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.
This commit is contained in:
Daniel Buckmaster 2014-09-15 10:01:13 +10:00
parent 40cefe1002
commit 439dc9c56d
2 changed files with 9 additions and 16 deletions

View file

@ -729,9 +729,7 @@ protected:
Play, Stop, Pause, Destroy
};
TSThread* thread; ///< Pointer to 3space data.
U32 state; ///< State of the thread
///
/// @see Thread::State
State state; ///< State of the thread
S32 sequence; ///< The animation sequence which is running in this thread.
F32 timescale; ///< Timescale
bool atEnd; ///< Are we at the end of this thread?