cleanup
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+4
-29
@@ -779,16 +779,12 @@ void Model::Update( float fDelta )
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vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
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for( unsigned j = 0; j < origVertices.size(); j++ )
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{
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RageVector3& tempPos = tempVertices[j].p;
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RageVector3& tempNormal = tempVertices[j].n;
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RageVector2& tempTex = tempVertices[j].t;
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const RageVector3& originalPos = origVertices[j].p;
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RageVector3& tempPos = tempVertices[j].p;
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RageVector3& tempNormal = tempVertices[j].n;
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const RageVector3& originalPos = origVertices[j].p;
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const RageVector3& originalNormal = origVertices[j].n;
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const RageVector2& originalTex = origVertices[j].t;
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int8_t bone = origVertices[j].bone;
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int8_t bone = origVertices[j].bone;
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tempTex = originalTex;
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if( bone == -1 )
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{
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tempNormal = originalNormal;
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@@ -800,7 +796,6 @@ void Model::Update( float fDelta )
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RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
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}
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}
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}
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// send the new vertices to the graphics card
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@@ -846,26 +841,6 @@ void Model::HandleCommand( const ParsedCommand &command )
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{
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HandleParams;
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/* XXX: It would be very useful to be able to tween animations, eg:
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*
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* play,Dance,1;sleep,2;linear,.5;play,Collapse,1
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*
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* to play "Dance" for two seconds, then tween to playing "Collapse" over half
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* a second, with the tween percentage weighting the animations.
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*
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* Also, being able to queue animations cleanly without knowing the exact duration
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* of the animation, eg:
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*
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* play,Dance,1;finishanim;play,Collapse,1
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*
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* to play "Dance", and then play "Collapse" when "Dance" finishes. (In this case,
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* Dance would presumably end on the same keyframe that Collapse begins on, since
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* it isn't queuing a tween.)
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*
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* We need more architecture for this, so we can put custom items in the Actor
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* tween queue.
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*/
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const CString& sName = sParam(0);
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if( sName=="play" )
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PlayAnimation( sParam(1),fParam(2) );
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