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https://github.com/TorqueGameEngines/Torque3D.git
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* Improved logic to better handle the callback kickoff for actionAnimations happening
* Also adds animation name to callback so you can work off which animation triggered it
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b31a5eafe2
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af7b5cdb34
2 changed files with 17 additions and 7 deletions
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@ -376,7 +376,7 @@ struct PlayerData: public ShapeBaseData {
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DECLARE_CALLBACK( void, doDismount, ( Player* obj ) );
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DECLARE_CALLBACK( void, onEnterLiquid, ( Player* obj, F32 coverage, const char* type ) );
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DECLARE_CALLBACK( void, onLeaveLiquid, ( Player* obj, const char* type ) );
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DECLARE_CALLBACK( void, animationDone, ( Player* obj ) );
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DECLARE_CALLBACK( void, animationDone, ( Player* obj, const char* animName) );
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DECLARE_CALLBACK( void, onEnterMissionArea, ( Player* obj ) );
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DECLARE_CALLBACK( void, onLeaveMissionArea, ( Player* obj ) );
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/// @}
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@ -501,6 +501,7 @@ protected:
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bool holdAtEnd;
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bool animateOnServer;
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bool atEnd;
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bool callbackTripped;
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} mActionAnimation;
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struct ArmAnimation {
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