fix AV if character has no model
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@@ -110,20 +110,24 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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{
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Character* rndchar = GAMESTATE->GetRandomCharacter();
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m_pmCharacter = new Model;
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m_pmCharacter->LoadMilkshapeAscii( rndchar->GetModelPath() );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->PlayAnimation( "rest" );
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m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->Command( CHARACTERONCOMMAND );
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CString sModelPath = rndchar->GetModelPath();
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if( sModelPath != "" )
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{
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m_pmCharacter = new Model;
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m_pmCharacter->LoadMilkshapeAscii( rndchar->GetModelPath() );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->PlayAnimation( "rest" );
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m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->Command( CHARACTERONCOMMAND );
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}
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}
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// silly to use the lifebar without a player, since the player updates the lifebar
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