Some of the to-dos
- Implemented Animation parameters for A_ChangeModel - Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0 - Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
This commit is contained in:
parent
e9e919b54c
commit
5670e6f54c
19 changed files with 119 additions and 59 deletions
|
|
@ -229,7 +229,7 @@ int FUE1Model::FindFrame(const char* name, bool nodefault)
|
|||
return index;
|
||||
}
|
||||
|
||||
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& animationData)
|
||||
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData)
|
||||
{
|
||||
// the moment of magic
|
||||
if ( (frame < 0) || (frame2 < 0) || (frame >= numFrames) || (frame2 >= numFrames) ) return;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue