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enable workshop world submissions
[carveJwlIkooP6JGAAIwe30JlM.git]
/
skeleton.h
diff --git
a/skeleton.h
b/skeleton.h
index 0332a6051e02faaf0ce79ad6fb8ebeb4f8282a70..052975239bd6988290a2c731b8d4d4565fdc4b7a 100644
(file)
--- a/
skeleton.h
+++ b/
skeleton.h
@@
-61,7
+61,7
@@
VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name )
}
vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
}
vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
- vg_fatal_e
xit_loop
( "Bone does not exist\n" );
+ vg_fatal_e
rror
( "Bone does not exist\n" );
return 0;
}
return 0;
}
@@
-403,7
+403,7
@@
VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
}
vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
}
vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
- vg_fatal_e
xit_loop
( "Invalid animation name\n" );
+ vg_fatal_e
rror
( "Invalid animation name\n" );
return NULL;
}
return NULL;
}
@@
-437,11
+437,16
@@
VG_STATIC void skeleton_alloc_from( struct skeleton *skele,
skele->ik = vg_linear_alloc( lin_alloc, ik_size );
skele->final_mtx = vg_linear_alloc( lin_alloc, mtx_size );
skele->anims = vg_linear_alloc( lin_alloc, anim_size );
skele->ik = vg_linear_alloc( lin_alloc, ik_size );
skele->final_mtx = vg_linear_alloc( lin_alloc, mtx_size );
skele->anims = vg_linear_alloc( lin_alloc, anim_size );
+
+ memset( skele->bones, 0, bone_size );
+ memset( skele->ik, 0, ik_size );
+ memset( skele->final_mtx, 0, mtx_size );
+ memset( skele->anims, 0, anim_size );
}
VG_STATIC void skeleton_fatal_err(void)
{
}
VG_STATIC void skeleton_fatal_err(void)
{
- vg_fatal_e
xit_loop
( "Skeleton setup failed" );
+ vg_fatal_e
rror
( "Skeleton setup failed" );
}
/* Setup an animated skeleton from model. mdl's metadata should stick around */
}
/* Setup an animated skeleton from model. mdl's metadata should stick around */
@@
-475,8
+480,6
@@
VG_STATIC void skeleton_setup( struct skeleton *skele,
sb->collider = bone->collider;
sb->orig_bone = bone;
sb->collider = bone->collider;
sb->orig_bone = bone;
- vg_info( "orig: %u\n", bone->collider );
-
if( sb->flags & k_bone_flag_ik ){
skele->bones[ sb->parent ].flags |= k_bone_flag_ik;
if( sb->flags & k_bone_flag_ik ){
skele->bones[ sb->parent ].flags |= k_bone_flag_ik;