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authorPeter Kohaut2015-09-19 01:43:38 +0200
committerEugene Sandulenko2016-09-29 22:33:40 +0200
commitde7f961f484bc29c33240a29376bbd24dc4d6139 (patch)
tree6632ae781aecf5553c8f0309503b42da90feb47b /engines/bladerunner/slice_animations.cpp
parent479d2f5b6293af2ae84fbdc718348a6e1126efb0 (diff)
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BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??)
Diffstat (limited to 'engines/bladerunner/slice_animations.cpp')
-rw-r--r--engines/bladerunner/slice_animations.cpp26
1 files changed, 17 insertions, 9 deletions
diff --git a/engines/bladerunner/slice_animations.cpp b/engines/bladerunner/slice_animations.cpp
index efcd4b3987..b813c13a3d 100644
--- a/engines/bladerunner/slice_animations.cpp
+++ b/engines/bladerunner/slice_animations.cpp
@@ -63,14 +63,14 @@ bool SliceAnimations::open(const Common::String &name) {
_animations.resize(animationCount);
for (uint32 i = 0; i != animationCount; ++i) {
- _animations[i].frameCount = file.readUint32LE();
- _animations[i].frameSize = file.readUint32LE();
- _animations[i].fps = file.readFloatLE();
- _animations[i].unk0 = file.readFloatLE();
- _animations[i].unk1 = file.readFloatLE();
- _animations[i].unk2 = file.readFloatLE();
- _animations[i].unk3 = file.readFloatLE();
- _animations[i].offset = file.readUint32LE();
+ _animations[i].frameCount = file.readUint32LE();
+ _animations[i].frameSize = file.readUint32LE();
+ _animations[i].fps = file.readFloatLE();
+ _animations[i].positionChange.x = file.readFloatLE();
+ _animations[i].positionChange.y = file.readFloatLE();
+ _animations[i].positionChange.z = file.readFloatLE();
+ _animations[i].facingChange = file.readFloatLE();
+ _animations[i].offset = file.readUint32LE();
#if 0
debug("%4d %6d %6x %7.2g %7.2g %7.2g %7.2g %7.2g %8x",
@@ -172,8 +172,16 @@ void *SliceAnimations::getFramePtr(uint32 animation, uint32 frame) {
int SliceAnimations::getNumberOfFrames(int animationId) {
- if (animationId > _animations.size())
+ if (animationId > (int)_animations.size())
return 0;
return _animations[animationId].frameCount;
}
+
+
+float SliceAnimations::getFps(int animationId) {
+ if (animationId > (int)_animations.size())
+ return 15.0f;
+ return _animations[animationId].fps;
+}
+
} // End of namespace BladeRunner