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https://github.com/TorqueGameEngines/Torque3D.git
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remove redundant reskin
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parent
12db0500e8
commit
7f1b83f1c6
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@ -1924,44 +1924,6 @@ bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
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//----------------------------------------------------------------------------
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void Player::reSkin()
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{
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if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
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{
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mShapeInstance->resetMaterialList();
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Vector<String> skins;
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String(mSkinNameHandle.getString()).split( ";", skins );
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for ( S32 i = 0; i < skins.size(); i++ )
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{
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String oldSkin( mAppliedSkinName.c_str() );
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String newSkin( skins[i] );
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// Check if the skin handle contains an explicit "old" base string. This
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// allows all models to support skinning, even if they don't follow the
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// "base_xxx" material naming convention.
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S32 split = newSkin.find( '=' ); // "old=new" format skin?
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if ( split != String::NPos )
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{
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oldSkin = newSkin.substr( 0, split );
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newSkin = newSkin.erase( 0, split+1 );
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}
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// Apply skin to both 3rd person and 1st person shape instances
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mShapeInstance->reSkin( newSkin, oldSkin );
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for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
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{
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if (mShapeFPInstance[j])
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mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
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}
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mAppliedSkinName = newSkin;
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}
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}
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}
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//----------------------------------------------------------------------------
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void Player::setControllingClient(GameConnection* client)
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{
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Parent::setControllingClient(client);
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@ -614,7 +614,6 @@ protected:
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#endif
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protected:
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void reSkin() override;
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void setState(ActionState state, U32 ticks=0);
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void updateState();
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