Fix entity ID association with animations. Fixes #790.
This was SVN commit r9286.
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@ -70,6 +70,13 @@ void CUnit::UpdateModel(float frameTime)
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m_Animation->Update(frameTime*1000.0f);
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m_Animation->Update(frameTime*1000.0f);
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}
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}
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void CUnit::SetID(entity_id_t id)
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{
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m_ID = id;
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if (m_Animation)
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m_Animation->SetEntityID(id);
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}
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void CUnit::SetEntitySelection(const CStr& selection)
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void CUnit::SetEntitySelection(const CStr& selection)
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{
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{
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CStr selection_lc = selection.LowerCase();
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CStr selection_lc = selection.LowerCase();
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@ -71,7 +71,7 @@ public:
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// persistently despite saving/loading maps. Default for new units is -1; should
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// persistently despite saving/loading maps. Default for new units is -1; should
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// usually be set to CUnitManager::GetNewID() after creation.
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// usually be set to CUnitManager::GetNewID() after creation.
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entity_id_t GetID() const { return m_ID; }
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entity_id_t GetID() const { return m_ID; }
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void SetID(entity_id_t id) { m_ID = id; }
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void SetID(entity_id_t id);
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const std::set<CStr>& GetActorSelections() const { return m_ActorSelections; }
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const std::set<CStr>& GetActorSelections() const { return m_ActorSelections; }
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@ -47,6 +47,11 @@ CUnitAnimation::CUnitAnimation(entity_id_t ent, CModel* model, CObjectEntry* obj
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ReloadUnit(model, object);
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ReloadUnit(model, object);
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}
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}
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void CUnitAnimation::SetEntityID(entity_id_t ent)
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{
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m_Entity = ent;
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}
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void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
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void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
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{
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{
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SModelAnimState state;
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SModelAnimState state;
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@ -41,6 +41,12 @@ public:
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*/
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*/
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CUnitAnimation(entity_id_t ent, CModel* model, CObjectEntry* object);
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CUnitAnimation(entity_id_t ent, CModel* model, CObjectEntry* object);
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/**
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* Change the entity ID associated with this animation
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* (currently used for playing locational sound effects).
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*/
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void SetEntityID(entity_id_t ent);
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/**
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/**
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* Start playing an animation.
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* Start playing an animation.
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* The unit's actor defines the available animations, and if more than one is available
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* The unit's actor defines the available animations, and if more than one is available
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