mirror of
https://gitlab.com/veloren/veloren
synced 2026-08-16 16:26:07 -04:00
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified. This fixes issues where you'd have giant NPCs in water.
This commit is contained in:
parent
bc83360f2a
commit
7204cc8a7a
1 changed files with 42 additions and 6 deletions
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@ -1482,7 +1482,13 @@ impl FigureMgr {
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::fish_medium::IdleAnimation::update_skeleton(
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&FishMediumSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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@ -1557,7 +1563,13 @@ impl FigureMgr {
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skeleton_attr,
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::dragon::IdleAnimation::update_skeleton(
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&DragonSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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@ -1633,7 +1645,13 @@ impl FigureMgr {
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::critter::IdleAnimation::update_skeleton(
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&CritterSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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@ -1712,7 +1730,13 @@ impl FigureMgr {
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::bird_small::IdleAnimation::update_skeleton(
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&BirdSmallSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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@ -1791,7 +1815,13 @@ impl FigureMgr {
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::fish_small::IdleAnimation::update_skeleton(
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&FishSmallSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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@ -1963,7 +1993,13 @@ impl FigureMgr {
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),
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// TODO!
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_ => state.skeleton_mut().clone(),
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_ => anim::golem::IdleAnimation::update_skeleton(
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&GolemSkeleton::default(),
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time,
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_base, dt);
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