game(hl1): fix SetBoneController
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@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void )
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#ifdef DEBUG_BONE_SETUP_THREADING
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ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
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#endif
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//ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "1", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
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ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
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//-----------------------------------------------------------------------------
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// Purpose: Do the default sequence blending rules as done in HL1
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@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool()
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void C_BaseAnimating::ThreadedBoneSetup()
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{
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g_bDoThreadedBoneSetup = true; //cl_threaded_bone_setup.GetBool();
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g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool();
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if ( g_bDoThreadedBoneSetup )
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{
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int nCount = g_PreviousBoneSetups.Count();
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@ -2743,8 +2743,9 @@ float CBaseAnimating::SetBoneController ( int iController, float flValue )
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float newValue;
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float retVal = Studio_SetController( pmodel, iController, flValue, newValue );
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m_flEncodedController.Set( iController, newValue );
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float &val = m_flEncodedController.GetForModify( iController );
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val = newValue;
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return retVal;
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}
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@ -387,7 +387,6 @@ void CNPC_Barnacle::BarnacleThink ( void )
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//Msg("tounge %f\n", m_flAltitude + m_flTongueAdj );
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//NDebugOverlay::Box( GetAbsOrigin() - Vector( 0, 0, m_flAltitude ), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,255,255, 0, 0.1 );
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SetBoneController( 0, 0.f );
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SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) );
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StudioFrameAdvance();
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}
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