Animations now playing sequences correctly

This commit is contained in:
dexy
2019-11-08 22:55:39 +11:00
Unverified
parent d60234469a
commit 87092996f8
2 changed files with 53 additions and 132 deletions
@@ -804,13 +804,6 @@ namespace CodeWalker.GameFiles
public AnimSequence[] Sequences { get; set; }
// //Original testing parsed data
//public SequencePart1[] FrameData { get; set; }
//public ushort[] Part2 { get; set; }
//public int Part2Count { get; set; }
//public int Part2Offset { get; set; }
//public static Dictionary<ushort, int> SeqDict = new Dictionary<ushort, int>();
class AnimChannelListItem
{
@@ -845,77 +838,6 @@ namespace CodeWalker.GameFiles
this.Data = reader.ReadBytes((int)DataLength);
#region //old dexyfex testing code
/*
if (Unused_08h != 0)
{ }
if (Unused_14h != 0)
{ }
if (UnkLength != (DataLength + 32)) //sometimes this is true
{ }
if ((FrameLength % 4) > 0)
{ }
int offset = (int)FrameOffset;
if (FrameLength > 0)
{
FrameData = new SequencePart1[NumFrames];
for (int i = 0; i < NumFrames; i++)
{
var sp = new SequencePart1();
sp.Init(Data, offset, FrameLength);
FrameData[i] = sp;
offset += FrameLength;
}
}
else if (NumFrames != 0)
{ }
int brem = (int)DataLength - offset;
int p2cnt = brem / 2;
if (p2cnt > 0)
{
Part2Offset = offset;
Part2Count = p2cnt;
Part2 = new ushort[p2cnt];
for (int i = 0; i < p2cnt; i++)
{
Part2[i] = BitConverter.ToUInt16(Data, offset);
offset += 2;
}
}
else
{ }
if (offset != DataLength)
{ } //no hits here!
//if (SeqDict.ContainsKey(Unknown_1Ah)) SeqDict[Unknown_1Ah]++;
//else SeqDict[Unknown_1Ah] = 1;
if ((Unknown_1Ah != 0) && (Unknown_1Ah > FrameOffset))
{ }
if ((Unknown_1Ch != 0) && (Unknown_1Ch > FrameOffset))
{ }
switch (ChunkSize)
{
case 64: //0x40
case 255: //0xFF
break;
default://no hits
break;
}
switch (Unknown_1Fh_Type)
{
case 0:
case 17: //0x11
case 20: //0x14
case 21: //0x15
case 49: //0x31
case 52: //0x34
case 53: //0x35
break;
default: //no hits
break;
}
*/
#endregion
int Part2Offset = 0;//replacement calculation from old dexyfex parsing code
int offset = (int)FrameOffset + (FrameLength * NumFrames);