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Don't hardcode animation names #92
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I concur. Sent from my Windows Phone From: Willi Schinmeyermailto:[email protected] I believe the animation names (BOTH_STAND1 etc.) are hardcoded. That's why there's BOTH_CIN* for level-specific cinematic animations. It would be nice if the names were not hardcoded, and you could just add a new one by listing it in animation.cfg. The .ibi format does not need to be changed, the animation names are saved as strings in there anyway. It's not until ingame that they're presumably turned into an enum. Reply to this email directly or view it on GitHub: |
Would this mean you could add new animations without having to code new slots?! |
Yes. Date: Fri, 12 Apr 2013 14:54:08 -0700 Would this mean you could add new animations without having to code new slots?! — |
Though without coding they could only be used in Cutscenes. |
* jetpack hackscale fix, jetapck fuel regen delay, punting fix (cherry picked from commit 50cfc79) * passive heal (cherry picked from commit f410bcd) * fix i guess (cherry picked from commit c06352f) --------- Co-authored-by: videoP <[email protected]>
I believe the animation names (BOTH_STAND1 etc.) are hardcoded. That's why there's BOTH_CIN* for level-specific cinematic animations. It would be nice if the names were not hardcoded, and you could just add a new one by listing it in animation.cfg.
The .ibi format does not need to be changed, the animation names are saved as strings in there anyway. It's not until ingame that they're presumably turned into an enum.
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