EMI: Added stub-hack to playActorChore, to fix movie-playback for demo.

This is no lasting solution, but atleast allows for testing for any
regressions with the movie-stuff, which is the only thing that works
for now anyway.

I also moved the warnings for unimplemented costume-components inside
debug::Costume, to make the log a bit easier on the eyes.
This commit is contained in:
Einar Johan T. Sømåen 2011-11-11 01:05:20 +01:00
parent f56a340193
commit b433989e18
2 changed files with 10 additions and 8 deletions

View File

@ -1318,24 +1318,24 @@ Costume::Component *Costume::loadComponentEMI(Costume::Component *parent, int pa
name += 4;
if (FROM_BE_32(tag) == MKTAG('m','e','s','h')) {
warning("Actor::loadComponentEMI Implement MESH-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement MESH-handling: %s" , name);
//return new MainModelComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('s','k','e','l')) {
warning("Actor::loadComponentEMI Implement SKEL-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SKEL-handling: %s" , name);
//return new ModelComponent(parent, parentID, name, prevComponent, tag);
} else if (FROM_BE_32(tag) == MKTAG('t','e','x','i')) {
warning("Actor::loadComponentEMI Implement TEXI-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement TEXI-handling: %s" , name);
//return new MaterialComponent(parent, parentID, name, tag);
} else if (FROM_BE_32(tag) == MKTAG('a','n','i','m')) {
warning("Actor::loadComponentEMI Implement ANIM-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement ANIM-handling: %s" , name);
//return new KeyframeComponent(parent, parentID, name, tag);
} else if (FROM_BE_32(tag) == MKTAG('l','u','a','c')) {
warning("Actor::loadComponentEMI Implement LUAC-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement LUAC-handling: %s" , name);
} else if (FROM_BE_32(tag) == MKTAG('l','u','a','v')) {
warning("Actor::loadComponentEMI Implement LUAV-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement LUAV-handling: %s" , name);
//return new LuaVarComponent(parent, parentID, name, tag);
} else if (FROM_BE_32(tag) == MKTAG('s','p','r','t')) {
warning("Actor::loadComponentEMI Implement SPRT-handling: %s" , name);
Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SPRT-handling: %s" , name);
//return new SpriteComponent(parent, parentID, name, tag);
} else {
error("Actor::loadComponentEMI missing tag: %s for %s", name, type);

View File

@ -549,7 +549,9 @@ void Lua_V2::PlayActorChore() {
// FIXME. code below is a hack, need proper implementation
actor->setCostume(costumeName);
Costume *costume = actor->getCurrentCostume();
costume->playChore(choreName);
warning("Lua_V2::PlayActorChore: Semi-stubbed, to allow movies to play for now");
// Uncomment the line below when we have gotten chores to work for EMI.
//costume->playChore(choreName);
pushbool(true);
}