diff --git a/Source/engine/animationinfo.cpp b/Source/engine/animationinfo.cpp index a70a27f33..4cf4955c7 100644 --- a/Source/engine/animationinfo.cpp +++ b/Source/engine/animationinfo.cpp @@ -75,7 +75,7 @@ uint8_t AnimationInfo::getAnimationProgress() const return static_cast(animationFraction); } -void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags /*= AnimationDistributionFlags::None*/, int8_t numSkippedFrames /*= 0*/, int8_t distributeFramesBeforeFrame /*= 0*/, int8_t previewShownGameTickFragments /*= 0*/) +void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags /*= AnimationDistributionFlags::None*/, int8_t numSkippedFrames /*= 0*/, int8_t distributeFramesBeforeFrame /*= 0*/, uint8_t previewShownGameTickFragments /*= 0*/) { if ((flags & AnimationDistributionFlags::RepeatedAction) == AnimationDistributionFlags::RepeatedAction && distributeFramesBeforeFrame != 0 && this->numberOfFrames == numberOfFrames && currentFrame + 1 >= distributeFramesBeforeFrame && currentFrame != this->numberOfFrames - 1) { // We showed the same Animation (for example a melee attack) before but truncated the Animation. diff --git a/Source/engine/animationinfo.h b/Source/engine/animationinfo.h index 770c57fa2..7c6bc6c7d 100644 --- a/Source/engine/animationinfo.h +++ b/Source/engine/animationinfo.h @@ -92,7 +92,7 @@ public: * @param distributeFramesBeforeFrame Distribute the numSkippedFrames only before this frame * @param previewShownGameTickFragments Defines how long (in game ticks fraction) the preview animation was shown */ - void setNewAnimation(OptionalClxSpriteList sprites, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int8_t numSkippedFrames = 0, int8_t distributeFramesBeforeFrame = 0, int8_t previewShownGameTickFragments = 0); + void setNewAnimation(OptionalClxSpriteList sprites, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int8_t numSkippedFrames = 0, int8_t distributeFramesBeforeFrame = 0, uint8_t previewShownGameTickFragments = 0); /** * @brief Changes the Animation Data on-the-fly. This is needed if a animation is currently in progress and the player changes his gear.