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* fixed bug with looping animation supposed to be played once
* minor changes
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516b1e2b00
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@ -1924,9 +1924,9 @@ std::vector<CStack> BattleInfo::getStackQueue()
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return ret;
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}
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int3 CPath::startPos()
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int3 CPath::startPos() const
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{
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return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z);
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return nodes[nodes.size()-1].coord;
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}
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void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
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{
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@ -1939,7 +1939,7 @@ void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
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}
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}
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int3 CPath::endPos()
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int3 CPath::endPos() const
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{
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return int3(nodes[0].coord.x,nodes[0].coord.y,nodes[0].coord.z);
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return nodes[0].coord;
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}
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@ -210,8 +210,8 @@ struct DLL_EXPORT CPath
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{
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std::vector<CPathNode> nodes; //just get node by node
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int3 startPos(); // start point
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int3 endPos(); //destination point
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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@ -110,11 +110,10 @@ void CCreatureAnimation::incrementFrame()
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{
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if(type!=-1) //when a specific part of animation is played
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{
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internalFrame = (internalFrame + 1) % frameGroups[type].size();
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curFrame = frameGroups[type][internalFrame];
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++internalFrame;
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if(internalFrame == frameGroups[type].size()) //rewind
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{
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internalFrame = 0;
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if(once) //playing animation once - return to standing animation
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{
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type = 2;
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@ -126,6 +125,7 @@ void CCreatureAnimation::incrementFrame()
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curFrame = frameGroups[type][0];
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}
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}
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curFrame = frameGroups[type][internalFrame];
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}
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else //when whole animation is played
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{
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