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243 lines
6.6 KiB
C++
243 lines
6.6 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// misc
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#include "nel/misc/debug.h"
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// Georges
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#include "nel/georges/u_form_elm.h"
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#include "nel/georges/u_form.h"
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#include "nel/georges/u_form_loader.h"
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// client
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#include "animation.h"
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#include "animation_misc.h"
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#include "debug_client.h"
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#include "client_cfg.h"
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#include "entity_animation_manager.h" // \todo GUIGUI : added to recompile animations at loading (to do better ?).
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///////////
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// USING //
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///////////
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using namespace NLGEORGES;
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using namespace NLSOUND;
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using namespace std;
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////////////
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// METHOD //
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////////////
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// STATIC
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std::set<std::string> CAnimation::MissingAnim;
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//-----------------------------------------------
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// CAnimation :
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// Constructor.
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//-----------------------------------------------
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CAnimation::CAnimation()
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{
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_SoundAnim = -1;
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_Animation = UnknownAnim;
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_Rot = 0.0;
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_Sheet = NULL;
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}// CAnimation //
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//-----------------------------------------------
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// Destructor
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//-----------------------------------------------
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CAnimation::~CAnimation()
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{
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}// ~CAnimation //
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//-----------------------------------------------
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// init
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//-----------------------------------------------
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void CAnimation::init(CAnimationSheet *sheet, NL3D::UAnimationSet *animationSet)
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{
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_Sheet = sheet;
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_FXSet.init(&sheet->FXSet, animationSet);
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string animName = _Sheet->AnimNames.get(_Sheet->IdAnim);
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computeAnimation(animationSet, animName);
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}// init //
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//-----------------------------------------------
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// computeAnimation :
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//-----------------------------------------------
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void CAnimation::computeAnimation(NL3D::UAnimationSet *animationSet, const std::string &animName)
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{
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// Check animationSet.
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if(animationSet == 0)
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{
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nlwarning("CAnimation:computeAnimation: Animation Set is NULL.");
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return;
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}
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// ...
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uint id = animationSet->getAnimationIdByName(animName);
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if(id == NL3D::UAnimationSet::NotFound)
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{
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_Animation = animationSet->addAnimation(animName.c_str(), animName.c_str(), ClientCfg.DisplayMissingAnimFile);
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if(_Animation == NL3D::UAnimationSet::NotFound)
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{
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// Up to 100 missing animation kept.
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if(MissingAnim.size() < 100)
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{
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std::pair<std::set<std::string>::iterator, bool> result = MissingAnim.insert(animName);
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if(result.second)
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nlwarning("CAnimation::computeAnimation: Animation '%s' NOT FOUND.", animName.c_str());
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}
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}
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else
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{
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if(CAnimationMisc::getAnimationLength(animationSet, _Animation) == 0.0)
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nlwarning("CAnimation::computeAnimation: Animation '%s' LENGTH IS 0.", animName.c_str());
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// Must store name for reload (or if the sound is not currently enabled)
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_SoundAnimName= animName;
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// Sound Process.
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CSoundAnimManager *sndMngr = CSoundAnimManager::instance();
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if(sndMngr)
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{
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std::string animNameNotConst = animName;
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_SoundAnim = sndMngr->loadAnimation(animNameNotConst);
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}
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}
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}
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else
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{
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_Animation = id;
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// Must store name for reload (or if the sound is not currently enabled)
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_SoundAnimName= animName;
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// Sound Process.
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CSoundAnimManager *sndMngr = CSoundAnimManager::instance();
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if(sndMngr)
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{
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std::string animNameNotConst = animName;
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_SoundAnim = sndMngr->getAnimationFromName(animNameNotConst);
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}
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}
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// Get the rotation in the animation.
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_Rot = CAnimationMisc::getAnimationRotation(animationSet, _Animation);
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}// computeAnimation //
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//-----------------------------------------------
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// Return the next animation to play or -1
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//-----------------------------------------------
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sint8 CAnimation::getNextAnim(const vector<bool> &animFilterStates) const
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{
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if(_Sheet)
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{
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if(_Sheet->Next.empty())
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return -1;
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else
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{
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static vector<sint8> filteredNextAnim;
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static vector<uint16> filteredNextWeight;
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filteredNextAnim.clear();
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filteredNextWeight.clear();
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// compute the filtered weight sum, and filtered next anim list
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uint32 weightSum = 0;
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uint i;
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for( i=0; i<_Sheet->NextWeight.size(); ++i)
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{
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sint8 nextAnim= _Sheet->Next[i];
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if(nextAnim<(sint)animFilterStates.size() && animFilterStates[nextAnim])
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{
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uint16 nw= _Sheet->NextWeight[i];
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weightSum += nw;
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filteredNextAnim.push_back(nextAnim);
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filteredNextWeight.push_back(nw);
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}
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}
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// if no filter match, abort
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if(filteredNextAnim.empty())
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return -1;
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// choose a random number between 1 and weightsum
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uint32 randWeight = rand()%weightSum + 1;
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// "concatenate" weights of each index, when the random value is reached we'll have the index to use
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uint32 w = 0;
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for( i=0; i<filteredNextWeight.size(); ++i)
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{
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w += filteredNextWeight[i];
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if( randWeight <= w )
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{
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return filteredNextAnim[i];
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}
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}
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nlwarning("<CAnimation::getNextAnim> can't choose next anim, rand=%d weigthSum=%d weightCount=%d",randWeight,weightSum,_Sheet->NextWeight.size());
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}
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}
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return -1;
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}// getNextAnim //
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//-----------------------------------------------
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// resetSoundAnim
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//-----------------------------------------------
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void CAnimation::resetSoundAnim()
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{
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_SoundAnim=CSoundAnimationNoId;
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}
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//-----------------------------------------------
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// reloadAnimation() with stored name
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//-----------------------------------------------
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void CAnimation::reloadSoundAnim()
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{
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CSoundAnimManager *sndMngr = CSoundAnimManager::instance();
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// don't need to reload if already loaded
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if(sndMngr && _SoundAnim==CSoundAnimationNoId)
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{
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// If some sound anim bound
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if(!_SoundAnimName.empty())
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{
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std::string animNameNotConst = _SoundAnimName;
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// if already exist, take
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_SoundAnim = sndMngr->getAnimationFromName(animNameNotConst);
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// else create
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if(_SoundAnim==CSoundAnimationNoId)
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_SoundAnim = sndMngr->loadAnimation(animNameNotConst);
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}
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}
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}
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//-----------------------------------------------
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// getNextAnimList
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//-----------------------------------------------
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const std::vector<sint8> &CAnimation::getNextAnimList() const
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{
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static std::vector<sint8> emptyList;
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if(_Sheet)
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return _Sheet->Next;
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else
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return emptyList;
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}
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