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Fixed ShapeBase animation networking.
We essentially just need to remember to Update ShapeBase::Thread::position every time we advance the thread in the shape. With a little bit of supporting code these changes will be passed to the client's shape.
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2 changed files with 9 additions and 16 deletions
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@ -729,9 +729,7 @@ protected:
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Play, Stop, Pause, Destroy
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};
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TSThread* thread; ///< Pointer to 3space data.
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U32 state; ///< State of the thread
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///
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/// @see Thread::State
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State state; ///< State of the thread
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S32 sequence; ///< The animation sequence which is running in this thread.
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F32 timescale; ///< Timescale
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bool atEnd; ///< Are we at the end of this thread?
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