From: Anders R. <ma...@us...> - 2004-01-07 21:45:04
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Update of /cvsroot/planeshift/planeshift/src/common/psprop/character In directory sc8-pr-cvs1:/tmp/cvs-serv26562/src/common/psprop/character Modified Files: pschardata.cpp Log Message: - Fixed so that greet animations working for cal3d - Fixed inventory screen to not core dump when moving items. Items still not visible in the character slot. - Give all cal3d initial speed of 0 to select a proper anim. Index: pschardata.cpp =================================================================== RCS file: /cvsroot/planeshift/planeshift/src/common/psprop/character/pschardata.cpp,v retrieving revision 1.58 retrieving revision 1.59 diff -C2 -d -r1.58 -r1.59 *** pschardata.cpp 7 Jan 2004 03:05:55 -0000 1.58 --- pschardata.cpp 7 Jan 2004 21:45:00 -0000 1.59 *************** *** 37,41 **** #include <iengine/texture.h> // iTextureWrapper, etc. #include <ivideo/texture.h> // iTextureHandle ! #include <imesh/sprite3d.h> // iSprite3DState #include <ivideo/txtmgr.h> // iTextureManager #include <csengine/material.h> // iMaterialWrapper --- 37,41 ---- #include <iengine/texture.h> // iTextureWrapper, etc. #include <ivideo/texture.h> // iTextureHandle ! #include <imesh/spritecal3d.h> // iSpriteCal3DState #include <ivideo/txtmgr.h> // iTextureManager #include <csengine/material.h> // iMaterialWrapper *************** *** 544,551 **** // Attach the registered texture to the mesh for the player. ! csRef<iSprite3DState> state = SCF_QUERY_INTERFACE (mesh->GetMeshObject (), iSprite3DState); if (state) { ! state->SetMaterialWrapper(mat_wrapper); printf("Successfully swapped material on mesh.\n"); } --- 544,552 ---- // Attach the registered texture to the mesh for the player. ! csRef<iSpriteCal3DState> state = SCF_QUERY_INTERFACE (mesh->GetMeshObject (), iSpriteCal3DState); if (state) { ! // TODO: Implement this for Cal3D ! // state->SetMaterialWrapper(mat_wrapper); printf("Successfully swapped material on mesh.\n"); } *************** *** 1038,1047 **** void celPcCharacterData::Attach( iMeshWrapper* wrapper, const char* slot, const char* mesh ) { ! csRef<iSprite3DState> state = ! SCF_QUERY_INTERFACE(wrapper->GetMeshObject(), iSprite3DState); if (state) { ! csRef<iSpriteSocket> socket = state->FindSocket( slot ); if ( !socket ) { --- 1039,1048 ---- void celPcCharacterData::Attach( iMeshWrapper* wrapper, const char* slot, const char* mesh ) { ! csRef<iSpriteCal3DState> state = ! SCF_QUERY_INTERFACE(wrapper->GetMeshObject(), iSpriteCal3DState); if (state) { ! csRef<iSpriteCal3DSocket> socket = state->FindSocket( slot ); if ( !socket ) { *************** *** 1086,1095 **** void celPcCharacterData::Detach( iMeshWrapper* mesh, const char* slot ) { ! csRef<iSprite3DState> state = ! SCF_QUERY_INTERFACE(mesh->GetMeshObject(), iSprite3DState); CS_ASSERT( state ); ! csRef<iSpriteSocket> socket = state->FindSocket( slot ); if ( !socket ) { --- 1087,1096 ---- void celPcCharacterData::Detach( iMeshWrapper* mesh, const char* slot ) { ! csRef<iSpriteCal3DState> state = ! SCF_QUERY_INTERFACE(mesh->GetMeshObject(), iSpriteCal3DState); CS_ASSERT( state ); ! csRef<iSpriteCal3DSocket> socket = state->FindSocket( slot ); if ( !socket ) { |