Allow Player class derivatives to override NumTableActionAnims

the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread.
to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available.
when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations
therefore this introduces a datablock-level entry for the marked slot.
This commit is contained in:
AzaezelX 2026-04-14 15:24:04 -05:00
parent 5796f0ea07
commit 0fd3c6b013
2 changed files with 11 additions and 10 deletions

View file

@ -295,7 +295,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
ActionAnimBits = 9,
NullAnimation = (1 << ActionAnimBits) - 1
};
int mDynamicAnimsStart;
static ActionAnimationDef ActionAnimationList[NumTableActionAnims];
ActionAnimation actionList[NumActionAnims];
U32 actionCount;
@ -402,9 +402,9 @@ protected:
class Player: public ShapeBase
{
public:
typedef ShapeBase Parent;
public:
enum Pose {
StandPose = 0,
SprintPose,