} while (newTime > _length);
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}
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}
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_currTime = newTime;
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}
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void EMIChore::stop(uint msecs) {
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if (msecs > 0) {
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fade(Animation::FadeOut, msecs);
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} else {
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_playing = false;
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_hasPlayed = false;
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = getComponentForTrack(i);
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if (comp)
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comp->reset();
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}
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}
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}
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void EMIChore::fade(Animation::FadeMode mode, uint msecs) {
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if (mode == Animation::None) {
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_fade = 1.0f;
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}
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_startFade = _fade;
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_fadeMode = mode;
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_fadeLength = msecs;
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = getComponentForTrack(i);
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if (comp) {
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comp->fade(mode, msecs);
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}
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}
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}
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} // end of namespace Grim
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@ -35,12 +35,20 @@ public:
|
||||
EMIChore(char name[32], int id, Costume *owner, int length, int numTracks);
|
||||
static int32 getStaticTag() { return MKTAG('C', 'H', 'O', 'R'); }
|
||||
|
||||
void update(uint msecs) override;
|
||||
void stop(uint msecs) override;
|
||||
void fade(Animation::FadeMode mode, uint msecs) override;
|
||||
void addComponent(Component *component);
|
||||
bool isWearChore() { return _mesh && _skeleton; }
|
||||
EMIMeshComponent *getMesh() { return _mesh; }
|
||||
EMISkelComponent *getSkeleton() { return _skeleton; }
|
||||
|
||||
private:
|
||||
Animation::FadeMode _fadeMode;
|
||||
float _fade;
|
||||
float _startFade;
|
||||
int _fadeLength;
|
||||
|
||||
EMIMeshComponent *_mesh;
|
||||
EMISkelComponent *_skeleton;
|
||||
};
|
||||
|
@ -130,20 +130,22 @@ void EMICostume::load(Common::SeekableReadStream *data) {
|
||||
_isWearChoreActive = true;
|
||||
}
|
||||
|
||||
void EMICostume::playChore(int num) {
|
||||
void EMICostume::playChore(int num, uint msecs) {
|
||||
// FIXME: Original EMI can play multiple instances of a chore at the same time.
|
||||
EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
|
||||
if (chore->isWearChore()) {
|
||||
setWearChore(chore);
|
||||
}
|
||||
Costume::playChore(num);
|
||||
Costume::playChore(num, msecs);
|
||||
}
|
||||
|
||||
void EMICostume::playChoreLooping(int num) {
|
||||
void EMICostume::playChoreLooping(int num, uint msecs) {
|
||||
// FIXME: Original EMI can play multiple instances of a chore at the same time.
|
||||
EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
|
||||
if (chore->isWearChore()) {
|
||||
setWearChore(chore);
|
||||
}
|
||||
Costume::playChoreLooping(num);
|
||||
Costume::playChoreLooping(num, msecs);
|
||||
}
|
||||
|
||||
Component *EMICostume::loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent) {
|
||||
|
@ -43,10 +43,11 @@ public:
|
||||
|
||||
void load(Common::SeekableReadStream *data);
|
||||
|
||||
void playChore(int num) override;
|
||||
void playChoreLooping(int num) override;
|
||||
|
||||
void draw();
|
||||
int update(uint time);
|
||||
|
||||
void playChore(int num, uint msecs = 0) override;
|
||||
void playChoreLooping(int num, uint msecs = 0) override;
|
||||
|
||||
void saveState(SaveGame *state) const override;
|
||||
bool restoreState(SaveGame *state) override;
|
||||
|
@ -321,25 +321,22 @@ void Lua_V2::PauseChore() {
|
||||
|
||||
void Lua_V2::StopChore() {
|
||||
lua_Object choreObj = lua_getparam(1);
|
||||
lua_Object timeObj = lua_getparam(2);
|
||||
lua_Object fadeTimeObj = lua_getparam(2);
|
||||
|
||||
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
|
||||
return;
|
||||
|
||||
int chore = lua_getuserdata(choreObj);
|
||||
float time = 0.0f;
|
||||
float fadeTime = 0.0f;
|
||||
|
||||
if (!lua_isnil(timeObj)) {
|
||||
if (lua_isnumber(timeObj))
|
||||
time = lua_getnumber(timeObj);
|
||||
if (!lua_isnil(fadeTimeObj)) {
|
||||
if (lua_isnumber(fadeTimeObj))
|
||||
fadeTime = lua_getnumber(fadeTimeObj);
|
||||
}
|
||||
|
||||
Chore *c = EMIChore::getPool().getObject(chore);
|
||||
if (c) {
|
||||
if (time != 0.0f) {
|
||||
c->fadeOut((int)(time * 1000));
|
||||
}
|
||||
c->stop();
|
||||
c->stop((int)(fadeTime * 1000));
|
||||
}
|
||||
}
|
||||
|
||||
@ -651,7 +648,6 @@ bool Lua_V2::findCostume(lua_Object costumeObj, Actor *actor, Costume **costume)
|
||||
return (*costume != NULL);
|
||||
}
|
||||
|
||||
// TODO: Implement, verify, and rename unknown 5th parameter
|
||||
void Lua_V2::PlayActorChore() {
|
||||
lua_Object actorObj = lua_getparam(1);
|
||||
lua_Object choreObj = lua_getparam(2);
|
||||
@ -659,7 +655,7 @@ void Lua_V2::PlayActorChore() {
|
||||
lua_Object modeObj = lua_getparam(4);
|
||||
lua_Object fadeTimeObj = lua_getparam(5);
|
||||
|
||||
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
|
||||
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
||||
return;
|
||||
|
||||
Actor *actor = getactor(actorObj);
|
||||
@ -717,14 +713,9 @@ void Lua_V2::PlayActorChore() {
|
||||
}
|
||||
|
||||
if (mode) {
|
||||
costume->playChoreLooping(choreName);
|
||||
costume->playChoreLooping(choreName, (int)(fadeTime * 1000));
|
||||
} else {
|
||||
costume->playChore(choreName);
|
||||
}
|
||||
if (fadeTime != 0.0f) {
|
||||
Chore *c = EMIChore::getPool().getObject(chore->getId());
|
||||
if (c)
|
||||
c->fadeIn((int)(fadeTime * 1000));
|
||||
costume->playChore(choreName, (int)(fadeTime * 1000));
|
||||
}
|
||||
if (chore) {
|
||||
lua_pushusertag(chore->getId(), MKTAG('C','H','O','R'));
|
||||
|
Loading…
Reference in New Issue
Block a user