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Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
Both these will need to be tested to see which one is better.
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2 changed files with 8 additions and 11 deletions
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@ -264,7 +264,7 @@ struct ShapeBaseImageData: public GameBaseData {
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//SFXTrack* sound;
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F32 emitterTime; ///<
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S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
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//DECLARE_SOUNDASSET(StateData, Sound);
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SoundAsset* sound;
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};
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/// @name State Data
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/// Individual state data used to initialize struct array
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@ -1075,8 +1075,6 @@ protected:
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/// @param imageSlot Image slot id
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/// @param state State id
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/// @param force Force image to state or let it finish then change
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U32 prevState = 0;
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void setImageState(U32 imageSlot, U32 state, bool force = false);
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void updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState=NULL);
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