support loading of multiple animations in a Model
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@@ -34,12 +34,18 @@ DancingCharacters::DancingCharacters()
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{
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m_Character[PLAYER_1].SetX( MODEL_X[PLAYER_1] );
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m_Character[PLAYER_1].LoadMilkshapeAscii( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0000\\model.txt" );
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m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
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m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "rest", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\rest.bones.txt" );
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m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "warmup", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\warmup.bones.txt" );
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m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "default", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
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m_Character[PLAYER_1].PlayAnimation( "rest" );
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this->AddChild( &m_Character[PLAYER_1] );
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m_Character[PLAYER_2].SetX( MODEL_X[PLAYER_2] );
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m_Character[PLAYER_2].LoadMilkshapeAscii( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0011\\model.txt" );
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m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0002.bones.txt" );
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m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "rest", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\rest.bones.txt" );
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m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "warmup", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\warmup.bones.txt" );
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m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "default", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
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m_Character[PLAYER_2].PlayAnimation( "rest" );
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this->AddChild( &m_Character[PLAYER_2] );
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StartCameraSweep();
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@@ -49,6 +55,11 @@ DancingCharacters::DancingCharacters()
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void DancingCharacters::Update( float fDelta )
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{
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ActorFrame::Update( fDelta );
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if( PREFSMAN->m_bShowDancingCharacters )
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{
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}
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// update camera sweep
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m_fSecsIntoSweep += fDelta;
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