start animations in LoadPieces, but not LoadMilkshapeAsciiBones

This commit is contained in:
Glenn Maynard
2004-08-19 08:15:35 +00:00
parent e6bc94a4af
commit bbc55a3a1a
2 changed files with 13 additions and 6 deletions
+7 -4
View File
@@ -99,7 +99,9 @@ void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBo
LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath );
if( LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath ) )
PlayAnimation( DEFAULT_ANIMATION_NAME );
//
// Setup temp vertices (if necessary)
@@ -263,7 +265,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( CString sPath )
f.Close();
}
void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
@@ -275,6 +277,7 @@ void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
CString sLine;
int iLineNum = 0;
bool bLoaded = false;
while( f.GetLine( sLine ) > 0 )
{
iLineNum++;
@@ -394,9 +397,9 @@ void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
for( unsigned j = 0; j < Bone.RotationKeys.size(); ++j )
Animation.nTotalFrames = max( Animation.nTotalFrames, (int)Bone.RotationKeys[j].fTime );
}
PlayAnimation( sAniName );
}
return bLoaded;
}
bool Model::EarlyAbortDraw()