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Author Topic: Walk code changed?  (Read 344 times)

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Offline utunnels

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Walk code changed?
« on: October 08, 2011, 12:30:50 am »
I think I'm a bit lost.

I recall there was a trick in ent_set_anim which checked if the previous animation is a walk  and tried to synchronize with current walk animation (up down or walk), but I can't find it now.

I made a temporary fix yesterday by adding a sync property to s_anim.

For exmaple, walk#, up, down, backwalk will try to synchronize with walk so if you change to any of them, the frame will be automatically updated to previous one instead of rewinding to zero. Though I haven't taken care of nextanimating yet.

What do you think about that? I know not all modders design their walk animations to have exactly the same frame count and delays, maybe there's a better solution.

Offline Bloodbane

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Re: Walk code changed?
« Reply #1 on: October 09, 2011, 12:34:35 am »
 I don't know about this but I remember that long time ago someone reported a crash if walk animations aren't in same number. For instance, if WALK uses 8 frames but UP uses 12 frames, a crash would occur. Maybe the missing code was for fixing this issue?

 BTW does your latest fix solve that?
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Offline utunnels

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Re: Walk code changed?
« Reply #2 on: October 09, 2011, 12:42:59 am »
Yeah, I think it did.

 



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