* 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
This commit is contained in:
Areloch 2024-02-04 00:03:35 -06:00
parent b31a5eafe2
commit af7b5cdb34
2 changed files with 17 additions and 7 deletions

View file

@ -376,7 +376,7 @@ struct PlayerData: public ShapeBaseData {
DECLARE_CALLBACK( void, doDismount, ( Player* obj ) );
DECLARE_CALLBACK( void, onEnterLiquid, ( Player* obj, F32 coverage, const char* type ) );
DECLARE_CALLBACK( void, onLeaveLiquid, ( Player* obj, const char* type ) );
DECLARE_CALLBACK( void, animationDone, ( Player* obj ) );
DECLARE_CALLBACK( void, animationDone, ( Player* obj, const char* animName) );
DECLARE_CALLBACK( void, onEnterMissionArea, ( Player* obj ) );
DECLARE_CALLBACK( void, onLeaveMissionArea, ( Player* obj ) );
/// @}
@ -501,6 +501,7 @@ protected:
bool holdAtEnd;
bool animateOnServer;
bool atEnd;
bool callbackTripped;
} mActionAnimation;
struct ArmAnimation {