cleanup
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+10
-10
@@ -672,8 +672,7 @@ void Model::SetFrame( float fNewFrame )
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m_fCurrFrame = fNewFrame;
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}
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void
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Model::AdvanceFrame (float dt)
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void Model::AdvanceFrame (float dt)
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{
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if( m_pGeometry == NULL ||
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m_pGeometry->m_Meshes.empty() ||
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@@ -714,13 +713,14 @@ Model::AdvanceFrame (float dt)
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{
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RageVector3 vPos;
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RageVector3 vRot;
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//
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// search for the adjacent position keys
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//
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msPositionKey *pLastPositionKey = 0, *pThisPositionKey = 0;
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const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
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for (j = 0; j < nPositionKeyCount; j++)
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{
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msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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if (pPositionKey->fTime >= m_fCurrFrame)
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{
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pThisPositionKey = pPositionKey;
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@@ -728,7 +728,7 @@ Model::AdvanceFrame (float dt)
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}
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pLastPositionKey = pPositionKey;
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}
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if (pLastPositionKey != 0 && pThisPositionKey != 0)
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if( pLastPositionKey != NULL && pThisPositionKey != NULL )
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{
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float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
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float s = (m_fCurrFrame - pLastPositionKey->fTime) / d;
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@@ -736,11 +736,11 @@ Model::AdvanceFrame (float dt)
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vPos[1] = pLastPositionKey->Position[1] + (pThisPositionKey->Position[1] - pLastPositionKey->Position[1]) * s;
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vPos[2] = pLastPositionKey->Position[2] + (pThisPositionKey->Position[2] - pLastPositionKey->Position[2]) * s;
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}
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else if (pLastPositionKey == 0)
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else if( pLastPositionKey == NULL )
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{
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vPos = pThisPositionKey->Position;
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}
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else if (pThisPositionKey == 0)
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else if( pThisPositionKey == NULL )
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{
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vPos = pLastPositionKey->Position;
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}
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@@ -749,10 +749,10 @@ Model::AdvanceFrame (float dt)
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//
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RageMatrix m;
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RageMatrixIdentity( &m );
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msRotationKey *pLastRotationKey = 0, *pThisRotationKey = 0;
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const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
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for (j = 0; j < nRotationKeyCount; j++)
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{
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msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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if (pRotationKey->fTime >= m_fCurrFrame)
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{
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pThisRotationKey = pRotationKey;
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@@ -792,7 +792,7 @@ Model::AdvanceFrame (float dt)
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RageMatrixMultiply( &m_vpBones[i].mRelativeFinal, &m_vpBones[i].mRelative, &m );
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int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
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if (nParentBone == -1)
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if( nParentBone == -1 )
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{
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m_vpBones[i].mFinal = m_vpBones[i].mRelativeFinal;
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}
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